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authorMike Erwin <significant.bit@gmail.com>2017-02-11 08:02:28 +0300
committerMike Erwin <significant.bit@gmail.com>2017-02-11 08:02:28 +0300
commita161d45cfb6de45c5227f4bfc5161f5567c25e6c (patch)
tree45970f3b935b253f16e71746ecb5a1976929e315 /source/blender/gpu/GPU_shader.h
parentf7b1b87ba953ba9ae86ca9a70d6da66b6e0ea3f7 (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.h1
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,