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authorClément Foucault <foucault.clem@gmail.com>2022-05-02 02:31:24 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-05-02 02:31:24 +0300
commita5644f9a28ea46892f9a480a5bb7b44a8f0c8759 (patch)
tree36a24c5ad73a8ea7e59d2e38968d95ed73c0acbc /source/blender/gpu
parentaaab3c8ad4e3fca6920f0888c5e4f68ad12d6dd3 (diff)
Cleanup: GPUBuiltinShader: Remove old shader interfaces
This leaves some of the unresolved case where we still need both implementation.
Diffstat (limited to 'source/blender/gpu')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_vert.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_checker_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl27
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl16
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl20
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl13
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl12
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl5
49 files changed, 0 insertions, 461 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
index 4ebcb9c397f..b257eeb3a11 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform vec4 color;
-uniform float scale;
-
-in vec2 uv;
-
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index c6f01d68eee..a4c1c0054f8 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -1,14 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-uniform vec4 rect;
-uniform int cornerLen;
-uniform float scale;
-
-in vec2 pos;
-
-out vec2 uv;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
index 494ef8d888e..cf948bb2533 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec2 pos;
-in vec4 color;
-
-flat out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index 353bf1481da..0309a98f965 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -3,18 +3,6 @@
* does not need any vertex input (producing less call to immBegin/End)
*/
-/* Same as ICON_DRAW_CACHE_SIZE */
-#ifndef USE_GPU_SHADER_CREATE_INFO
-# define MAX_CALLS 16
-
-uniform vec4 calls_data[MAX_CALLS * 3];
-
-out vec2 texCoord_interp;
-flat out vec4 finalColor;
-
-in vec2 pos;
-#endif
-
void main()
{
vec4 rect = multi_rect_data.calls_data[gl_InstanceID * 3];
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
index 11bb311740c..c7a36955a99 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -3,14 +3,6 @@
* does not need any vertex input (producing less call to immBegin/End)
*/
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec4 rect_icon;
-uniform vec4 rect_geom;
-
-out vec2 texCoord_interp;
-#endif
-
void main()
{
vec2 uv;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
index c4d56579b18..ecda17a7495 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
@@ -1,14 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in float colorGradient;
-in vec4 finalColor;
-in float lineU;
-flat in float lineLength;
-flat in float dashFactor;
-flat in float dashAlpha;
-flat in int isMainLine;
-
-out vec4 fragColor;
-#endif
#define DASH_WIDTH 10.0
#define ANTIALIAS 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
index f2b6aa1f12c..199144d8701 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -1,12 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform float size;
-
-in vec2 pos;
-out vec2 radii;
-#endif
-
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
index 5d97fca1116..73aadf3d79d 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform float size;
-uniform float outlineWidth;
-
-in vec2 pos;
-out vec4 radii;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
index 6ba6f980406..3e1ac8c9761 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec2 pos;
-in float size;
-in vec4 color;
-out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
index 1ec84598bf1..8690ba0767a 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
@@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-noperspective in vec4 finalColor;
-out vec4 fragColor;
-#endif
-
void main()
{
fragColor = finalColor;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
index 5d19aea9168..cf948bb2533 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec2 pos;
-in vec4 color;
-
-noperspective out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
index 698f20ae1f9..b4dc786e296 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
@@ -1,15 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-# ifdef UV_POS
-in vec2 u;
-# define pos u
-# else
-in vec2 pos;
-# endif
-#endif
-
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
index 1a87796f7c4..df1988bd857 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -1,10 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ModelMatrix;
-uniform vec4 ClipPlane;
-
-in vec3 pos;
-#endif
void main()
{
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 b6132113bc9..ca33b8cd52f 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
@@ -1,17 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-# endif
-
-in vec3 pos;
-in vec4 color;
-
-flat out vec4 finalColor;
-#endif
-
void main()
{
vec4 pos_4d = vec4(pos, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
index 908d442739a..840701e890d 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -1,12 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec2 texCoord;
-in vec3 pos;
-out vec2 texCoord_interp;
-#endif
-
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos.xyz, 1.0f);
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
