diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-01-10 14:18:30 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-10 14:51:21 +0300 |
commit | 227fd753df874e1d8c3e221066dde210d3b87aba (patch) | |
tree | 4c66e409e8d728b5f087a1e6ed36fd546e48ac8d /source/blender/gpu/intern | |
parent | bd8fa07a3df6d55ca83778253a3ccaa5a9ca4660 (diff) |
GPU: Remove unused UV shaders.
The UV shaders have been migrated to the overlay engine and aren't
accessible via the python API.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_builtin.c | 52 |
1 files changed, 0 insertions, 52 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c index bea43bacb23..3ed7fdbbb6b 100644 --- a/source/blender/gpu/intern/gpu_shader_builtin.c +++ b/source/blender/gpu/intern/gpu_shader_builtin.c @@ -457,58 +457,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .defs = "#define USE_INSTANCE\n", }, - [GPU_SHADER_2D_UV_UNIFORM_COLOR] = - { - .name = "GPU_SHADER_2D_UV_UNIFORM_COLOR", - .vert = datatoc_gpu_shader_2D_vert_glsl, - .frag = datatoc_gpu_shader_uniform_color_frag_glsl, - .defs = "#define UV_POS\n", - }, - [GPU_SHADER_2D_UV_VERTS] = - { - .name = "GPU_SHADER_2D_UV_VERTS", - .vert = datatoc_gpu_shader_2D_edituvs_points_vert_glsl, - .frag = datatoc_gpu_shader_point_varying_color_varying_outline_aa_frag_glsl, - }, - [GPU_SHADER_2D_UV_FACEDOTS] = - { - .name = "GPU_SHADER_2D_UV_FACEDOTS", - .vert = datatoc_gpu_shader_2D_edituvs_facedots_vert_glsl, - .frag = datatoc_gpu_shader_point_varying_color_frag_glsl, - }, - [GPU_SHADER_2D_UV_EDGES] = - { - .name = "GPU_SHADER_2D_UV_EDGES", - .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl, - .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl, - }, - [GPU_SHADER_2D_UV_EDGES_SMOOTH] = - { - .name = "GPU_SHADER_2D_UV_EDGES_SMOOTH", - .vert = datatoc_gpu_shader_2D_edituvs_edges_vert_glsl, - .frag = datatoc_gpu_shader_2D_edituvs_edges_frag_glsl, - .defs = "#define SMOOTH_COLOR\n", - }, - [GPU_SHADER_2D_UV_FACES] = - { - .name = "GPU_SHADER_2D_UV_FACES", - .vert = datatoc_gpu_shader_2D_edituvs_faces_vert_glsl, - .frag = datatoc_gpu_shader_flat_color_frag_glsl, - }, - [GPU_SHADER_2D_UV_FACES_STRETCH_AREA] = - { - .name = "GPU_SHADER_2D_UV_FACES_STRETCH_AREA", - .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl, - .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl, - }, - [GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE] = - { - .name = "GPU_SHADER_2D_UV_FACES_STRETCH_ANGLE", - .vert = datatoc_gpu_shader_2D_edituvs_stretch_vert_glsl, - .frag = datatoc_gpu_shader_2D_smooth_color_frag_glsl, - .defs = "#define STRETCH_ANGLE\n", - }, - [GPU_SHADER_GPENCIL_STROKE] = { .name = "GPU_SHADER_GPENCIL_STROKE", |