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authorGermano Cavalcante <germano.costa@ig.com.br>2022-09-01 18:23:08 +0300
committerGermano Cavalcante <germano.costa@ig.com.br>2022-09-05 22:34:05 +0300
commit0c3953d545441a8ae551c3ecb0c16c1bccc3839f (patch)
treed676a521897613e1b8c58b2659ac86f5cbf5d226 /source/blender/gpu/shaders
parentbaf2835ff746b4ac1b8b2478be8aea9928604970 (diff)
GPU: remove 'GPU_SHADER_2D_IMAGE'
The only real difference between `GPU_SHADER_2D_IMAGE` and `GPU_SHADER_3D_IMAGE` 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. This will simplify porting shaders to python as it will not be necessary to use a 3D and a 2D version of the shaders. In python the new name for '2D_IMAGE' and '3D_IMAGE' is 'IMAGE', but the old names still work for backward compatibility.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh5
1 files changed, 0 insertions, 5 deletions
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
index 06aad15c18a..a92dca0ce90 100644
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
+++ b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
@@ -16,8 +16,3 @@ GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_common)
.push_constant(Type::MAT4, "ModelViewProjectionMatrix")
.sampler(0, ImageType::FLOAT_2D, "image")
.vertex_source("gpu_shader_2D_image_vert.glsl");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image)
- .additional_info("gpu_shader_2D_image_common")
- .fragment_source("gpu_shader_image_frag.glsl")
- .do_static_compilation(true);