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authorAntti Määttä <antti.maatta@qt.io>2020-10-13 15:18:19 +0300
committerAntti Määttä <antti.maatta@qt.io>2020-10-16 07:15:37 +0300
commit627a8f04403c9c1651dbb5d9843d86ccd9dee0d1 (patch)
tree8e11bc18d3bfba37fe247b102c89038e2786cc24 /res
parenta37d31d37efd9e9130354609829461635603fb40 (diff)
Manually convert snapper macros to shader code
Use manual conversion just like effect code instead of shader compiler macro concatenation to convert the snapper macros to actual shader code. Change-Id: I3b26e3bf09df298f2d3f45f3690b3ac310c46ce2 Reviewed-by: Tomi Korpipää <tomi.korpipaa@qt.io>
Diffstat (limited to 'res')
-rw-r--r--res/effectlib/customMaterial.glsllib13
1 files changed, 0 insertions, 13 deletions
diff --git a/res/effectlib/customMaterial.glsllib b/res/effectlib/customMaterial.glsllib
index 9f7ae77..d6f392e 100644
--- a/res/effectlib/customMaterial.glsllib
+++ b/res/effectlib/customMaterial.glsllib
@@ -31,19 +31,6 @@
#ifndef CUSTOM_MATERIAL_GLSLLIB
#define CUSTOM_MATERIAL_GLSLLIB 1
-#define SNAPPER_SAMPLER2D(samplerName, samplerNiceName, texFilter, texWrap, showUI ) \
- uniform sampler2D samplerName; \
- uniform vec3 samplerName##TransformU; \
- uniform vec3 samplerName##TransformV; \
- vec3 texcoordTransformed_##samplerName(vec3 coord) \
- { \
- return vec3(dot(samplerName##TransformU, coord), dot(samplerName##TransformV, coord), coord.z); \
- } \
- vec4 sampleTransformed_##samplerName(vec3 coord) \
- { \
- return texture(samplerName, texcoordTransformed_##samplerName(coord).xy); \
- }
-
// some useful defines
#ifndef PI
#define PI 3.14159265358979