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author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 23:34:10 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 23:34:10 +0300 |
commit | 57639186514079d3fce590006616c543628fe1d8 (patch) | |
tree | 62f82cbe7eb3178ad94bbeb20e93fe0047c24177 /source/blender/gpu/shaders | |
parent | 4536de98d18b8887edee37b03a12da015590bb45 (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.hh | 14 | ||||
-rw-r--r-- | source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh | 13 |
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); |