diff options
author | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-01 18:32:28 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2022-09-05 22:34:05 +0300 |
commit | 4536de98d18b8887edee37b03a12da015590bb45 (patch) | |
tree | 7ae1b21db0ebf0ef00d102f32523cad225fdddf9 /source/blender/windowmanager/intern | |
parent | 0c3953d545441a8ae551c3ecb0c16c1bccc3839f (diff) |
GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR'
The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and
`GPU_SHADER_3D_SMOOTH_COLOR` 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_SMOOTH_COLOR' and '3D_SMOOTH_COLOR'
is 'SMOOTH_COLOR', but the old names still work for backward
compatibility.
Diffstat (limited to 'source/blender/windowmanager/intern')
-rw-r--r-- | source/blender/windowmanager/intern/wm_gesture.c | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c index c4710260e54..7eec522690c 100644 --- a/source/blender/windowmanager/intern/wm_gesture.c +++ b/source/blender/windowmanager/intern/wm_gesture.c @@ -122,7 +122,7 @@ static void wm_gesture_draw_line_active_side(rcti *rect, const bool flip) uint shdr_col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); GPU_blend(GPU_BLEND_ALPHA); - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); const float gradient_length = 150.0f * U.pixelsize; float line_dir[2]; |