Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh')
-rw-r--r--source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh
index d02014c98a0..39433b466d2 100644
--- a/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh
+++ b/source/blender/draw/engines/overlay/shaders/infos/overlay_grid_info.hh
@@ -15,8 +15,8 @@ GPU_SHADER_CREATE_INFO(overlay_grid)
.uniform_buf(3, "OVERLAY_GridData", "grid_buf")
.push_constant(Type::VEC3, "plane_axes")
.push_constant(Type::INT, "grid_flag")
- .vertex_source("grid_vert.glsl")
- .fragment_source("grid_frag.glsl")
+ .vertex_source("overlay_grid_vert.glsl")
+ .fragment_source("overlay_grid_frag.glsl")
.additional_info("draw_view", "draw_globals");
GPU_SHADER_CREATE_INFO(overlay_grid_background)
@@ -25,8 +25,8 @@ GPU_SHADER_CREATE_INFO(overlay_grid_background)
.sampler(0, ImageType::DEPTH_2D, "depthBuffer")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
- .vertex_source("edit_uv_tiled_image_borders_vert.glsl")
- .fragment_source("grid_background_frag.glsl")
+ .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
+ .fragment_source("overlay_grid_background_frag.glsl")
.additional_info("draw_modelmat");
GPU_SHADER_CREATE_INFO(overlay_grid_image)
@@ -36,6 +36,6 @@ GPU_SHADER_CREATE_INFO(overlay_grid_image)
.vertex_in(0, Type::VEC3, "pos")
.push_constant(Type::VEC4, "color")
.fragment_out(0, Type::VEC4, "fragColor")
- .vertex_source("edit_uv_tiled_image_borders_vert.glsl")
+ .vertex_source("overlay_edit_uv_tiled_image_borders_vert.glsl")
.fragment_source("gpu_shader_uniform_color_frag.glsl")
.additional_info("draw_modelmat");