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Diffstat (limited to 'source/blender/editors/space_nla/nla_draw.c')
-rw-r--r--source/blender/editors/space_nla/nla_draw.c10
1 files changed, 5 insertions, 5 deletions
diff --git a/source/blender/editors/space_nla/nla_draw.c b/source/blender/editors/space_nla/nla_draw.c
index 3b108a3ba8a..80cc0e2f2b3 100644
--- a/source/blender/editors/space_nla/nla_draw.c
+++ b/source/blender/editors/space_nla/nla_draw.c
@@ -101,7 +101,7 @@ static void nla_action_draw_keyframes(
GPUVertFormat *format = immVertexFormat();
uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4fv(color);
@@ -189,7 +189,7 @@ static void nla_actionclip_draw_markers(
immUniform1f("dash_factor", 0.5f);
}
else {
- immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
}
immUniformThemeColorShade(TH_STRIP_SELECT, shade);
@@ -441,7 +441,7 @@ static void nla_draw_strip(SpaceNla *snla,
nla_strip_get_color_inside(adt, strip, color);
shdr_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);
/* draw extrapolation info first (as backdrop)
* - but this should only be drawn if track has some contribution
@@ -502,7 +502,7 @@ static void nla_draw_strip(SpaceNla *snla,
/* restore current vertex format & program (roundbox trashes it) */
shdr_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);
}
else {
/* strip is in disabled track - make less visible */
@@ -854,7 +854,7 @@ void draw_nla_main_data(bAnimContext *ac, SpaceNla *snla, ARegion *region)
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);
/* just draw a semi-shaded rect spanning the width of the viewable area if there's data,
* and a second darker rect within which we draw keyframe indicator dots if there's data