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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 16:04:00 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commitbaf2835ff746b4ac1b8b2478be8aea9928604970 (patch)
tree08766ee8bb6b112e35e9da001ea80836eea16cef /source/blender/draw
parent223665b994d785672c023432ac3861d4d2c0ffb6 (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.c4
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);