diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-06 01:01:02 +0300 |
---|---|---|
committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-06 01:01:02 +0300 |
commit | f0a36599007d2c5185d040202b84775ae1343785 (patch) | |
tree | cce02857382c06e80e48a50c5d47fe2583938cfe /source/blender/gpu/intern | |
parent | 755e728a98401e2ef417368332c35e949f2233b7 (diff) |
GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR'
The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR`
and `GPU_SHADER_3D_LINE_DASHED_UNIFORM_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.
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 2944905f2dd..8a6586e06f6 100644 --- a/source/blender/gpu/intern/gpu_shader_builtin.c +++ b/source/blender/gpu/intern/gpu_shader_builtin.c @@ -235,11 +235,6 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = { .create_info = "gpu_shader_3D_polyline_smooth_color", }, - [GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR] = - { - .name = "GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR", - .create_info = "gpu_shader_2D_line_dashed_uniform_color", - }, [GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR] = { .name = "GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR", |