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author | YimingWu <xp8110@outlook.com> | 2020-06-04 13:57:28 +0300 |
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committer | YimingWu <xp8110@outlook.com> | 2020-06-04 13:57:28 +0300 |
commit | bfbf0bb7f7a0191b65fc724d5dfea225e6293c6b (patch) | |
tree | 042f37d28c9e1cf0ce5a0fb4fd4235288f62d36e /source/blender/editors/screen/glutil.c | |
parent | 3b52dfe549f0c2fca7e0cd499b85fb098e9b4da9 (diff) | |
parent | 78017916f7c7a8ec8907c9b993214ff8ec3c3557 (diff) |
Merge remote-tracking branch 'origin/master' into temp-lanpr-reviewtemp-lanpr-review
# Conflicts:
# release/datafiles/locale
# release/scripts/addons
Diffstat (limited to 'source/blender/editors/screen/glutil.c')
-rw-r--r-- | source/blender/editors/screen/glutil.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/screen/glutil.c b/source/blender/editors/screen/glutil.c index ddb345ab65e..a9380debbdc 100644 --- a/source/blender/editors/screen/glutil.c +++ b/source/blender/editors/screen/glutil.c @@ -83,7 +83,7 @@ static void immDrawPixelsTexSetupAttributes(IMMDrawPixelsTexState *state) /* To be used before calling immDrawPixelsTex * Default shader is GPU_SHADER_2D_IMAGE_COLOR * You can still set uniforms with : - * GPU_shader_uniform_int(shader, GPU_shader_get_uniform_ensure(shader, "name"), 0); + * GPU_shader_uniform_int(shader, GPU_shader_get_uniform(shader, "name"), 0); * */ IMMDrawPixelsTexState immDrawPixelsTexSetup(int builtin) { @@ -191,7 +191,7 @@ void immDrawPixelsTexScaled_clipping(IMMDrawPixelsTexState *state, /* NOTE: Shader could be null for GLSL OCIO drawing, it is fine, since * it does not need color. */ - if (state->shader != NULL && GPU_shader_get_uniform_ensure(state->shader, "color") != -1) { + if (state->shader != NULL && GPU_shader_get_uniform(state->shader, "color") != -1) { immUniformColor4fv((color) ? color : white); } |