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author | Antti Määttä <antti.maatta@qt.io> | 2020-10-13 15:18:19 +0300 |
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committer | Antti Määttä <antti.maatta@qt.io> | 2020-10-16 07:15:37 +0300 |
commit | 627a8f04403c9c1651dbb5d9843d86ccd9dee0d1 (patch) | |
tree | 8e11bc18d3bfba37fe247b102c89038e2786cc24 /res | |
parent | a37d31d37efd9e9130354609829461635603fb40 (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.glsllib | 13 |
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 |