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authorGabriel Schneider <[email protected]>2026-09-29 22:05:58 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:17 -0300
commit813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch)
tree8250da85fde87d8cc4ccbbceaa304b1bed82be4e /shaders/prebuilt/post.vert.glsl
parent714da820136ac89d6a79ed0141e7325829ab8204 (diff)
downloadpardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.tar.gz
pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.zip
The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used
shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 <[email protected]>
Diffstat (limited to 'shaders/prebuilt/post.vert.glsl')
-rw-r--r--shaders/prebuilt/post.vert.glsl10
1 files changed, 0 insertions, 10 deletions
diff --git a/shaders/prebuilt/post.vert.glsl b/shaders/prebuilt/post.vert.glsl
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--- a/shaders/prebuilt/post.vert.glsl
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@@ -1,10 +0,0 @@
-#version 450
-
-// A post pass (docs/render-pipeline.md ยง6): one fullscreen triangle from
-// gl_VertexIndex, no vertex buffer. The Shadertoy fragment shader works from
-// gl_FragCoord, y down, as its fragCoord.
-
-void main() {
- vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2));
- gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
-}