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authorClément Foucault <foucault.clem@gmail.com>2017-03-17 01:58:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-03-18 03:56:34 +0300
commit8cad48df2801ff7e1321e477e39df8eff2f13d39 (patch)
treef2a1ef4dd160e1b3a4e84bf5a3f6658ff906e167 /source/blender/gpu/intern/gpu_shader.c
parentcf62424e47c2b9f266128ad63a796b749d18f7e2 (diff)
Draw Manager: Created a general fullscreen shader.
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index dd3917eaaac..d2d8011829b 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -126,7 +126,7 @@ extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
extern char datatoc_gpu_shader_vsm_store_frag_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_vert_glsl[];
extern char datatoc_gpu_shader_sep_gaussian_blur_frag_glsl[];
-extern char datatoc_gpu_shader_fx_vert_glsl[];
+extern char datatoc_gpu_shader_fullscreen_vert_glsl[];
extern char datatoc_gpu_shader_fx_ssao_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_frag_glsl[];
extern char datatoc_gpu_shader_fx_dof_vert_glsl[];
@@ -827,7 +827,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
switch (effect) {
case GPU_SHADER_FX_SSAO:
- shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_ssao_frag_glsl, NULL, datatoc_gpu_shader_fx_lib_glsl, defines, 0, 0, 0);
break;
case GPU_SHADER_FX_DEPTH_OF_FIELD_PASS_ONE:
@@ -872,7 +872,7 @@ GPUShader *GPU_shader_get_builtin_fx_shader(int effect, bool persp)
break;
case GPU_SHADER_FX_DEPTH_RESOLVE:
- shader = GPU_shader_create(datatoc_gpu_shader_fx_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
+ shader = GPU_shader_create(datatoc_gpu_shader_fullscreen_vert_glsl, datatoc_gpu_shader_fx_depth_resolve_glsl, NULL, NULL, defines, 0, 0, 0);
break;
}