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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/editors/interface/interface_panel.cc
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/editors/interface/interface_panel.cc')
-rw-r--r--source/blender/editors/interface/interface_panel.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/interface/interface_panel.cc b/source/blender/editors/interface/interface_panel.cc
index 38ed126880e..745a2201dc1 100644
--- a/source/blender/editors/interface/interface_panel.cc
+++ b/source/blender/editors/interface/interface_panel.cc
@@ -1160,7 +1160,7 @@ static void panel_draw_aligned_widgets(const uiStyle *style,
GPUBatch *batch = GPU_batch_preset_panel_drag_widget(
U.pixelsize, color_high, color_dark, drag_widget_size);
- GPU_batch_program_set_builtin(batch, GPU_SHADER_2D_FLAT_COLOR);
+ GPU_batch_program_set_builtin(batch, GPU_SHADER_3D_FLAT_COLOR);
GPU_batch_draw(batch);
GPU_matrix_pop();
}