[client] egl: simplify desktop vertex shader

In GLSL, using the / operator on two vectors of the same size divides the
vector component-wise, i.e. vec2(a, b) / vec2(c, d) == vec2(a / c, b / d).
This commit is contained in:
Quantum 2021-08-09 03:48:30 -04:00 committed by Geoffrey McRae
parent 9b87f4ba5e
commit 53461d7515

View file

@ -8,10 +8,6 @@ uniform mat3x2 transform;
void main()
{
highp vec2 uvScale;
gl_Position = vec4(transform * vec3(vertex, 1.0), 0.0, 1.0);
uvScale.x = 1.0 / size.x;
uvScale.y = 1.0 / size.y;
uv = vertex * uvScale;
uv = vertex / size;
}