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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 23:34:10 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 23:34:10 +0300
commit57639186514079d3fce590006616c543628fe1d8 (patch)
tree62f82cbe7eb3178ad94bbeb20e93fe0047c24177 /source/blender/editors/interface
parent4536de98d18b8887edee37b03a12da015590bb45 (diff)
GPU: convert 'GPU_SHADER_2D_IMAGE_COLOR' to 3D
3D shaders work in both 2D and 3D viewports. This shader is a good candidate to be exposed in Python.
Diffstat (limited to 'source/blender/editors/interface')
-rw-r--r--source/blender/editors/interface/interface_draw.c4
-rw-r--r--source/blender/editors/interface/interface_icons.c2
2 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/interface/interface_draw.c b/source/blender/editors/interface/interface_draw.c
index 02325920e6d..fb30cfb86ff 100644
--- a/source/blender/editors/interface/interface_draw.c
+++ b/source/blender/editors/interface/interface_draw.c
@@ -309,7 +309,7 @@ void ui_draw_but_IMAGE(ARegion *UNUSED(region),
rgba_uchar_to_float(col, but->col);
}
- IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_3D_IMAGE_COLOR);
immDrawPixelsTexTiled(&state,
(float)rect->xmin,
(float)rect->ymin,
@@ -2132,7 +2132,7 @@ void ui_draw_but_TRACKPREVIEW(ARegion *UNUSED(region),
color);
}
- IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_2D_IMAGE_COLOR);
+ IMMDrawPixelsTexState state = immDrawPixelsTexSetup(GPU_SHADER_3D_IMAGE_COLOR);
immDrawPixelsTexTiled(&state,
rect.xmin,
rect.ymin + 1,
diff --git a/source/blender/editors/interface/interface_icons.c b/source/blender/editors/interface/interface_icons.c
index a3d95fa3a49..ad2c08194aa 100644
--- a/source/blender/editors/interface/interface_icons.c
+++ b/source/blender/editors/interface/interface_icons.c
@@ -1546,7 +1546,7 @@ static void icon_draw_rect(float x,
shader = GPU_SHADER_2D_IMAGE_DESATURATE_COLOR;
}
else {
- shader = GPU_SHADER_2D_IMAGE_COLOR;
+ shader = GPU_SHADER_3D_IMAGE_COLOR;
}
IMMDrawPixelsTexState state = immDrawPixelsTexSetup(shader);