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author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 18:23:08 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 0c3953d545441a8ae551c3ecb0c16c1bccc3839f (patch) | |
tree | d676a521897613e1b8c58b2659ac86f5cbf5d226 /source/blender/gpu/intern | |
parent | baf2835ff746b4ac1b8b2478be8aea9928604970 (diff) |
GPU: remove 'GPU_SHADER_2D_IMAGE'
The only real difference between `GPU_SHADER_2D_IMAGE` and
`GPU_SHADER_3D_IMAGE` is that in the vertex shader the 2D
version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses
`vec4(pos, 1.0)`.
But VBOs with 2D attributes work perfectly in shaders that use 3D
attributes. Components not specified are filled with components from
`vec4(0.0, 0.0, 0.0, 1.0)`.
So there is no real benefit to having two different shader versions.
This will simplify porting shaders to python as it will not be
necessary to use a 3D and a 2D version of the shaders.
In python the new name for '2D_IMAGE' and '3D_IMAGE'
is 'IMAGE', but the old names still work for backward
compatibility.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_builtin.c | 5 |
1 files changed, 0 insertions, 5 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c index 4776a8b9b12..8afe3e04dc9 100644 --- a/source/blender/gpu/intern/gpu_shader_builtin.c +++ b/source/blender/gpu/intern/gpu_shader_builtin.c @@ -170,11 +170,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_STEREO_MERGE", .create_info = "gpu_shader_2D_image_overlays_stereo_merge", }, - [GPU_SHADER_2D_IMAGE] = - { - .name = "GPU_SHADER_2D_IMAGE", - .create_info = "gpu_shader_2D_image", - }, [GPU_SHADER_2D_IMAGE_COLOR] = { .name = "GPU_SHADER_2D_IMAGE_COLOR", |