From 30c0c44822fe0817e93d1007465a9792441cce84 Mon Sep 17 00:00:00 2001 From: sam gateau Date: Tue, 21 Aug 2018 14:52:42 -0700 Subject: [PATCH] Completely remove the texcoord frame transform as we don;t use it at all --- libraries/render-utils/src/deferred_light.slv | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/libraries/render-utils/src/deferred_light.slv b/libraries/render-utils/src/deferred_light.slv index 4ea3133718..164fd9fb3b 100644 --- a/libraries/render-utils/src/deferred_light.slv +++ b/libraries/render-utils/src/deferred_light.slv @@ -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; }