diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 15:31:07 +0300 |
---|---|---|
committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 223665b994d785672c023432ac3861d4d2c0ffb6 (patch) | |
tree | 9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/editors/gizmo_library | |
parent | cec67176b117557d797199ab6fd13bba54dba16f (diff) |
GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and
`GPU_SHADER_3D_UNIFORM_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_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR'
is 'UNIFORM_COLOR', but the old names still work for backward
compatibility.
Differential Revision: https://developer.blender.org/D15836
Diffstat (limited to 'source/blender/editors/gizmo_library')
-rw-r--r-- | source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c | 2 | ||||
-rw-r--r-- | source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c b/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c index 2c886230f10..6eac235a191 100644 --- a/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c +++ b/source/blender/editors/gizmo_library/gizmo_types/button2d_gizmo.c @@ -217,7 +217,7 @@ static void button2d_draw_intern(const bContext *C, GPU_batch_uniform_1f(button->shape_batch[i], "lineWidth", gz->line_width * U.pixelsize); } else { - GPU_batch_program_set_builtin(button->shape_batch[i], GPU_SHADER_2D_UNIFORM_COLOR); + GPU_batch_program_set_builtin(button->shape_batch[i], GPU_SHADER_3D_UNIFORM_COLOR); } /* Invert line color for wire. */ diff --git a/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c b/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c index 54aa5d16941..1c8985b1ad7 100644 --- a/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c +++ b/source/blender/editors/gizmo_library/gizmo_types/cage2d_gizmo.c @@ -546,7 +546,7 @@ static void cage2d_draw_circle_handles(const rctf *r, const int resolu = 12; const float rad[2] = {margin[0] / 3, margin[1] / 3}; - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor3fv(color); /* should really divide by two, but looks too bulky. */ @@ -598,7 +598,7 @@ static void gizmo_cage2d_draw_intern(wmGizmo *gz, if (false) { GPU_blend(GPU_BLEND_ALPHA); uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4fv((const float[4]){1, 1, 1, 0.5f}); float s = 0.5f; immRectf(pos, -s, -s, s, s); |