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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/gpu/GPU_shader.h | |
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/gpu/GPU_shader.h')
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 35ed0f6678e..c1b3b879c34 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -343,7 +343,6 @@ typedef enum eGPUBuiltinShader { */ GPU_SHADER_3D_POINT_VARYING_SIZE_VARYING_COLOR, /* lines */ - GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR, GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR, /* grease pencil drawing */ GPU_SHADER_GPENCIL_STROKE, |