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authorCampbell Barton <ideasman42@gmail.com>2019-01-25 00:01:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-25 00:01:07 +0300
commite72fa714a800f851298dc29f736aa5231501dd0b (patch)
treec960d08796a0c507ae53f5a0ca179f61dbc7b744 /source/blender/draw/intern
parent6d8394d38b17e602535c75a866332f4427adbfad (diff)
Cleanup: remove duplicated shaders that only added clipping checks
Originally I wanted to avoid adding draw manager specific ifdef's all over generic shaders however this isn't needed in so many places. Also there are shaders that are only used by the draw manager so duplicating them only to have the original unused doesn't make sense.
Diffstat (limited to 'source/blender/draw/intern')
-rw-r--r--source/blender/draw/intern/draw_builtin_shader.c13
1 files changed, 6 insertions, 7 deletions
diff --git a/source/blender/draw/intern/draw_builtin_shader.c b/source/blender/draw/intern/draw_builtin_shader.c
index 6a70b91d67a..889dbaed3da 100644
--- a/source/blender/draw/intern/draw_builtin_shader.c
+++ b/source/blender/draw/intern/draw_builtin_shader.c
@@ -38,14 +38,13 @@
extern char datatoc_common_world_clip_lib_glsl[];
-extern char datatoc_drw_shader_3D_vert_glsl[];
-extern char datatoc_drw_shader_3D_smooth_color_vert_glsl[];
-
-extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
+extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
+extern char datatoc_gpu_shader_3D_vert_glsl[];
extern char datatoc_gpu_shader_depth_only_frag_glsl[];
extern char datatoc_gpu_shader_flat_color_frag_glsl[];
extern char datatoc_gpu_shader_instance_camera_vert_glsl[];
+extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
/* cache of built-in shaders (each is created on first use) */
static struct {
@@ -68,7 +67,7 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
break;
}
shader = DRW_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL},
+ .vert = (const char *[]){world_clip_lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_uniform_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;
@@ -77,7 +76,7 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
break;
}
shader = DRW_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_smooth_color_vert_glsl, NULL},
+ .vert = (const char *[]){world_clip_lib, datatoc_gpu_shader_3D_smooth_color_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_3D_smooth_color_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;
@@ -86,7 +85,7 @@ static GPUShader *drw_shader_get_builtin_shader_clipped(eGPUBuiltinShader shader
break;
}
shader = DRW_shader_create_from_arrays({
- .vert = (const char *[]){world_clip_lib, datatoc_drw_shader_3D_vert_glsl, NULL},
+ .vert = (const char *[]){world_clip_lib, datatoc_gpu_shader_3D_vert_glsl, NULL},
.frag = (const char *[]){datatoc_gpu_shader_depth_only_frag_glsl, NULL},
.defs = (const char *[]){world_clip_def, NULL}});
break;