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Diffstat (limited to 'source/blender/gpu/intern/gpu_material.c')
-rw-r--r--source/blender/gpu/intern/gpu_material.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/gpu/intern/gpu_material.c b/source/blender/gpu/intern/gpu_material.c
index d1062f70c24..91f50d961d5 100644
--- a/source/blender/gpu/intern/gpu_material.c
+++ b/source/blender/gpu/intern/gpu_material.c
@@ -82,7 +82,7 @@ struct GPUMaterial {
/* for binding the material */
GPUPass *pass;
ListBase inputs; /* GPUInput */
- GPUVertexAttribs attribs;
+ GPUVertAttrLayers attrs;
int builtins;
int alpha, obcolalpha;
int dynproperty;
@@ -569,9 +569,9 @@ struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void)
#undef SSS_EXPONENT
#undef SSS_SAMPLES
-void GPU_material_vertex_attributes(GPUMaterial *material, GPUVertexAttribs *attribs)
+void GPU_material_vertex_attrs(GPUMaterial *material, GPUVertAttrLayers *r_attrs)
{
- *attribs = material->attribs;
+ *r_attrs = material->attrs;
}
void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link)
@@ -676,15 +676,15 @@ GPUMaterial *GPU_material_from_nodetree(
}
if (mat->outlink) {
- /* Prune the unused nodes and extract attribs before compiling so the
+ /* Prune the unused nodes and extract attributes before compiling so the
* generated VBOs are ready to accept the future shader. */
GPU_nodes_prune(&mat->nodes, mat->outlink);
- GPU_nodes_get_vertex_attributes(&mat->nodes, &mat->attribs);
+ GPU_nodes_get_vertex_attrs(&mat->nodes, &mat->attrs);
/* Create source code and search pass cache for an already compiled version. */
mat->pass = GPU_generate_pass(
mat,
mat->outlink,
- &mat->attribs,
+ &mat->attrs,
&mat->nodes,
&mat->builtins,
vert_code,