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authorMike Erwin <significant.bit@gmail.com>2017-04-16 00:07:29 +0300
committerMike Erwin <significant.bit@gmail.com>2017-04-16 00:07:29 +0300
commit2593ce9c3327db99cfcf665c0a4d315b13c356f3 (patch)
tree235398fba4061e2037c03a0904c0042ce9e26285 /source/blender/gpu/intern/gpu_matrix.c
parentea105bab2b8f5a60afba51e54d65bad8b4cc9afa (diff)
Gawain: remove 2D matrix uniforms from ShaderInterface
- remove 2D-specific variants of BuiltinUniform enum - rename remaining builtins to exclude "_3D" since they can be used by 2D or 3D shaders Follow up to D2626
Diffstat (limited to 'source/blender/gpu/intern/gpu_matrix.c')
-rw-r--r--source/blender/gpu/intern/gpu_matrix.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c
index a12cd48abed..d958b012fa2 100644
--- a/source/blender/gpu/intern/gpu_matrix.c
+++ b/source/blender/gpu/intern/gpu_matrix.c
@@ -750,13 +750,13 @@ void gpuBindMatrices(const ShaderInterface* shaderface)
* call glUseProgram before this, as glUniform expects program to be bound
*/
- const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_3D);
- const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_3D);
- const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP_3D);
+ const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW);
+ const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION);
+ const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP);
- const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D);
- const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D);
- const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D);
+ const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL);
+ const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV);
+ const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV);
if (MV) {
#if DEBUG_MATRIX_BIND