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10 changes: 5 additions & 5 deletions impeller/entity/shaders/blending/advanced_blend.vert
Original file line number Diff line number Diff line change
Expand Up @@ -12,12 +12,12 @@ uniform FrameInfo {
}
frame_info;

in vec2 vertices;
in vec2 dst_texture_coords;
in vec2 src_texture_coords;
in highp vec2 vertices;
in highp vec2 dst_texture_coords;
in highp vec2 src_texture_coords;

out vec2 v_dst_texture_coords;
out vec2 v_src_texture_coords;
out highp vec2 v_dst_texture_coords;
out highp vec2 v_src_texture_coords;

void main() {
gl_Position = frame_info.mvp * vec4(vertices, 0.0, 1.0);
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6 changes: 3 additions & 3 deletions impeller/entity/shaders/blending/blend.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,10 +11,10 @@ uniform FrameInfo {
}
frame_info;

in vec2 vertices;
in vec2 texture_coords;
in highp vec2 vertices;
in highp vec2 texture_coords;

out vec2 v_texture_coords;
out highp vec2 v_texture_coords;

void main() {
gl_Position = frame_info.mvp * vec4(vertices, 0.0, 1.0);
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2 changes: 1 addition & 1 deletion impeller/entity/shaders/border_mask_blur.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;
in highp vec2 texture_coords;

out highp vec2 v_texture_coords;
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2 changes: 1 addition & 1 deletion impeller/entity/shaders/color_matrix_color_filter.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

out highp vec2 v_texture_coords;

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10 changes: 5 additions & 5 deletions impeller/entity/shaders/gaussian_blur/gaussian_blur.vert
Original file line number Diff line number Diff line change
Expand Up @@ -12,12 +12,12 @@ uniform FrameInfo {
}
frame_info;

in vec2 vertices;
in vec2 texture_coords;
in vec2 src_texture_coords;
in highp vec2 vertices;
in highp vec2 texture_coords;
in highp vec2 src_texture_coords;

out vec2 v_texture_coords;
out vec2 v_src_texture_coords;
out highp vec2 v_texture_coords;
out highp vec2 v_src_texture_coords;

void main() {
gl_Position = frame_info.mvp * vec4(vertices, 0.0, 1.0);
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4 changes: 2 additions & 2 deletions impeller/entity/shaders/glyph_atlas.vert
Original file line number Diff line number Diff line change
Expand Up @@ -20,9 +20,9 @@ in vec4 atlas_glyph_bounds;
in vec4 glyph_bounds;

in vec2 unit_position;
in vec2 glyph_position;
in highp vec2 glyph_position;

out vec2 v_uv;
out highp vec2 v_uv;

mat4 basis(mat4 m) {
return mat4(m[0][0], m[0][1], m[0][2], 0.0, //
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4 changes: 2 additions & 2 deletions impeller/entity/shaders/gradient_fill.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,9 +11,9 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

out vec2 v_position;
out highp vec2 v_position;

void main() {
gl_Position = frame_info.mvp * vec4(position, 0.0, 1.0);
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2 changes: 1 addition & 1 deletion impeller/entity/shaders/linear_to_srgb_filter.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

out highp vec2 v_texture_coords;

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2 changes: 1 addition & 1 deletion impeller/entity/shaders/position_color.vert
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;
in vec4 color;

out vec4 v_color;
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4 changes: 2 additions & 2 deletions impeller/entity/shaders/rrect_blur.vert
Original file line number Diff line number Diff line change
Expand Up @@ -9,9 +9,9 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

out vec2 v_position;
out highp vec2 v_position;

void main() {
gl_Position = frame_info.mvp * vec4(position, 0.0, 1.0);
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2 changes: 1 addition & 1 deletion impeller/entity/shaders/solid_fill.vert
Original file line number Diff line number Diff line change
Expand Up @@ -9,7 +9,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

void main() {
gl_Position = frame_info.mvp * vec4(position, 0.0, 1.0);
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2 changes: 1 addition & 1 deletion impeller/entity/shaders/srgb_to_linear_filter.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

out highp vec2 v_texture_coords;

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2 changes: 1 addition & 1 deletion impeller/entity/shaders/yuv_to_rgb_filter.vert
Original file line number Diff line number Diff line change
Expand Up @@ -11,7 +11,7 @@ uniform FrameInfo {
}
frame_info;

in vec2 position;
in highp vec2 position;

out highp vec2 v_texture_coords;

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