From c18b8f1c29da10f72a104ad17286b9786d225bd5 Mon Sep 17 00:00:00 2001 From: Magnus <nergal@nergal.se> Date: Tue, 11 Dec 2018 09:24:17 +0100 Subject: [PATCH] Added position as out variable from vertex shader. Adding the position out form vertex shader makes us skip computation of position in the fragment shader based on gl_FragCoord. --- pixelgl/glshader.go | 2 ++ 1 file changed, 2 insertions(+) diff --git a/pixelgl/glshader.go b/pixelgl/glshader.go index 33e4f61..5023579 100644 --- a/pixelgl/glshader.go +++ b/pixelgl/glshader.go @@ -226,6 +226,7 @@ in float aIntensity; out vec4 vColor; out vec2 vTexCoords; out float vIntensity; +out vec2 vPosition; uniform mat3 uTransform; uniform vec4 uBounds; @@ -235,6 +236,7 @@ void main() { vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1); gl_Position = vec4(normPos, 0.0, 1.0); vColor = aColor; + vPosition = aPosition; vTexCoords = aTexCoords; vIntensity = aIntensity; } -- GitLab