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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/makesrna
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/makesrna')
-rw-r--r--source/blender/makesrna/intern/rna_render.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/makesrna/intern/rna_render.c b/source/blender/makesrna/intern/rna_render.c
index 11a7be69f68..6a66445ee4c 100644
--- a/source/blender/makesrna/intern/rna_render.c
+++ b/source/blender/makesrna/intern/rna_render.c
@@ -118,7 +118,7 @@ static int engine_get_preview_pixel_size(RenderEngine *UNUSED(engine), Scene *sc
static void engine_bind_display_space_shader(RenderEngine *UNUSED(engine), Scene *UNUSED(scene))
{
- GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_IMAGE);
+ GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_3D_IMAGE);
GPU_shader_bind(shader);
int img_loc = GPU_shader_get_uniform(shader, "image");