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author | Mike Erwin <significant.bit@gmail.com> | 2017-04-16 00:07:29 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-16 00:07:29 +0300 |
commit | 2593ce9c3327db99cfcf665c0a4d315b13c356f3 (patch) | |
tree | 235398fba4061e2037c03a0904c0042ce9e26285 /source | |
parent | ea105bab2b8f5a60afba51e54d65bad8b4cc9afa (diff) |
Gawain: remove 2D matrix uniforms from ShaderInterface
- remove 2D-specific variants of BuiltinUniform enum
- rename remaining builtins to exclude "_3D" since they can be used by 2D or 3D shaders
Follow up to D2626
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/gpu/intern/gpu_matrix.c | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_matrix.c b/source/blender/gpu/intern/gpu_matrix.c index a12cd48abed..d958b012fa2 100644 --- a/source/blender/gpu/intern/gpu_matrix.c +++ b/source/blender/gpu/intern/gpu_matrix.c @@ -750,13 +750,13 @@ void gpuBindMatrices(const ShaderInterface* shaderface) * call glUseProgram before this, as glUniform expects program to be bound */ - const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_3D); - const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_3D); - const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP_3D); + const ShaderInput *MV = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW); + const ShaderInput *P = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION); + const ShaderInput *MVP = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MVP); - const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL_3D); - const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV_3D); - const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV_3D); + const ShaderInput *N = ShaderInterface_builtin_uniform(shaderface, UNIFORM_NORMAL); + const ShaderInput *MV_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_MODELVIEW_INV); + const ShaderInput *P_inv = ShaderInterface_builtin_uniform(shaderface, UNIFORM_PROJECTION_INV); if (MV) { #if DEBUG_MATRIX_BIND |