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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-06 01:01:02 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-06 01:01:02 +0300
commitf0a36599007d2c5185d040202b84775ae1343785 (patch)
treecce02857382c06e80e48a50c5d47fe2583938cfe /source/blender/editors/space_outliner
parent755e728a98401e2ef417368332c35e949f2233b7 (diff)
GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR'
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR` and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_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.
Diffstat (limited to 'source/blender/editors/space_outliner')
-rw-r--r--source/blender/editors/space_outliner/outliner_draw.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/space_outliner/outliner_draw.cc b/source/blender/editors/space_outliner/outliner_draw.cc
index 2fde686010f..3f99b19cd16 100644
--- a/source/blender/editors/space_outliner/outliner_draw.cc
+++ b/source/blender/editors/space_outliner/outliner_draw.cc
@@ -3551,7 +3551,7 @@ static void outliner_draw_hierarchy_lines(SpaceOutliner *space_outliner,
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
uchar col[4];
- immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);