diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-06-02 22:08:05 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-06-02 22:08:05 +0300 |
commit | c15e913df87af34b381922b2a6951e9bc2baef6c (patch) | |
tree | eb170876f4d90322eae3cdf5c41541a3121ea939 /source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh | |
parent | 7f47f187c18626456a31e2f8d6fd1ee8b9bfd011 (diff) |
Cleanup: DRW: Added overlay_ prefix to all *.glsl files in overlay/shaders
This is needed to avoid potential naming collision with other engines
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh')
-rw-r--r-- | source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh index b9b1b73dbd4..0a2fc164ea9 100644 --- a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh +++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh @@ -21,8 +21,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra) .vertex_out(overlay_extra_iface) .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") - .vertex_source("extra_vert.glsl") - .fragment_source("extra_frag.glsl") + .vertex_source("overlay_extra_vert.glsl") + .fragment_source("overlay_extra_frag.glsl") .additional_info("draw_view", "draw_globals"); GPU_SHADER_CREATE_INFO(overlay_extra_select) @@ -53,7 +53,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_grid) .push_constant(Type::BOOL, "isTransform") .vertex_out(overlay_extra_grid_iface) .fragment_out(0, Type::VEC4, "fragColor") - .vertex_source("extra_lightprobe_grid_vert.glsl") + .vertex_source("overlay_extra_lightprobe_grid_vert.glsl") .fragment_source("gpu_shader_point_varying_color_frag.glsl") .additional_info("draw_view", "draw_globals"); @@ -75,8 +75,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra_groundline) .vertex_out(overlay_extra_iface) .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") - .vertex_source("extra_groundline_vert.glsl") - .fragment_source("extra_frag.glsl") + .vertex_source("overlay_extra_groundline_vert.glsl") + .fragment_source("overlay_extra_frag.glsl") .additional_info("draw_view", "draw_globals"); GPU_SHADER_CREATE_INFO(overlay_extra_groundline_clipped) @@ -103,8 +103,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra_wire) .vertex_out(overlay_extra_wire_iface) .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") - .vertex_source("extra_wire_vert.glsl") - .fragment_source("extra_wire_frag.glsl") + .vertex_source("overlay_extra_wire_vert.glsl") + .fragment_source("overlay_extra_wire_frag.glsl") .additional_info("draw_modelmat", "draw_globals"); GPU_SHADER_CREATE_INFO(overlay_extra_wire_select) @@ -148,7 +148,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_point) .push_constant(Type::VEC4, "color") .vertex_out(overlay_extra_point_iface) .fragment_out(0, Type::VEC4, "fragColor") - .vertex_source("extra_point_vert.glsl") + .vertex_source("overlay_extra_point_vert.glsl") .fragment_source("gpu_shader_point_varying_color_varying_outline_aa_frag.glsl") .additional_info("draw_modelmat", "draw_globals"); @@ -165,8 +165,8 @@ GPU_SHADER_CREATE_INFO(overlay_extra_loose_point) .vertex_out(overlay_extra_loose_point_iface) .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") - .vertex_source("extra_loose_point_vert.glsl") - .fragment_source("extra_loose_point_frag.glsl") + .vertex_source("overlay_extra_loose_point_vert.glsl") + .fragment_source("overlay_extra_loose_point_frag.glsl") .additional_info("draw_modelmat", "draw_globals"); GPU_SHADER_CREATE_INFO(overlay_extra_loose_point_clipped) @@ -194,9 +194,9 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_line) .geometry_out(overlay_motion_path_line_iface) .geometry_layout(PrimitiveIn::LINES, PrimitiveOut::TRIANGLE_STRIP, 4) .fragment_out(0, Type::VEC4, "fragColor") - .vertex_source("motion_path_line_vert.glsl") - .geometry_source("motion_path_line_geom.glsl") - .fragment_source("motion_path_line_frag.glsl") + .vertex_source("overlay_motion_path_line_vert.glsl") + .geometry_source("overlay_motion_path_line_geom.glsl") + .fragment_source("overlay_motion_path_line_frag.glsl") .additional_info("draw_view", "draw_globals"); GPU_SHADER_CREATE_INFO(overlay_motion_path_line_clipped) @@ -215,7 +215,7 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_point) .push_constant(Type::VEC3, "customColor") .vertex_out(overlay_motion_path_point_iface) .fragment_out(0, Type::VEC4, "fragColor") - .vertex_source("motion_path_point_vert.glsl") + .vertex_source("overlay_motion_path_point_vert.glsl") .fragment_source("gpu_shader_point_varying_color_frag.glsl") .additional_info("draw_view", "draw_globals"); @@ -242,8 +242,8 @@ GPU_SHADER_CREATE_INFO(overlay_image) .vertex_out(overlay_image_iface) .sampler(0, ImageType::FLOAT_2D, "imgTexture") .fragment_out(0, Type::VEC4, "fragColor") - .vertex_source("image_vert.glsl") - .fragment_source("image_frag.glsl") + .vertex_source("overlay_image_vert.glsl") + .fragment_source("overlay_image_frag.glsl") .additional_info("draw_mesh"); GPU_SHADER_CREATE_INFO(overlay_image_clipped) @@ -266,8 +266,8 @@ GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas) .push_constant(Type::INT, "halfLineCount") .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") - .vertex_source("edit_gpencil_canvas_vert.glsl") - .fragment_source("extra_frag.glsl") + .vertex_source("overlay_edit_gpencil_canvas_vert.glsl") + .fragment_source("overlay_extra_frag.glsl") .additional_info("draw_mesh", "draw_globals"); GPU_SHADER_CREATE_INFO(overlay_gpencil_canvas_clipped) @@ -289,7 +289,7 @@ GPU_SHADER_CREATE_INFO(overlay_particle) .vertex_in(1, Type::VEC4, "part_rot") .vertex_in(2, Type::FLOAT, "part_val") .vertex_out(overlay_particle_iface) - .vertex_source("particle_vert.glsl") + .vertex_source("overlay_particle_vert.glsl") .additional_info("draw_globals"); GPU_SHADER_CREATE_INFO(overlay_particle_dot) @@ -299,7 +299,7 @@ GPU_SHADER_CREATE_INFO(overlay_particle_dot) .define("pos", "vec3(0.0)") .fragment_out(0, Type::VEC4, "fragColor") .fragment_out(1, Type::VEC4, "lineOutput") - .fragment_source("particle_frag.glsl") + .fragment_source("overlay_particle_frag.glsl") .additional_info("overlay_particle", "draw_mesh"); GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped) |