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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 23:34:10 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 23:34:10 +0300
commit57639186514079d3fce590006616c543628fe1d8 (patch)
tree62f82cbe7eb3178ad94bbeb20e93fe0047c24177 /source/blender/gpu/shaders
parent4536de98d18b8887edee37b03a12da015590bb45 (diff)
GPU: convert 'GPU_SHADER_2D_IMAGE_COLOR' to 3D
3D shaders work in both 2D and 3D viewports. This shader is a good candidate to be exposed in Python.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh14
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh13
2 files changed, 11 insertions, 16 deletions
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh
deleted file mode 100644
index 021bd9ebb95..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh
+++ /dev/null
@@ -1,14 +0,0 @@
-/* SPDX-License-Identifier: GPL-2.0-or-later
- * Copyright 2022 Blender Foundation. All rights reserved. */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_color)
- .additional_info("gpu_shader_2D_image_common")
- .push_constant(Type::VEC4, "color")
- .fragment_source("gpu_shader_image_color_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh
index 94cf58933af..8abd140397f 100644
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh
@@ -8,13 +8,22 @@
#include "gpu_interface_info.hh"
#include "gpu_shader_create_info.hh"
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_image)
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_image_common)
.vertex_in(0, Type::VEC3, "pos")
.vertex_in(1, Type::VEC2, "texCoord")
.vertex_out(smooth_tex_coord_interp_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.sampler(0, ImageType::FLOAT_2D, "image")
- .vertex_source("gpu_shader_3D_image_vert.glsl")
+ .vertex_source("gpu_shader_3D_image_vert.glsl");
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_image)
+ .additional_info("gpu_shader_3D_image_common")
.fragment_source("gpu_shader_image_frag.glsl")
.do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(gpu_shader_3D_image_color)
+ .additional_info("gpu_shader_3D_image_common")
+ .push_constant(Type::VEC4, "color")
+ .fragment_source("gpu_shader_image_color_frag.glsl")
+ .do_static_compilation(true);