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authorYimingWu <xp8110@outlook.com>2020-06-04 13:57:28 +0300
committerYimingWu <xp8110@outlook.com>2020-06-04 13:57:28 +0300
commitbfbf0bb7f7a0191b65fc724d5dfea225e6293c6b (patch)
tree042f37d28c9e1cf0ce5a0fb4fd4235288f62d36e /source/blender/editors/screen/glutil.c
parent3b52dfe549f0c2fca7e0cd499b85fb098e9b4da9 (diff)
parent78017916f7c7a8ec8907c9b993214ff8ec3c3557 (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.c4
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);
}