uniform vec4 u_geometry;
-_NOPERSPECTIVE_ _OUT_ vec2 coord;
+_OUT_ vec2 coord;
void main() {
gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0));
uniform vec4 u_geometry;
uniform float u_color_stops[MAX_COLOR_STOPS * 5];
-_NOPERSPECTIVE_ _IN_ vec2 coord;
+_IN_ vec2 coord;
float get_offset(int index) {
// u_color_stops[5 * index] makes Intel Windows driver crash.
// linear_gradient.glsl
uniform vec4 u_points;
-_NOPERSPECTIVE_ _OUT_ vec4 info;
+_OUT_ vec4 info;
void main() {
gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0));
uniform float u_color_stops[MAX_COLOR_STOPS * 5];
uniform bool u_repeat;
-_NOPERSPECTIVE_ _IN_ vec4 info;
+_IN_ vec4 info;
float get_offset(int index) {
// u_color_stops[5 * index] makes Intel Windows driver crash.
#if defined(GSK_GLES) || defined(GSK_LEGACY)
#define _OUT_ varying
#define _IN_ varying
-#define _NOPERSPECTIVE_
#define _GSK_ROUNDED_RECT_UNIFORM_ vec4[3]
#else
#define _OUT_ out
#define _IN_ in
-#define _NOPERSPECTIVE_ noperspective
#define _GSK_ROUNDED_RECT_UNIFORM_ GskRoundedRect
#endif
uniform vec4 u_geometry;
-_NOPERSPECTIVE_ _OUT_ vec2 coord;
+_OUT_ vec2 coord;
void main() {
gl_Position = u_projection * (u_modelview * vec4(aPosition, 0.0, 1.0));
uniform vec2 u_range;
uniform float u_color_stops[MAX_COLOR_STOPS * 5];
-_NOPERSPECTIVE_ _IN_ vec2 coord;
+_IN_ vec2 coord;
float get_offset(int index) {
// u_color_stops[5 * index] makes Intel Windows driver crash.