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-rw-r--r--drivers/gles2/shaders/canvas.glsl33
1 files changed, 0 insertions, 33 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 29d81bb2c4..a63c7675d8 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -20,13 +20,6 @@ varying vec4 color_interp;
uniform highp vec2 color_texpixel_size;
-#ifdef USE_TEXTURE_RECT
-
-uniform vec4 dst_rect;
-uniform vec4 src_rect;
-
-#endif
-
uniform highp float time;
VERTEX_SHADER_GLOBALS
@@ -44,35 +37,9 @@ void main() {
vec4 color = color_attrib;
-#ifdef USE_TEXTURE_RECT
-
- if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx;
- } else {
- uv_interp = src_rect.xy + abs(src_rect.zw) * vertex;
- }
-
- vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0);
-
- // This is what is done in the GLES 3 bindings and should
- // take care of flipped rects.
- //
- // But it doesn't.
- // I don't know why, will need to investigate further.
-
- outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0)));
-
- // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex;
-#else
vec4 outvec = vec4(vertex.xy, 0.0, 1.0);
-#ifdef USE_UV_ATTRIBUTE
uv_interp = uv_attrib;
-#else
- uv_interp = vertex.xy;
-#endif
-
-#endif
{
vec2 src_vtx=outvec.xy;