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Diffstat (limited to 'source/blender/editors/space_image/image_draw.c')
-rw-r--r--source/blender/editors/space_image/image_draw.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/space_image/image_draw.c b/source/blender/editors/space_image/image_draw.c
index f6f9428213f..c32bd0bcf67 100644
--- a/source/blender/editors/space_image/image_draw.c
+++ b/source/blender/editors/space_image/image_draw.c
@@ -98,7 +98,7 @@ static void draw_render_info(
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_FACE_SELECT);
GPU_line_width(1.0f);
@@ -158,7 +158,7 @@ void ED_image_draw_info(Scene *scene,
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
/* noisy, high contrast make impossible to read if lower alpha is used. */
immUniformColor4ub(0, 0, 0, 190);
@@ -338,7 +338,7 @@ void ED_image_draw_info(Scene *scene,
/* BLF uses immediate mode too, so we must reset our vertex format */
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (channels == 4) {
rcti color_rect_half;
@@ -381,7 +381,7 @@ void ED_image_draw_info(Scene *scene,
/* draw outline */
pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor3ub(128, 128, 128);
imm_draw_box_wire_2d(pos, color_rect.xmin, color_rect.ymin, color_rect.xmax, color_rect.ymax);
immUnbindProgram();
@@ -557,7 +557,7 @@ void draw_image_cache(const bContext *C, ARegion *region)
uint pos = GPU_vertformat_attr_add(
immVertexFormat(), "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColor(TH_CFRAME);
immRecti(pos, x, region_bottom, x + ceilf(framelen), region_bottom + 8 * UI_DPI_FAC);
immUnbindProgram();