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authorCampbell Barton <ideasman42@gmail.com>2019-01-28 23:46:25 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-01-29 00:32:25 +0300
commit68cab3aff63aea95830aa082a160200768d0e826 (patch)
tree3a042217ce34d84387cdfcca97316597800396db /source/blender/draw/modes
parenta9c297165878b3c427a20f787cc90a6ada4df253 (diff)
Cleanup: replace attrib w/ attr
Also rename GPUVertexAttribs to GPUVertAttrLayers, avoids confusion with GPUVertAttr which isn't closely related.
Diffstat (limited to 'source/blender/draw/modes')
-rw-r--r--source/blender/draw/modes/object_mode.c2
-rw-r--r--source/blender/draw/modes/shaders/armature_axes_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_dof_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl6
-rw-r--r--source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/armature_stick_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/common_hair_lib.glsl2
-rw-r--r--source/blender/draw/modes/shaders/common_hair_refine_vert.glsl2
-rw-r--r--source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl2
-rw-r--r--source/blender/draw/modes/shaders/object_empty_axes_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/object_mball_handles_vert.glsl4
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_frag.glsl4
-rw-r--r--source/blender/draw/modes/shaders/paint_vertex_vert.glsl4
17 files changed, 31 insertions, 31 deletions
diff --git a/source/blender/draw/modes/object_mode.c b/source/blender/draw/modes/object_mode.c
index 4c96a5d5575..ed047b93f9f 100644
--- a/source/blender/draw/modes/object_mode.c
+++ b/source/blender/draw/modes/object_mode.c
@@ -2832,7 +2832,7 @@ static void OBJECT_cache_populate_particles(
static float def_sec_col[3] = {1.0f, 1.0f, 1.0f};
/* Dummy particle format for instancing to work. */
- DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTRIB_FLOAT, 1}});
+ DRW_shgroup_instance_format(e_data.particle_format, {{"dummy", DRW_ATTR_FLOAT, 1}});
Material *ma = give_current_material(ob, part->omat);
diff --git a/source/blender/draw/modes/shaders/armature_axes_vert.glsl b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
index 53b2a3d3b3b..137bcff1ed1 100644
--- a/source/blender/draw/modes/shaders/armature_axes_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_axes_vert.glsl
@@ -2,12 +2,12 @@
uniform mat4 ViewProjectionMatrix;
uniform vec3 screenVecs[3];
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
in vec2 screenPos;
in vec3 colorAxis;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
diff --git a/source/blender/draw/modes/shaders/armature_dof_vert.glsl b/source/blender/draw/modes/shaders/armature_dof_vert.glsl
index 5c89cf644d6..d9d56862140 100644
--- a/source/blender/draw/modes/shaders/armature_dof_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_dof_vert.glsl
@@ -1,10 +1,10 @@
uniform mat4 ViewProjectionMatrix;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec2 pos;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
/* Assumed to be in world coordinate already. */
in mat4 InstanceModelMatrix;
in vec4 color;
diff --git a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
index 307c7276184..b170b4f41e2 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_outline_vert.glsl
@@ -7,12 +7,12 @@ uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
uniform float lineThickness = 2.0;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec2 pos0;
in vec2 pos1;
in vec2 pos2;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
/* Assumed to be in world coordinate already. */
in vec4 headSphere;
in vec4 tailSphere;
diff --git a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
index 11935e9001f..01e77837201 100644
--- a/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_envelope_solid_vert.glsl
@@ -3,10 +3,10 @@ uniform mat4 ViewMatrix;
uniform mat4 ViewMatrixInverse;
uniform mat4 ViewProjectionMatrix;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec3 pos;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
/* Assumed to be in world coordinate already. */
in vec4 headSphere;
in vec4 tailSphere;
diff --git a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
index 7619d8018f9..27b75852a16 100644
--- a/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_outline_vert.glsl
@@ -5,11 +5,11 @@ uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec3 pos;
in vec3 snor;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 outlineColorSize;
@@ -28,7 +28,7 @@ vec2 proj(vec4 pos)
void main()
{
/* This is slow and run per vertex, but it's still faster than
- * doing it per instance on CPU and sending it on via instance attrib */
+ * doing it per instance on CPU and sending it on via instance attribute. */
mat3 NormalMatrix = transpose(inverse(mat3(ViewMatrix * InstanceModelMatrix)));
vec4 viewpos = ViewMatrix * (InstanceModelMatrix * vec4(pos, 1.0));
diff --git a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
index 7abbf7f3d25..4dfd542710b 100644
--- a/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_shape_solid_vert.glsl
@@ -6,11 +6,11 @@ uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec3 pos;
in vec3 nor;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec3 boneColor;
in vec3 stateColor;
diff --git a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
index 0c1fefbf814..ea3cfc9a9ac 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_outline_vert.glsl
@@ -4,11 +4,11 @@ uniform mat4 ProjectionMatrix;
uniform vec2 viewportSize;
uniform float lineThickness = 2.0;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec2 pos0;
