diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 16:04:00 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | baf2835ff746b4ac1b8b2478be8aea9928604970 (patch) | |
tree | 08766ee8bb6b112e35e9da001ea80836eea16cef /source/blender/draw | |
parent | 223665b994d785672c023432ac3861d4d2c0ffb6 (diff) |
GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_COLOR` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_COLOR', but the old names still work for backward
compatibility.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/intern/draw_view.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/intern/draw_view.c b/source/blender/draw/intern/draw_view.c index 817f97cbea4..35ff8891a0f 100644 --- a/source/blender/draw/intern/draw_view.c +++ b/source/blender/draw/intern/draw_view.c @@ -175,7 +175,7 @@ void DRW_draw_cursor(void) GPU_matrix_scale_2f(U.widget_unit, U.widget_unit); GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned); - GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR); + GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); GPU_batch_set_shader(cursor_batch, shader); GPU_batch_draw(cursor_batch); @@ -241,7 +241,7 @@ void DRW_draw_cursor_2d_ex(const ARegion *region, const float cursor[2]) GPUBatch *cursor_batch = DRW_cache_cursor_get(true); - GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR); + GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_FLAT_COLOR); GPU_batch_set_shader(cursor_batch, shader); GPU_batch_draw(cursor_batch); |