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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 00:11:31 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-12-06 21:35:15 +0300
commit4aab21f9be6ed0598279cfd0086181a99c28b50e (patch)
treed5378eb1ef12e7ff042923af4395a76312519e4d /source/blender/gpu/intern/gpu_draw.c
parentcf921934b1a6a30461779e26d67d02d0b66bdafc (diff)
OpenGL: rename simple shader to basic shader.
Diffstat (limited to 'source/blender/gpu/intern/gpu_draw.c')
-rw-r--r--source/blender/gpu/intern/gpu_draw.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/source/blender/gpu/intern/gpu_draw.c b/source/blender/gpu/intern/gpu_draw.c
index cb4d0a75cd3..d35536f04b9 100644
--- a/source/blender/gpu/intern/gpu_draw.c
+++ b/source/blender/gpu/intern/gpu_draw.c
@@ -79,7 +79,7 @@
#include "GPU_draw.h"
#include "GPU_extensions.h"
#include "GPU_material.h"
-#include "GPU_simple_shader.h"
+#include "GPU_basic_shader.h"
#include "PIL_time.h"
@@ -1715,12 +1715,12 @@ int GPU_object_material_bind(int nr, void *attribs)
float diffuse[3], specular[3];
mul_v3_v3fl(diffuse, &defmaterial.r, defmaterial.ref + defmaterial.emit);
mul_v3_v3fl(specular, &defmaterial.specr, defmaterial.spec);
- GPU_simple_shader_colors(diffuse, specular, 35, 1.0f);
+ GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
if (GMS.two_sided_lighting)
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
else
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
return 0;
}
@@ -1797,13 +1797,13 @@ int GPU_object_material_bind(int nr, void *attribs)
}
else {
/* or do fixed function opengl material */
- GPU_simple_shader_colors(GMS.matbuf[nr].diff,
+ GPU_basic_shader_colors(GMS.matbuf[nr].diff,
GMS.matbuf[nr].spec, GMS.matbuf[nr].hard, GMS.matbuf[nr].alpha);
if (GMS.two_sided_lighting)
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_TWO_SIDED);
else
- GPU_simple_shader_bind(GPU_SHADER_LIGHTING);
+ GPU_basic_shader_bind(GPU_SHADER_LIGHTING);
}
/* set (alpha) blending mode */
@@ -1866,7 +1866,7 @@ void GPU_object_material_unbind(void)
GMS.gboundmat = NULL;
}
else
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
GPU_set_material_alpha_blend(GPU_BLEND_SOLID);
}
@@ -1949,7 +1949,7 @@ int GPU_default_lights(void)
U.light[2].spec[3] = 1.0;
}
- GPU_simple_shader_light_set_viewer(false);
+ GPU_basic_shader_light_set_viewer(false);
for (a = 0; a < 8; a++) {
if (a < 3 && U.light[a].flag) {
@@ -1961,12 +1961,12 @@ int GPU_default_lights(void)
copy_v3_v3(light.diffuse, U.light[a].col);
copy_v3_v3(light.specular, U.light[a].spec);
- GPU_simple_shader_light_set(a, &light);
+ GPU_basic_shader_light_set(a, &light);
count++;
}
else
- GPU_simple_shader_light_set(a, NULL);
+ GPU_basic_shader_light_set(a, NULL);
}
return count;
@@ -1980,11 +1980,11 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
/* disable all lights */
for (count = 0; count < 8; count++)
- GPU_simple_shader_light_set(count, NULL);
+ GPU_basic_shader_light_set(count, NULL);
/* view direction for specular is not computed correct by default in
* opengl, so we set the settings ourselfs */
- GPU_simple_shader_light_set_viewer(!ortho);
+ GPU_basic_shader_light_set_viewer(!ortho);
count = 0;
@@ -2031,7 +2031,7 @@ int GPU_scene_object_lights(Scene *scene, Object *ob, int lay, float viewmat[4][
light.type = GPU_LIGHT_POINT;
}
- GPU_simple_shader_light_set(count, &light);
+ GPU_basic_shader_light_set(count, &light);
glPopMatrix();
@@ -2152,7 +2152,7 @@ void GPU_state_init(void)
gpu_multisample(false);
- GPU_simple_shader_bind(GPU_SHADER_USE_COLOR);
+ GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
#ifdef WITH_OPENSUBDIV