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author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 18:23:08 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 0c3953d545441a8ae551c3ecb0c16c1bccc3839f (patch) | |
tree | d676a521897613e1b8c58b2659ac86f5cbf5d226 /source/blender/gpu/shaders | |
parent | baf2835ff746b4ac1b8b2478be8aea9928604970 (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.hh | 5 |
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); |