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author | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 10:18:52 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-02-28 10:18:52 +0300 |
commit | 8a76049e84c79c6267c3c51fe32145f0ebf7805c (patch) | |
tree | 4adbfad5728d98aeb64bebec5a8cb3a69086844f /source/blender/gpu/CMakeLists.txt | |
parent | e7d57628c955c1843c70c8fc5023f5d8954847bd (diff) |
rename built-in point shaders, SMOOTH --> AA
Updated shader names and code that uses them.
All of these shaders produce round points that are anti-aliased and blended against the background.
These were initially named SMOOTH because they replace glEnable(GL_POINT_SMOOTH). But SMOOTH in shader-land refers to vertex attribute interpolation (like glShadeModel(GL_SMOOTH)).
Using SMOOTH to mean two things is confusing, so we now use AA to mean "the point is anti-aliased".
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 29326a7bd3e..66e792c9749 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -169,19 +169,19 @@ data_to_c_simple(shaders/gpu_shader_3D_groundline_geom.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_groundpoint_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_uniform_color_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_point_uniform_color_smooth_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_smooth_frag.glsl SRC) -data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_smooth_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_point_uniform_color_aa_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_point_varying_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_smooth_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_smooth_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_smooth_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_smooth_vert.glsl SRC) -data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_smooth_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_edges_front_back_persp_geom.glsl SRC) |