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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 18:32:28 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commit4536de98d18b8887edee37b03a12da015590bb45 (patch)
tree7ae1b21db0ebf0ef00d102f32523cad225fdddf9 /source/blender/gpu/GPU_shader.h
parent0c3953d545441a8ae551c3ecb0c16c1bccc3839f (diff)
GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR'
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and `GPU_SHADER_3D_SMOOTH_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_SMOOTH_COLOR' and '3D_SMOOTH_COLOR' is 'SMOOTH_COLOR', but the old names still work for backward compatibility.
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r--source/blender/gpu/GPU_shader.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h
index 0f3a494fc3f..d694fcf4da1 100644
--- a/source/blender/gpu/GPU_shader.h
+++ b/source/blender/gpu/GPU_shader.h
@@ -212,7 +212,6 @@ typedef enum eGPUBuiltinShader {
* \param color: in vec4
* \param pos: in vec2
*/
- GPU_SHADER_2D_SMOOTH_COLOR,
GPU_SHADER_2D_IMAGE_COLOR,
GPU_SHADER_2D_IMAGE_DESATURATE_COLOR,
GPU_SHADER_2D_IMAGE_RECT_COLOR,