diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 15:31:07 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 223665b994d785672c023432ac3861d4d2c0ffb6 (patch) | |
tree | 9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/editors/gpencil/annotate_paint.c | |
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/gpencil/annotate_paint.c')
-rw-r--r-- | source/blender/editors/gpencil/annotate_paint.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/gpencil/annotate_paint.c b/source/blender/editors/gpencil/annotate_paint.c index d08d56a354a..5d26bc664ca 100644 --- a/source/blender/editors/gpencil/annotate_paint.c +++ b/source/blender/editors/gpencil/annotate_paint.c @@ -1715,7 +1715,7 @@ static void annotation_draw_eraser(bContext *UNUSED(C), int x, int y, void *p_pt if (p->paintmode == GP_PAINTMODE_ERASER) { GPUVertFormat *format = immVertexFormat(); const uint shdr_pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); GPU_line_smooth(true); GPU_blend(GPU_BLEND_ALPHA); @@ -1782,7 +1782,7 @@ static void annotation_draw_stabilizer(bContext *C, int x, int y, void *p_ptr) GPUVertFormat *format = immVertexFormat(); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); GPU_line_smooth(true); GPU_blend(GPU_BLEND_ALPHA); GPU_line_width(1.25f); |