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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 16:04:00 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commitbaf2835ff746b4ac1b8b2478be8aea9928604970 (patch)
tree08766ee8bb6b112e35e9da001ea80836eea16cef /source/blender/editors/space_graph
parent223665b994d785672c023432ac3861d4d2c0ffb6 (diff)
GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and `GPU_SHADER_3D_FLAT_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_FLAT_COLOR'' and '3D_FLAT_COLOR' is 'FLAT_COLOR', but the old names still work for backward compatibility.
Diffstat (limited to 'source/blender/editors/space_graph')
-rw-r--r--source/blender/editors/space_graph/graph_draw.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_graph/graph_draw.c b/source/blender/editors/space_graph/graph_draw.c
index 6ee1e6f021a..659cba0587a 100644
--- a/source/blender/editors/space_graph/graph_draw.c
+++ b/source/blender/editors/space_graph/graph_draw.c
@@ -408,7 +408,7 @@ static void draw_fcurve_handles(SpaceGraph *sipo, FCurve *fcu)
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uint color = GPU_vertformat_attr_add(
format, "color", GPU_COMP_U8, 4, GPU_FETCH_INT_TO_FLOAT_UNIT);
- immBindBuiltinProgram(GPU_SHADER_2D_FLAT_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_FLAT_COLOR);
if ((sipo->flag & SIPO_BEAUTYDRAW_OFF) == 0) {
GPU_line_smooth(true);
}