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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 15:31:07 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commit223665b994d785672c023432ac3861d4d2c0ffb6 (patch)
tree9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/editors/space_view3d/view3d_gizmo_ruler.c
parentcec67176b117557d797199ab6fd13bba54dba16f (diff)
GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR'
The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and `GPU_SHADER_3D_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. 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_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR' is 'UNIFORM_COLOR', but the old names still work for backward compatibility. Differential Revision: https://developer.blender.org/D15836
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_gizmo_ruler.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_gizmo_ruler.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/editors/space_view3d/view3d_gizmo_ruler.c b/source/blender/editors/space_view3d/view3d_gizmo_ruler.c
index 998ce643439..41a0e137b03 100644
--- a/source/blender/editors/space_view3d/view3d_gizmo_ruler.c
+++ b/source/blender/editors/space_view3d/view3d_gizmo_ruler.c
@@ -784,7 +784,7 @@ static void gizmo_ruler_draw(const bContext *C, wmGizmo *gz)
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* capping */
{
float rot_90_vec_a[2];
@@ -886,7 +886,7 @@ static void gizmo_ruler_draw(const bContext *C, wmGizmo *gz)
}
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);