diff options
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/windowmanager | |
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/windowmanager')
-rw-r--r-- | source/blender/windowmanager/intern/wm_stereo.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c index f85c818cdf3..48a0d47f26a 100644 --- a/source/blender/windowmanager/intern/wm_stereo.c +++ b/source/blender/windowmanager/intern/wm_stereo.c @@ -47,7 +47,7 @@ void wm_stereo3d_draw_sidebyside(wmWindow *win, int view) uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_IMAGE); + immBindBuiltinProgram(GPU_SHADER_3D_IMAGE); int soffx = WM_window_pixels_x(win) * 0.5f; if (view == STEREO_LEFT_ID) { @@ -95,7 +95,7 @@ void wm_stereo3d_draw_topbottom(wmWindow *win, int view) uint texcoord = GPU_vertformat_attr_add(format, "texCoord", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_IMAGE); + immBindBuiltinProgram(GPU_SHADER_3D_IMAGE); int soffy; if (view == STEREO_LEFT_ID) { |