kwin/blur: Remove the texcoord attribute

The vertex and texcoord attributes are always bound to the same
vertex array, so remove the texcoord attribute from the GLSL shader.
This commit is contained in:
Fredrik Höglund 2013-06-10 18:51:48 +02:00
parent b0582571d6
commit 25125f8982

View file

@ -273,13 +273,12 @@ void GLSLBlurShader::init()
stream << "uniform mat4 modelViewProjectionMatrix;\n";
stream << "uniform mat4 textureMatrix;\n";
stream << "uniform vec2 pixelSize;\n\n";
stream << attribute << " vec4 vertex;\n";
stream << attribute << " vec4 texCoord;\n\n";
stream << attribute << " vec4 vertex;\n\n";
stream << varying_out << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n";
stream << "\n";
stream << "void main(void)\n";
stream << "{\n";
stream << " vec4 center = vec4(textureMatrix * texCoord).stst;\n";
stream << " vec4 center = vec4(textureMatrix * vertex).stst;\n";
stream << " vec4 ps = pixelSize.stst;\n\n";
for (int i = 0; i < offsets.size(); i++) {
stream << " samplePos[" << i << "] = center + ps * vec4("