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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-06 01:01:02 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-06 01:01:02 +0300
commitf0a36599007d2c5185d040202b84775ae1343785 (patch)
treecce02857382c06e80e48a50c5d47fe2583938cfe /source/blender/gpu/intern
parent755e728a98401e2ef417368332c35e949f2233b7 (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.c5
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",