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author | Mike Erwin <significant.bit@gmail.com> | 2017-02-11 08:02:28 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-02-11 08:02:28 +0300 |
commit | a161d45cfb6de45c5227f4bfc5161f5567c25e6c (patch) | |
tree | 45970f3b935b253f16e71746ecb5a1976929e315 /source/blender/gpu/GPU_shader.h | |
parent | f7b1b87ba953ba9ae86ca9a70d6da66b6e0ea3f7 (diff) |
add builtin GPU_SHADER_KEYFRAME_DIAMOND
Now we can draw keyframe markers as point sprites, with fewer draw calls and state changes.
Based on the builtin shader for round points with anti-aliased outline. This one is more pointy.
Diffstat (limited to 'source/blender/gpu/GPU_shader.h')
-rw-r--r-- | source/blender/gpu/GPU_shader.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_shader.h b/source/blender/gpu/GPU_shader.h index 818cd80a3d7..0ed3e24348a 100644 --- a/source/blender/gpu/GPU_shader.h +++ b/source/blender/gpu/GPU_shader.h @@ -101,6 +101,7 @@ typedef enum GPUBuiltinShader { GPU_SHADER_EDGES_FRONT_BACK_ORTHO, GPU_SHADER_EDGES_OVERLAY_SIMPLE, GPU_SHADER_EDGES_OVERLAY, + GPU_SHADER_KEYFRAME_DIAMOND, GPU_SHADER_SIMPLE_LIGHTING, /* for simple 2D drawing */ GPU_SHADER_2D_UNIFORM_COLOR, |