[gtk] gl renderer: Remove some unneeded calculations from shaders
- From: Timm Bäder <baedert src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gtk] gl renderer: Remove some unneeded calculations from shaders
- Date: Tue, 7 Jan 2020 16:37:58 +0000 (UTC)
commit 2079c898e7275e8850bebac90352bedde8d2149c
Author: Timm Bäder <mail baedert org>
Date: Tue Dec 17 12:39:36 2019 +0100
gl renderer: Remove some unneeded calculations from shaders
gsk/resources/glsl/border.glsl | 2 --
gsk/resources/glsl/color.glsl | 2 --
gsk/resources/glsl/inset_shadow.glsl | 2 --
gsk/resources/glsl/unblurred_outset_shadow.glsl | 2 --
4 files changed, 8 deletions(-)
---
diff --git a/gsk/resources/glsl/border.glsl b/gsk/resources/glsl/border.glsl
index b791dceb4f..6a0ff18024 100644
--- a/gsk/resources/glsl/border.glsl
+++ b/gsk/resources/glsl/border.glsl
@@ -2,8 +2,6 @@
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
- vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
diff --git a/gsk/resources/glsl/color.glsl b/gsk/resources/glsl/color.glsl
index 8163dddfd0..dcd65100a3 100644
--- a/gsk/resources/glsl/color.glsl
+++ b/gsk/resources/glsl/color.glsl
@@ -1,8 +1,6 @@
// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
- vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
diff --git a/gsk/resources/glsl/inset_shadow.glsl b/gsk/resources/glsl/inset_shadow.glsl
index c6518f1aa1..1658559536 100644
--- a/gsk/resources/glsl/inset_shadow.glsl
+++ b/gsk/resources/glsl/inset_shadow.glsl
@@ -1,8 +1,6 @@
// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
- vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
diff --git a/gsk/resources/glsl/unblurred_outset_shadow.glsl b/gsk/resources/glsl/unblurred_outset_shadow.glsl
index e50db29cd3..876ee9eb1e 100644
--- a/gsk/resources/glsl/unblurred_outset_shadow.glsl
+++ b/gsk/resources/glsl/unblurred_outset_shadow.glsl
@@ -1,8 +1,6 @@
// VERTEX_SHADER:
void main() {
gl_Position = u_projection * u_modelview * vec4(aPosition, 0.0, 1.0);
-
- vUv = vec2(aUv.x, aUv.y);
}
// FRAGMENT_SHADER:
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