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authorSmileTheory <SmileTheory@gmail.com>2013-12-12 21:38:01 -0800
committerTim Angus <tim@ngus.net>2014-06-17 17:43:37 +0100
commit1efa9bd0b4748ab2a8bc7b962fc7f0dce03daa8c (patch)
tree85710f4b43808b3cda5e8f1dfe44ba8f223601e1 /src/renderergl2/glsl/bokeh_vp.glsl
parent22a29956b832cd1d74726b166c37c340df1a7213 (diff)
OpenGL2: Small glsl shader optimizations, fixes, and cleanup.
Diffstat (limited to 'src/renderergl2/glsl/bokeh_vp.glsl')
-rw-r--r--src/renderergl2/glsl/bokeh_vp.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/renderergl2/glsl/bokeh_vp.glsl b/src/renderergl2/glsl/bokeh_vp.glsl
index 5ca41600..bdaa74af 100644
--- a/src/renderergl2/glsl/bokeh_vp.glsl
+++ b/src/renderergl2/glsl/bokeh_vp.glsl
@@ -1,4 +1,4 @@
-attribute vec4 attr_Position;
+attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
uniform mat4 u_ModelViewProjectionMatrix;
@@ -8,6 +8,6 @@ varying vec2 var_TexCoords;
void main()
{
- gl_Position = u_ModelViewProjectionMatrix * attr_Position;
+ gl_Position = u_ModelViewProjectionMatrix * vec4(attr_Position, 1.0);
var_TexCoords = attr_TexCoord0.st;
}