index 18fed69eff6..de2b0e39850 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat3 NormalMatrix;
-
-in vec3 pos;
-in vec3 nor;
-out vec3 normal;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
index 52e9e71fdd8..a29e99cbe79 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-# ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-# endif
-
-/* Does Nothing */
-in vec3 pos;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
index 504b3f75373..a43c1aa40cf 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -1,10 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec3 pos;
-in vec4 color;
-out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
index 7f143ccc28d..62894321517 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
@@ -1,16 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-# endif
-uniform float size;
-
-in vec3 pos;
-out vec2 radii;
-#endif
-
void main()
{
vec4 pos_4d = vec4(pos, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
index f048e143da7..2ff55d739cd 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec3 pos;
-in float size;
-in vec4 color;
-out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
index f374913a32c..8690ba0767a 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
@@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec4 finalColor;
-out vec4 fragColor;
-#endif
-
void main()
{
fragColor = finalColor;
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
index 56a1210c957..9fb1d8b4977 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
@@ -1,18 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-# ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-# endif
-
-in vec3 pos;
-in vec4 color;
-
-out vec4 finalColor;
-#endif
-
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
index 1d7b7df49a8..82f899f092b 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -1,15 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-# ifdef USE_WORLD_CLIP_PLANES
-uniform mat4 ModelMatrix;
-# endif
-
-in vec3 pos;
-#endif
-
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
index 9065da0275a..11e026c6dec 100644
--- a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
@@ -1,10 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform vec4 color1;
-uniform vec4 color2;
-uniform int size;
-
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
index a4a24ed8e46..ceb19503993 100644
--- a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform vec4 color1;
-uniform vec4 color2;
-uniform int size1;
-uniform int size2;
-
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
index d3d4b66589b..e6b43afa8c0 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -1,7 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-flat in vec4 finalColor;
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
index 28a716104f1..8690ba0767a 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
@@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-flat in vec4 finalColor;
-out vec4 fragColor;
-#endif
-
void main()
{
fragColor = finalColor;
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
index 2aabdb84f16..24bd86fa383 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
@@ -1,7 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-flat in uint finalId;
-out uint fragId;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index 4fdc14289e1..e0e899cfb35 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -1,25 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ProjectionMatrix;
-
-uniform int PrimitiveIdBase;
-uniform int osd_active_uv_offset;
-
-layout(lines_adjacency) in;
-layout(triangle_strip, max_vertices = 4) out;
-
-in block
-{
- VertexData v;
-}
-inpt[];
-
-/* compatibility */
-out vec3 varnormal;
-out vec3 varposition;
-
-uniform bool osd_flat_shading;
-uniform int osd_fvar_count;
-#endif
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
@@ -39,11 +17,6 @@ uniform int osd_fvar_count;
result = vec3(tmp, 0); \
}
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform samplerBuffer FVarDataBuffer;
-uniform isamplerBuffer FVarDataOffsetBuffer;
-#endif
-
out block
{
VertexData v;
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
index 37541bb91f3..04411698a23 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
@@ -1,9 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec4 mColor;
-in vec2 mTexCoord;
-
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
index f076655b459..d048d332d09 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
@@ -1,20 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec2 Viewport;
-uniform int xraymode;
-uniform int caps_start;
-uniform int caps_end;
-uniform int fill_stroke;
-
-layout(lines_adjacency) in;
-layout(triangle_strip, max_vertices = 13) out;
-
-in vec4 finalColor[4];
-in float finalThickness[4];
-
-out vec4 mColor;
-out vec2 mTexCoord;
-#endif
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
index 16e12b2989e..f9bb0d22403 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
@@ -1,19 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform mat4 ProjectionMatrix;
-
-uniform float pixsize; /* rv3d->pixsize */
-uniform int keep_size;
-uniform float objscale;
-uniform float pixfactor;
-
-in vec3 pos;
-in vec4 color;
-in float thickness;
-
-out vec4 finalColor;
-out float finalThickness;
-#endif
float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
index 1846dae346a..e7b1f05d19b 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -1,10 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform vec4 color;
-uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
index ad52b9819ab..417d7413aea 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform float factor;
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform vec4 color;
-uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
index befd6b57bf8..2f423872910 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
@@ -1,9 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
index ceebaae896d..26f96a5da32 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -1,12 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform float alpha;
-uniform sampler2D image;
-#endif
-
void main()
{
fragColor = texture(image, texCoord_interp);
diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
index e8bfb70b897..f9fea880655 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec2 texCoord_interp;
-out vec4 fragColor;
-
-uniform sampler2D image;
-uniform vec4 color;
-uniform vec4 shuffle;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
index 3058f73ab37..f1f62832552 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
@@ -1,10 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec2 texCoord_interp;
-flat in vec4 finalColor;
-out vec4 fragColor;
-
-uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
index 14450037ca8..7a4c8494d74 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -1,20 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ViewProjectionMatrix;
-
-/* ---- Instantiated Attrs ---- */
-in vec3 pos;
-
-/* ---- Per instance Attrs ---- */
-in mat4 InstanceModelMatrix;
-in vec4 color;
-# ifdef UNIFORM_SCALE
-in float size;
-# else
-in vec3 size;
-# endif
-
-flat out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
index 2a2eaab7340..1e459dbd08f 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
@@ -11,18 +11,6 @@
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-flat in vec4 radii;
-flat in vec4 thresholds;
-
-flat in vec4 finalColor;
-flat in vec4 finalOutlineColor;
-
-flat in int finalFlags;
-
-out vec4 fragColor;
-#endif
-
const float diagonal_scale = sqrt(0.5);
const float minmax_bias = 0.7;
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
index 617c02ac079..1711d857c4f 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
@@ -16,26 +16,6 @@ const float circle_scale = sqrt(2.0 / 3.1416);
const float square_scale = sqrt(0.5);
const float diagonal_scale = sqrt(0.5);
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec2 ViewportSize = vec2(-1, -1);
-uniform float outline_scale = 1.0;
-
-in vec2 pos;
-in float size;
-in vec4 color;
-in vec4 outlineColor;
-in int flags;
-
-flat out vec4 finalColor;
-flat out vec4 finalOutlineColor;
-
-flat out int finalFlags;
-
-flat out vec4 radii;
-flat out vec4 thresholds;
-#endif
-
bool test(int bit)
{
return (flags & bit) != 0;
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
index 960b5e6efac..fddd92b1174 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
@@ -1,9 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform vec4 color;
-
-in vec2 radii;
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
index cdf3aa8024d..308426a271f 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
@@ -1,10 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform vec4 color;
-uniform vec4 outlineColor;
-
-in vec4 radii;
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
index bc108462007..4962fb01c88 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -1,11 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec4 finalColor;
-out vec4 fragColor;
-
-# if defined(VERT)
-in float vertexCrease;
-# endif
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
index 04a7e3d80d0..3b8940e8170 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
@@ -1,9 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-in vec4 radii;
-in vec4 fillColor;
-in vec4 outlineColor;
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
index 6725bc82841..2f5ce4bdf50 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
@@ -1,16 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-# ifndef USE_INSTANCE_COLOR
-uniform vec4 color;
-# endif
-uniform vec3 light;
-
-in vec3 normal;
-# ifdef USE_INSTANCE_COLOR
-flat in vec4 finalColor;
-# define color finalColor
-# endif
-out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index f958a81b1eb..c1382e301c8 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -1,17 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-flat in vec4 color_flat;
-noperspective in vec2 texCoord_interp;
-flat in int glyph_offset;
-flat in ivec2 glyph_dim;
-flat in int interp_size;
-
-out vec4 fragColor;
-
-uniform sampler2D glyph;
-#endif
-
const vec2 offsets4[4] = vec2[4](
vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 63d73733c2f..47527d907f4 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -1,17 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-
-in vec4 pos; /* rect */
-in vec4 col;
-in int offset;
-in ivec2 glyph_size;
-
-flat out vec4 color_flat;
-noperspective out vec2 texCoord_interp;
-flat out int glyph_offset;
-flat out ivec2 glyph_dim;
-flat out int interp_size;
-#endif
void main()
{
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 0510848e4d4..18914f0bab4 100644
--- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
@@ -1,10 +1,5 @@
#pragma BLENDER_REQUIRE(gpu_shader_colorspace_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform vec4 color;
-out vec4 fragColor;
-#endif
-
void main()
{
fragColor = blender_srgb_to_framebuffer_space(color);