diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 00:11:31 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2015-12-06 21:35:15 +0300 |
commit | 4aab21f9be6ed0598279cfd0086181a99c28b50e (patch) | |
tree | d5378eb1ef12e7ff042923af4395a76312519e4d /source/blender/editors/screen/glutil.c | |
parent | cf921934b1a6a30461779e26d67d02d0b66bdafc (diff) |
OpenGL: rename simple shader to basic shader.
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r-- | source/blender/editors/screen/glutil.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index a7f239ed04c..4cbea2afed2 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -48,7 +48,7 @@ #include "IMB_colormanagement.h" #include "IMB_imbuf_types.h" -#include "GPU_simple_shader.h" +#include "GPU_basic_shader.h" #include "UI_interface.h" @@ -590,7 +590,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, glTexSubImage2D(GL_TEXTURE_2D, 0, subpart_w, subpart_h, 1, 1, format, GL_UNSIGNED_BYTE, &uc_rect[(((size_t)subpart_y) * offset_y + subpart_h - 1) * img_w * components + (subpart_x * offset_x + subpart_w - 1) * components]); } - GPU_simple_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_TEXTURE_2D | GPU_SHADER_USE_COLOR); glBegin(GL_QUADS); glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(0 + offset_bot) / tex_h); glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)offset_bot * yzoom); @@ -604,7 +604,7 @@ void glaDrawPixelsTexScaled(float x, float y, int img_w, int img_h, int format, glTexCoord2f((float)(0 + offset_left) / tex_w, (float)(subpart_h - offset_top) / tex_h); glVertex2f(rast_x + (float)offset_left * xzoom, rast_y + (float)(subpart_h - offset_top) * yzoom * scaleY); glEnd(); - GPU_simple_shader_bind(GPU_SHADER_USE_COLOR); + GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); } } |