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authorMike Erwin <significant.bit@gmail.com>2017-05-19 18:02:32 +0300
committerMike Erwin <significant.bit@gmail.com>2017-05-19 18:09:12 +0300
commit648f2a61ada53e07162efcf117e8b0269a55f5a8 (patch)
treebc80c48cb2d277a79ba62f800e5122b6615c811d
parentfa47437426b8e4d72d15bcf3517b31c4202c095c (diff)
OpenGL: convert old texture2D calls in built-in shaders
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl3
9 files changed, 10 insertions, 19 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
index 84d8e2f8d57..727c3c0a832 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
@@ -1,12 +1,11 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform vec4 color;
uniform sampler2D image;
void main()
{
- fragColor = texture2D(image, texCoord_interp).r * color;
+ fragColor = texture(image, texCoord_interp).r * color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
index b94c814672f..ef8935cc7ba 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -1,12 +1,11 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform vec4 color;
uniform sampler2D image;
void main()
{
- fragColor = texture2D(image, texCoord_interp) * color;
+ fragColor = texture(image, texCoord_interp) * color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
index 3cd4b3f2fa0..bcbe1f577fd 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
@@ -1,7 +1,6 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform float znear;
uniform float zfar;
@@ -9,7 +8,7 @@ uniform sampler2D image;
void main()
{
- float depth = texture2D(image, texCoord_interp).r;
+ float depth = texture(image, texCoord_interp).r;
/* normalize */
fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear))));
diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
index 2445b0206ec..ca73fa56e06 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
@@ -6,7 +6,6 @@
:n vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2DRect texture
uniform int interlace_id;
uniform sampler2DRect image_a;
@@ -28,8 +27,8 @@ bool interlace()
void main()
{
if (interlace()) {
- fragColor = texture2DRect(image_a, texCoord_interp);
+ fragColor = texture(image_a, texCoord_interp);
} else {
- fragColor = texture2DRect(image_b, texCoord_interp);
+ fragColor = texture(image_b, texCoord_interp);
}
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
index 14f3f465a0a..4a45d03175e 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
@@ -1,13 +1,12 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform sampler2D image;
uniform vec4 color;
void main()
{
- fragColor.a = texture2D(image, texCoord_interp).a * color.a;
+ fragColor.a = texture(image, texCoord_interp).a * color.a;
fragColor.rgb = color.rgb;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
index 80b078975f0..51092d56e5e 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -1,13 +1,12 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform float alpha;
uniform sampler2D image;
void main()
{
- fragColor = texture2D(image, texCoord_interp);
+ fragColor = texture(image, texCoord_interp);
fragColor.a *= alpha;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
index cb7b85f8a5b..7d9ce9d2003 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
@@ -1,13 +1,12 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2DRect texture
uniform float alpha;
uniform sampler2DRect image;
void main()
{
- fragColor = texture2DRect(image, texCoord_interp);
+ fragColor = texture(image, texCoord_interp);
fragColor.a *= alpha;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
index aa3b8bd2727..64662247d69 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
@@ -1,7 +1,6 @@
in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform sampler2D image;
uniform vec4 color;
@@ -9,7 +8,7 @@ uniform vec4 shuffle;
void main()
{
- vec4 sample = texture2D(image, texCoord_interp);
+ vec4 sample = texture(image, texCoord_interp);
fragColor = vec4(sample.r * shuffle.r +
sample.g * shuffle.g +
sample.b * shuffle.b +
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index 1654d3bb016..7ff90ad4f21 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -2,7 +2,6 @@
flat in vec4 color_flat;
noperspective in vec2 texCoord_interp;
out vec4 fragColor;
-#define texture2D texture
uniform sampler2D glyph;
@@ -12,5 +11,5 @@ void main()
fragColor.rgb = color_flat.rgb;
// modulate input alpha & texture alpha
- fragColor.a = color_flat.a * texture2D(glyph, texCoord_interp).r;
+ fragColor.a = color_flat.a * texture(glyph, texCoord_interp).r;
}