diff options
author | Jeroen Bakker <jeroen@blender.org> | 2022-01-05 16:58:34 +0300 |
---|---|---|
committer | Jeroen Bakker <jeroen@blender.org> | 2022-01-05 17:00:07 +0300 |
commit | 29ab711efa01a94d7d407c29755cd697dbd02276 (patch) | |
tree | 7a59732258155a0f7850865355c3ccee2b5efdea /source/blender/gpu | |
parent | 4c3f52e7dc868471393cab76619b1187a654bc43 (diff) |
Cleanup: Remove unused code (USE_COLOR_U32)
Diffstat (limited to 'source/blender/gpu')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl | 12 | ||||
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl | 14 |
2 files changed, 1 insertions, 25 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl index 5b6a890ccc8..91f986d23ad 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl @@ -5,11 +5,7 @@ uniform mat4 ModelMatrix; #endif in vec3 pos; -#if defined(USE_COLOR_U32) -in uint color; -#else in vec4 color; -#endif flat out vec4 finalColor; @@ -17,15 +13,7 @@ void main() { vec4 pos_4d = vec4(pos, 1.0); gl_Position = ModelViewProjectionMatrix * pos_4d; - -#if defined(USE_COLOR_U32) - finalColor = vec4(((color)&uint(0xFF)) * (1.0f / 255.0f), - ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f), - ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f), - ((color >> 24)) * (1.0f / 255.0f)); -#else finalColor = color; -#endif #ifdef USE_WORLD_CLIP_PLANES world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz); diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl index 2033401db67..08623fa9935 100644 --- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl @@ -1,21 +1,9 @@ -#if defined(USE_COLOR_U32) -uniform uint color; -#else uniform vec4 color; -#endif out vec4 fragColor; void main() { -#if defined(USE_COLOR_U32) - fragColor = vec4(((color)&uint(0xFF)) * (1.0f / 255.0f), - ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f), - ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f), - ((color >> 24)) * (1.0f / 255.0f)); -#else - fragColor = color; -#endif - fragColor = blender_srgb_to_framebuffer_space(fragColor); + fragColor = blender_srgb_to_framebuffer_space(color); } |