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authorClément Foucault <foucault.clem@gmail.com>2019-01-11 00:22:42 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-01-11 18:00:23 +0300
commit1c91b6ee29845c323ffd3f477b56f3a68f4e76be (patch)
treed032aa1fa9d56511b96da64412a0d91439817d13 /source/blender/gpu/intern/gpu_shader.c
parent621a6d4a5de872a94f81d239ff627d24afecc56b (diff)
UVEdit: Port texpaint_loop_wire to batch request
This removes code duplication and put an end to the old "create at request" batch creation. Also it uses the same vbo as the uv layer used for shading. Reducing VRAM usage. Also fixes the modified uv display in uv edit mode.
Diffstat (limited to 'source/blender/gpu/intern/gpu_shader.c')
-rw-r--r--source/blender/gpu/intern/gpu_shader.c6
1 files changed, 6 insertions, 0 deletions
diff --git a/source/blender/gpu/intern/gpu_shader.c b/source/blender/gpu/intern/gpu_shader.c
index 8a3581c54df..8a141eaa2b2 100644
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@ -918,6 +918,9 @@ static const GPUShaderStages builtin_shader_stages[GPU_NUM_BUILTIN_SHADERS] = {
{ datatoc_gpu_shader_2D_nodelink_vert_glsl,
datatoc_gpu_shader_2D_nodelink_frag_glsl },
+ [GPU_SHADER_2D_UV_UNIFORM_COLOR] =
+ { datatoc_gpu_shader_2D_vert_glsl,
+ datatoc_gpu_shader_uniform_color_frag_glsl },
[GPU_SHADER_2D_UV_VERTS] =
{ datatoc_gpu_shader_2D_edituvs_points_vert_glsl,
datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl },
@@ -1007,6 +1010,9 @@ static const char *gpu_shader_get_builtin_shader_defines(
case GPU_SHADER_SIMPLE_LIGHTING_FLAT_COLOR:
return "#define USE_FLAT_NORMAL\n";
+ case GPU_SHADER_2D_UV_UNIFORM_COLOR:
+ return "#define UV_POS\n";
+
case GPU_SHADER_2D_UV_EDGES_SMOOTH:
return "#define SMOOTH_COLOR\n";