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The shader used to blur a texture was using ftransform for gl_Position and so it needed the modelview/prjection matrix to be set. This can be avoided by using gl_Vertex directly.
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3 changes: 1 addition & 2 deletions
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source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
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Original file line number | Diff line number | Diff line change |
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@@ -1,6 +1,5 @@ | ||
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void main() | ||
{ | ||
gl_Position = ftransform(); | ||
gl_Position = gl_Vertex; | ||
gl_TexCoord[0] = gl_MultiTexCoord0; | ||
} |