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Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh10
1 files changed, 4 insertions, 6 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh
index 0a2fc164ea9..5b50bbcaa55 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_extra_info.hh
@@ -54,7 +54,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_grid)
.vertex_out(overlay_extra_grid_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_extra_lightprobe_grid_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_extra_grid_clipped)
@@ -149,7 +149,7 @@ GPU_SHADER_CREATE_INFO(overlay_extra_point)
.vertex_out(overlay_extra_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_extra_point_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_varying_outline_aa_frag.glsl")
+ .fragment_source("overlay_point_varying_color_varying_outline_aa_frag.glsl")
.additional_info("draw_modelmat", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_extra_point_clipped)
@@ -216,7 +216,7 @@ GPU_SHADER_CREATE_INFO(overlay_motion_path_point)
.vertex_out(overlay_motion_path_point_iface)
.fragment_out(0, Type::VEC4, "fragColor")
.vertex_source("overlay_motion_path_point_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
+ .fragment_source("overlay_point_varying_color_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_motion_path_point_clipped)
@@ -308,13 +308,11 @@ GPU_SHADER_CREATE_INFO(overlay_particle_dot_clipped)
GPU_SHADER_CREATE_INFO(overlay_particle_shape)
.do_static_compilation(true)
- /* NOTE: Color already in Linear space. Which is what we want. */
- .define("srgbTarget", "false")
/* Instantiated Attrs. */
.vertex_in(3, Type::VEC3, "pos")
.vertex_in(4, Type::INT, "vclass")
.fragment_out(0, Type::VEC4, "fragColor")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
+ .fragment_source("overlay_varying_color.glsl")
.additional_info("overlay_particle", "draw_modelmat", "draw_resource_id_uniform");
GPU_SHADER_CREATE_INFO(overlay_particle_shape_clipped)