in vec2 pos1;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 outlineColorSize;
diff --git a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
index 7cbc0c5bc3a..5ecc1569e85 100644
--- a/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_sphere_solid_vert.glsl
@@ -2,10 +2,10 @@
uniform mat4 ViewMatrix;
uniform mat4 ProjectionMatrix;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec2 pos;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec3 stateColor;
in vec3 boneColor;
diff --git a/source/blender/draw/modes/shaders/armature_stick_vert.glsl b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
index 58fc48e608e..c27b8d34ec6 100644
--- a/source/blender/draw/modes/shaders/armature_stick_vert.glsl
+++ b/source/blender/draw/modes/shaders/armature_stick_vert.glsl
@@ -4,7 +4,7 @@ uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrix;
uniform vec2 viewportSize;
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec2 pos; /* bone aligned screen space */
in uint flag;
@@ -17,7 +17,7 @@ in uint flag;
#define POS_TAIL 32u /* (1 << 5) */ /* UNUSED */
#define POS_BONE 64u /* (1 << 6) */
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in vec3 boneStart;
in vec3 boneEnd;
in vec4 wireColor; /* alpha encode if we do wire. If 0.0 we dont. */
diff --git a/source/blender/draw/modes/shaders/common_hair_lib.glsl b/source/blender/draw/modes/shaders/common_hair_lib.glsl
index 594a7b31f0b..359e4d87b7a 100644
--- a/source/blender/draw/modes/shaders/common_hair_lib.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_lib.glsl
@@ -71,7 +71,7 @@ int hair_get_base_id(float local_time, int strand_segments, out float interp_tim
return int(ratio);
}
-void hair_get_interp_attribs(out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
+void hair_get_interp_attrs(out vec4 data0, out vec4 data1, out vec4 data2, out vec4 data3, out float interp_time)
{
float local_time = float(gl_VertexID % hairStrandsRes) / float(hairStrandsRes - 1);
diff --git a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
index 9f412c57db3..7fe9fee5182 100644
--- a/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
+++ b/source/blender/draw/modes/shaders/common_hair_refine_vert.glsl
@@ -48,7 +48,7 @@ void main(void)
{
float interp_time;
vec4 data0, data1, data2, data3;
- hair_get_interp_attribs(data0, data1, data2, data3, interp_time);
+ hair_get_interp_attrs(data0, data1, data2, data3, interp_time);
vec4 weights = get_weights_cardinal(interp_time);
outData = interp_data(data0, data1, data2, data3, weights);
diff --git a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
index e4baa57ac8f..49097831811 100644
--- a/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
+++ b/source/blender/draw/modes/shaders/edit_mesh_overlay_geom_tri.glsl
@@ -182,7 +182,7 @@ void main()
#endif
/* Remember that we are assuming the last vertex
- * of a triangle is the provoking vertex (decide what flat attribs are). */
+ * of a triangle is the provoking vertex (decide what flat attributes are). */
if ((eflag[2] & EDGE_EXISTS) != 0) {
/* Do 0 -> 1 edge strip */
diff --git a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
index d4d7f9be582..4aafceeb437 100644
--- a/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_empty_axes_vert.glsl
@@ -4,11 +4,11 @@ uniform mat4 ModelMatrix;
uniform vec3 screenVecs[3];
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in float axis; /* position on the axis. [0.0-1.0] is X axis, [1.0-2.0] is Y, etc... */
in vec2 screenPos;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in vec3 color;
in float size;
in mat4 InstanceModelMatrix;
diff --git a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
index b1c10feb62c..294a95db381 100644
--- a/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
+++ b/source/blender/draw/modes/shaders/object_mball_handles_vert.glsl
@@ -7,10 +7,10 @@
uniform mat4 ViewProjectionMatrix;
uniform vec3 screen_vecs[2];
-/* ---- Instantiated Attribs ---- */
+/* ---- Instantiated Attrs ---- */
in vec2 pos;
-/* ---- Per instance Attribs ---- */
+/* ---- Per instance Attrs ---- */
in mat3x4 ScaleTranslationMatrix;
in float radius;
in vec3 color;
diff --git a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
index 3ff264a5e22..6dd97b36ee7 100644
--- a/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
+++ b/source/blender/draw/modes/shaders/paint_vertex_frag.glsl
@@ -4,7 +4,7 @@ in vec3 finalColor;
out vec4 fragColor;
uniform float white_factor = 1.0;
-vec3 linear_to_srgb_attrib(vec3 c) {
+vec3 linear_to_srgb_attr(vec3 c) {
c = max(c, vec3(0.0));
vec3 c1 = c * 12.92;
vec3 c2 = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
@@ -13,6 +13,6 @@ vec3 linear_to_srgb_attrib(vec3 c) {
void main()
{
- fragColor.rgb = mix(linear_to_srgb_attrib(finalColor), vec3(1.0), white_factor);
+ fragColor.rgb = mix(linear_to_srgb_attr(finalColor), vec3(1.0), white_factor);
fragColor.a = 1.0;
}
diff --git a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
index 7d2a20ad427..39f59a29756 100644
--- a/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
+++ b/source/blender/draw/modes/shaders/paint_vertex_vert.glsl
@@ -7,7 +7,7 @@ in vec3 c; /* active color */
out vec3 finalColor;
-vec3 srgb_to_linear_attrib(vec3 c) {
+vec3 srgb_to_linear_attr(vec3 c) {
c = max(c, vec3(0.0));
vec3 c1 = c * (1.0 / 12.92);
vec3 c2 = pow((c + 0.055) * (1.0 / 1.055), vec3(2.4));
@@ -18,7 +18,7 @@ void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- finalColor = srgb_to_linear_attrib(c);
+ finalColor = srgb_to_linear_attr(c);
#ifdef USE_WORLD_CLIP_PLANES
world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);