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authorAntony Riakiotakis <kalast@gmail.com>2015-03-20 17:26:13 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-03-20 17:26:13 +0300
commit07b2508305d58d0c772464f9a174fca2b96036c2 (patch)
treee224074efb61874b31e9b67f57b7cbdc0544c58f /source/blender/gpu/GPU_extensions.h
parent3d6642db835a9e35ea15cf9f856ce047447690ca (diff)
Fix high quality depth of field on the Mac.
Quite a few things wrong here: * Mac did not support EXT_draw_instanced, only ARB_draw_instanced * Draw instanced did not work unless data came from vertex buffer, which is second time we see weird things with vertex arrays in mac * There were a few stupid mistakes by me as well, such as binding to uniform locations for the wrong shaders (it's a wonder it ever worked :p)
Diffstat (limited to 'source/blender/gpu/GPU_extensions.h')
-rw-r--r--source/blender/gpu/GPU_extensions.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_extensions.h b/source/blender/gpu/GPU_extensions.h
index aed1a88938a..401711e84e5 100644
--- a/source/blender/gpu/GPU_extensions.h
+++ b/source/blender/gpu/GPU_extensions.h
@@ -184,7 +184,7 @@ int GPU_offscreen_height(const GPUOffScreen *ofs);
* - only for fragment shaders now
* - must call texture bind before setting a texture as uniform! */
-GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines);
+GPUShader *GPU_shader_create(const char *vertexcode, const char *fragcode, const char *geocode, const char *libcode, const char *defines, int input, int output, int number);
void GPU_shader_free(GPUShader *shader);
void GPU_shader_bind(GPUShader *shader);