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author | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 01:12:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-07-18 12:49:15 +0300 |
commit | 8cd7828792419fb4eac9a2a477968535b4c71535 (patch) | |
tree | 8fc733149fe07b7d9edd4b8b1e709519b4481887 /source/blender/gpu/intern/gpu_matrix.c | |
parent | 247ad2034de2c33a6d9cb7d3b6f1ef7ffa5b859d (diff) |
GWN: Port to GPU module: Replace GWN prefix by GPU
Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.c')
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.c | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index 13c6fbea1c6..87fcc5f25a3 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -558,20 +558,20 @@ const float (*GPU_matrix_normal_inverse_get(float m[3][3]))[3] return m; } -void GPU_matrix_bind(const Gwn_ShaderInterface *shaderface) +void GPU_matrix_bind(const GPUShaderInterface *shaderface) { /* set uniform values to matrix stack values * call this before a draw call if desired matrices are dirty * call glUseProgram before this, as glUniform expects program to be bound */ - const Gwn_ShaderInput *MV = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MODELVIEW); - const Gwn_ShaderInput *P = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION); - const Gwn_ShaderInput *MVP = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MVP); + const GPUShaderInput *MV = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW); + const GPUShaderInput *P = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION); + const GPUShaderInput *MVP = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MVP); - const Gwn_ShaderInput *N = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_NORMAL); - const Gwn_ShaderInput *MV_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_MODELVIEW_INV); - const Gwn_ShaderInput *P_inv = GWN_shaderinterface_uniform_builtin(shaderface, GWN_UNIFORM_PROJECTION_INV); + const GPUShaderInput *N = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_NORMAL); + const GPUShaderInput *MV_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_MODELVIEW_INV); + const GPUShaderInput *P_inv = GPU_shaderinterface_uniform_builtin(shaderface, GPU_UNIFORM_PROJECTION_INV); if (MV) { #if DEBUG_MATRIX_BIND |