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/interface/view2d_draw.cc | |
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/interface/view2d_draw.cc')
-rw-r--r-- | source/blender/editors/interface/view2d_draw.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/interface/view2d_draw.cc b/source/blender/editors/interface/view2d_draw.cc index d76230ba99c..ea4cf399a57 100644 --- a/source/blender/editors/interface/view2d_draw.cc +++ b/source/blender/editors/interface/view2d_draw.cc @@ -202,7 +202,7 @@ static void draw_parallel_lines(const ParallelLinesSet *lines, immUniform1f("lineWidth", U.pixelsize - 1.0f); } else { - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); } immUniformColor3ubv(color); immBegin(GPU_PRIM_LINES, steps * 2); |