diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 15:31:07 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 223665b994d785672c023432ac3861d4d2c0ffb6 (patch) | |
tree | 9057bd0aa7a3f25f7434e57a29951b31349e2698 /source/blender/editors/transform | |
parent | cec67176b117557d797199ab6fd13bba54dba16f (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/transform')
-rw-r--r-- | source/blender/editors/transform/transform_snap.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/editors/transform/transform_snap.c b/source/blender/editors/transform/transform_snap.c index cda19bc6751..02355fd4642 100644 --- a/source/blender/editors/transform/transform_snap.c +++ b/source/blender/editors/transform/transform_snap.c @@ -283,7 +283,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t) GPU_matrix_push_projection(); wmOrtho2_region_pixelspace(t->region); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor3ub(255, 255, 255); imm_draw_circle_wire_2d(pos, x, y, radius, 8); immUnbindProgram(); @@ -301,7 +301,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t) uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); for (p = t->tsnap.points.first; p; p = p->next) { if (p == t->tsnap.selectedPoint) { @@ -328,7 +328,7 @@ void drawSnapping(const struct bContext *C, TransInfo *t) const ARegion *region = CTX_wm_region(C); GPU_blend(GPU_BLEND_ALPHA); uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4ubv(col); float pixelx = BLI_rctf_size_x(®ion->v2d.cur) / BLI_rcti_size_x(®ion->v2d.mask); immRectf(pos, |