[Bf-blender-cvs] [e48795c20c0] greasepencil-object: GPencil: Cleanup unused shader variable

Antonioya noreply at git.blender.org
Thu Apr 11 18:40:36 CEST 2019


Commit: e48795c20c0024c67abf8ea3e447d3ba58e61341
Author: Antonioya
Date:   Thu Apr 11 18:31:00 2019 +0200
Branches: greasepencil-object
https://developer.blender.org/rBe48795c20c0024c67abf8ea3e447d3ba58e61341

GPencil: Cleanup unused shader variable

===================================================================

M	source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl

===================================================================

diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
index 6c22633c521..acbe3cf8d7e 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_point_geom.glsl
@@ -47,31 +47,30 @@ vec2 rotateUV(vec2 uv, float angle)
 
 void main(void)
 {
-	/* receive 4 points */
+	/* receive point */
 	vec4 P0 = gl_in[0].gl_Position;
 	vec2 sp0 = toScreenSpace(P0);
 
 	float size = finalThickness[0];
-	float aspect = 1.0;
 	/* generate the triangle strip */
 	mTexCoord = rotateUV(vec2(0, 1), finaluvdata[0].y);
 	mColor = finalColor[0];
-	gl_Position = vec4(vec2(sp0.x - size, sp0.y + size * aspect) / Viewport, getZdepth(P0), 1.0);
+	gl_Position = vec4(vec2(sp0.x - size, sp0.y + size) / Viewport, getZdepth(P0), 1.0);
 	EmitVertex();
 
 	mTexCoord = rotateUV(vec2(0, 0), finaluvdata[0].y);
 	mColor = finalColor[0];
-	gl_Position = vec4(vec2(sp0.x - size, sp0.y - size * aspect) / Viewport, getZdepth(P0), 1.0);
+	gl_Position = vec4(vec2(sp0.x - size, sp0.y - size) / Viewport, getZdepth(P0), 1.0);
 	EmitVertex();
 
 	mTexCoord = rotateUV(vec2(1, 1), finaluvdata[0].y);
 	mColor = finalColor[0];
-	gl_Position = vec4(vec2(sp0.x + size, sp0.y + size * aspect) / Viewport, getZdepth(P0), 1.0);
+	gl_Position = vec4(vec2(sp0.x + size, sp0.y + size) / Viewport, getZdepth(P0), 1.0);
 	EmitVertex();
 
 	mTexCoord = rotateUV(vec2(1, 0), finaluvdata[0].y);
 	mColor = finalColor[0];
-	gl_Position = vec4(vec2(sp0.x + size, sp0.y - size * aspect) / Viewport, getZdepth(P0), 1.0);
+	gl_Position = vec4(vec2(sp0.x + size, sp0.y - size) / Viewport, getZdepth(P0), 1.0);
 	EmitVertex();
 
 	EndPrimitive();



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