diff options
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 33 |
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; |