diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 16:04:00 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | baf2835ff746b4ac1b8b2478be8aea9928604970 (patch) | |
tree | 08766ee8bb6b112e35e9da001ea80836eea16cef /source/blender/gpu/GPU_shader.h | |
parent | 223665b994d785672c023432ac3861d4d2c0ffb6 (diff) |
GPU: remove 'GPU_SHADER_2D_FLAT_COLOR'
The only real difference between `GPU_SHADER_2D_FLAT_COLOR` and
`GPU_SHADER_3D_FLAT_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_FLAT_COLOR'' and '3D_FLAT_COLOR'
is 'FLAT_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.h | 7 |
1 files changed, 0 insertions, 7 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index dcf63507f89..65a628bcd76 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -207,13 +207,6 @@ typedef enum eGPUBuiltinShader { GPU_SHADER_KEYFRAME_SHAPE, GPU_SHADER_SIMPLE_LIGHTING, /** - * Take a 2D position and color for each vertex without color interpolation. - * - * \param color: in vec4 - * \param pos: in vec2 - */ - GPU_SHADER_2D_FLAT_COLOR, - /** * Take a 2D position and color for each vertex with linear interpolation in window space. * * \param color: in vec4 |