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authorDalai Felinto <dalai@blender.org>2021-09-23 16:53:38 +0300
committerDalai Felinto <dalai@blender.org>2021-09-23 18:41:11 +0300
commitd0493796a6f40db8dcdd4a9058b98a69282d4759 (patch)
tree7f9e26a80147fc473d2c6a705cfa89a87302bd97 /source/blender/gpu/intern
parentf11bcb5a80eb106560678c8c60be32ad997d6641 (diff)
Cleanup: Remove hardcoded values and rename keyframe shape shaders
No functional change. The shader is complicated by itself, having hardcoded values makes it even more cryptic. I also renamed the shader because the shader is not for the keyfarme diamond only, but for all the keyframe shapes. Differential Revision: https://developer.blender.org/D12615
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r--source/blender/gpu/intern/gpu_shader_builtin.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_shader_builtin.c b/source/blender/gpu/intern/gpu_shader_builtin.c
index c5122b76001..9ea46788f44 100644
--- a/source/blender/gpu/intern/gpu_shader_builtin.c
+++ b/source/blender/gpu/intern/gpu_shader_builtin.c
@@ -121,8 +121,8 @@ extern char datatoc_gpu_shader_3D_line_dashed_uniform_color_vert_glsl[];
extern char datatoc_gpu_shader_text_vert_glsl[];
extern char datatoc_gpu_shader_text_frag_glsl[];
-extern char datatoc_gpu_shader_keyframe_diamond_vert_glsl[];
-extern char datatoc_gpu_shader_keyframe_diamond_frag_glsl[];
+extern char datatoc_gpu_shader_keyframe_shape_vert_glsl[];
+extern char datatoc_gpu_shader_keyframe_shape_frag_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_vert_glsl[];
extern char datatoc_gpu_shader_gpencil_stroke_frag_glsl[];
@@ -166,11 +166,11 @@ static const GPUShaderStages builtin_shader_stages[GPU_SHADER_BUILTIN_LEN] = {
.vert = datatoc_gpu_shader_text_vert_glsl,
.frag = datatoc_gpu_shader_text_frag_glsl,
},
- [GPU_SHADER_KEYFRAME_DIAMOND] =
+ [GPU_SHADER_KEYFRAME_SHAPE] =
{
- .name = "GPU_SHADER_KEYFRAME_DIAMOND",
- .vert = datatoc_gpu_shader_keyframe_diamond_vert_glsl,
- .frag = datatoc_gpu_shader_keyframe_diamond_frag_glsl,
+ .name = "GPU_SHADER_KEYFRAME_SHAPE",
+ .vert = datatoc_gpu_shader_keyframe_shape_vert_glsl,
+ .frag = datatoc_gpu_shader_keyframe_shape_frag_glsl,
},
[GPU_SHADER_SIMPLE_LIGHTING] =
{