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author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-06 01:01:02 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-06 01:01:02 +0300 |
commit | f0a36599007d2c5185d040202b84775ae1343785 (patch) | |
tree | cce02857382c06e80e48a50c5d47fe2583938cfe /source/blender/editors/transform | |
parent | 755e728a98401e2ef417368332c35e949f2233b7 (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/transform')
-rw-r--r-- | source/blender/editors/transform/transform_draw_cursors.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/editors/transform/transform_draw_cursors.c b/source/blender/editors/transform/transform_draw_cursors.c index 42942493dc3..b5a8decc390 100644 --- a/source/blender/editors/transform/transform_draw_cursors.c +++ b/source/blender/editors/transform/transform_draw_cursors.c @@ -116,7 +116,7 @@ void transform_draw_cursor_draw(bContext *UNUSED(C), int x, int y, void *customd /* Dashed lines first. */ if (ELEM(t->helpline, HLP_SPRING, HLP_ANGLE)) { GPU_line_width(DASH_WIDTH); - immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); immUniform2f("viewport_size", viewport_size[2], viewport_size[3]); immUniform1i("colors_len", 0); /* "simple" mode */ immUniformThemeColor3(TH_VIEW_OVERLAY); |