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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 00:11:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 21:35:15 +0300
commit4aab21f9be6ed0598279cfd0086181a99c28b50e (patch)
treed5378eb1ef12e7ff042923af4395a76312519e4d /source/blender/editors/space_view3d/drawmesh.c
parentcf921934b1a6a30461779e26d67d02d0b66bdafc (diff)
OpenGL: rename simple shader to basic shader.
Diffstat (limited to 'source/blender/editors/space_view3d/drawmesh.c')
-rw-r--r--source/blender/editors/space_view3d/drawmesh.c24
1 files changed, 12 insertions, 12 deletions
diff --git a/source/blender/editors/space_view3d/drawmesh.c b/source/blender/editors/space_view3d/drawmesh.c
index 452e36e6eb5..de7a8ed0a7c 100644
--- a/source/blender/editors/space_view3d/drawmesh.c
+++ b/source/blender/editors/space_view3d/drawmesh.c
@@ -63,7 +63,7 @@
#include "GPU_extensions.h"
#include "GPU_draw.h"
#include "GPU_material.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "RE_engine.h"
@@ -384,11 +384,11 @@ static bool set_draw_settings_cached(int clearcache, MTexPoly *texface, Material
float specular[3];
mul_v3_v3fl(specular, &ma->specr, ma->spec);
- GPU_simple_shader_colors(NULL, specular, ma->har, 0.0f);
- GPU_simple_shader_bind(options);
+ GPU_basic_shader_colors(NULL, specular, ma->har, 0.0f);
+ GPU_basic_shader_bind(options);
}
else {
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
c_lit = lit;
@@ -529,7 +529,7 @@ static void draw_textured_end(void)
glShadeModel(GL_FLAT);
glDisable(GL_CULL_FACE);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
/* XXX, bad patch - GPU_default_lights() calls
* glLightfv(GL_POSITION, ...) which
@@ -1077,15 +1077,15 @@ static void tex_mat_set_texture_cb(void *userData, int mat_nr, void *attribs)
if (data->two_sided_lighting)
options |= GPU_SHADER_TWO_SIDED;
- GPU_simple_shader_colors(diffuse, NULL, 0, 0.0f);
- GPU_simple_shader_bind(options);
+ GPU_basic_shader_colors(diffuse, NULL, 0, 0.0f);
+ GPU_basic_shader_bind(options);
return;
}
}
/* disable texture material */
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
if (data->shadeless) {
glColor3f(1.0f, 1.0f, 1.0f);
@@ -1188,7 +1188,7 @@ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d,
/* reset opengl state */
GPU_end_object_materials();
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
glBindTexture(GL_TEXTURE_2D, 0);
@@ -1210,13 +1210,13 @@ static void draw_mesh_paint_light_begin(void)
{
/* get material diffuse color from vertex colors but set default spec */
const float specular[3] = {0.47f, 0.47f, 0.47f};
- GPU_simple_shader_colors(NULL, specular, 35, 1.0f);
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_colors(NULL, specular, 35, 1.0f);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
}
static void draw_mesh_paint_light_end(void)
{
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
void draw_mesh_paint_weight_faces(DerivedMesh *dm, const bool use_light,