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author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 18:32:28 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 4536de98d18b8887edee37b03a12da015590bb45 (patch) | |
tree | 7ae1b21db0ebf0ef00d102f32523cad225fdddf9 /source/blender/gpu/intern | |
parent | 0c3953d545441a8ae551c3ecb0c16c1bccc3839f (diff) |
GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR'
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_COLOR` 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_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_immediate.cc | 1 | ||||
-rw-r--r-- | source/blender/gpu/intern/gpu_shader_builtin.c | 7 |
2 files changed, 0 insertions, 8 deletions
diff --git a/source/blender/gpu/intern/gpu_immediate.cc b/source/blender/gpu/intern/gpu_immediate.cc index 8574e886cd0..3b4accf9cc5 100644 --- a/source/blender/gpu/intern/gpu_immediate.cc +++ b/source/blender/gpu/intern/gpu_immediate.cc @@ -137,7 +137,6 @@ static void wide_line_workaround_start(GPUPrimType prim_type) case GPU_SHADER_3D_FLAT_COLOR: polyline_sh = GPU_SHADER_3D_POLYLINE_FLAT_COLOR; break; - case GPU_SHADER_2D_SMOOTH_COLOR: case GPU_SHADER_3D_SMOOTH_COLOR: polyline_sh = GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR; break; diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c index 8afe3e04dc9..d255084609e 100644 --- a/source/blender/gpu/intern/gpu_shader_builtin.c +++ b/source/blender/gpu/intern/gpu_shader_builtin.c @@ -26,8 +26,6 @@ extern char datatoc_gpu_shader_2D_area_borders_vert_glsl[]; extern char datatoc_gpu_shader_2D_area_borders_frag_glsl[]; extern char datatoc_gpu_shader_2D_vert_glsl[]; extern char datatoc_gpu_shader_2D_smooth_color_uniform_alpha_vert_glsl[]; -extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[]; -extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[]; extern char datatoc_gpu_shader_2D_image_vert_glsl[]; extern char datatoc_gpu_shader_2D_image_rect_vert_glsl[]; extern char datatoc_gpu_shader_2D_image_multi_rect_vert_glsl[]; @@ -155,11 +153,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .create_info = "gpu_shader_2D_diag_stripes", }, - [GPU_SHADER_2D_SMOOTH_COLOR] = - { - .name = "GPU_SHADER_2D_SMOOTH_COLOR", - .create_info = "gpu_shader_2D_smooth_color", - }, [GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE] = { .name = "GPU_SHADER_2D_IMAGE_OVERLAYS_MERGE", |