Completely remove the texcoord frame transform as we don;t use it at all

This commit is contained in:
sam gateau 2018-08-21 14:52:42 -07:00
parent 6b994ba39a
commit 30c0c44822

View file

@ -16,11 +16,6 @@
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM
// NOTE: WE are assuming that the deferred lighting pass is always full screen so this texture transform is not needed (and cause problems on AMD)
layout(location=RENDER_UTILS_UNIFORM_LIGHT_TEXCOORD_TRANSFORM) uniform vec4 texcoordFrameTransform;
#endif
void main(void) {
const float depth = 1.0;
const vec4 UNIT_QUAD[4] = vec4[4](
@ -33,10 +28,5 @@ void main(void) {
_texCoord01.xy = (pos.xy + 1.0) * 0.5;
#ifdef RENDER_UTILS_USE_TEXCOORD_FRAME_TRANSFORM
_texCoord01.xy *= texcoordFrameTransform.zw;
_texCoord01.xy += texcoordFrameTransform.xy;
#endif
gl_Position = pos;
}