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.
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1 changed files with 2 additions and 3 deletions
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@ -273,13 +273,12 @@ void GLSLBlurShader::init()
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stream << "uniform mat4 modelViewProjectionMatrix;\n";
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stream << "uniform mat4 textureMatrix;\n";
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stream << "uniform vec2 pixelSize;\n\n";
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stream << attribute << " vec4 vertex;\n";
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stream << attribute << " vec4 texCoord;\n\n";
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stream << attribute << " vec4 vertex;\n\n";
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stream << varying_out << " vec4 samplePos[" << std::ceil(size / 2.0) << "];\n";
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stream << "\n";
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stream << "void main(void)\n";
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stream << "{\n";
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stream << " vec4 center = vec4(textureMatrix * texCoord).stst;\n";
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stream << " vec4 center = vec4(textureMatrix * vertex).stst;\n";
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stream << " vec4 ps = pixelSize.stst;\n\n";
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for (int i = 0; i < offsets.size(); i++) {
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stream << " samplePos[" << i << "] = center + ps * vec4("
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