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Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl54
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_vert.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl15
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl7
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl11
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_3D_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl6
-rw-r--r--source/blender/gpu/shaders/gpu_shader_checker_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_geometry.glsl5
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl138
-rw-r--r--source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl14
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl8
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl9
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl2
-rw-r--r--source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl10
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl17
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_text_vert.glsl3
-rw-r--r--source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl3
-rw-r--r--source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh29
-rw-r--r--source/blender/gpu/shaders/infos/gpu_interface_info.hh33
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh37
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh30
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh31
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh40
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh31
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh35
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh72
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh36
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh37
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh35
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh42
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh38
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh35
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh62
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh33
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh41
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh51
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh39
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh47
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh40
-rw-r--r--source/blender/gpu/shaders/infos/gpu_shader_text_info.hh46
-rw-r--r--source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh27
100 files changed, 183 insertions, 1645 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
index 4ebcb9c397f..5a36b414229 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_frag.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform vec4 color;
uniform float scale;
in vec2 uv;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
index c6f01d68eee..d20ddcd27c0 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_area_borders_vert.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect;
@@ -8,7 +8,6 @@ uniform float scale;
in vec2 pos;
out vec2 uv;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
index 494ef8d888e..df2507c0dc9 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec4 color;
flat out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
index f4d8a941a6d..bdc0d37a7ae 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_multi_rect_vert.glsl
@@ -4,8 +4,7 @@
*/
/* Same as ICON_DRAW_CACHE_SIZE */
-#ifndef USE_GPU_SHADER_CREATE_INFO
-# define MAX_CALLS 16
+#define MAX_CALLS 16
uniform vec4 calls_data[MAX_CALLS * 3];
@@ -13,7 +12,6 @@ out vec2 texCoord_interp;
flat out vec4 finalColor;
in vec2 pos;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
index d9a5aeeef46..ab9c30505c2 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_rect_vert.glsl
@@ -3,13 +3,11 @@
* does not need any vertex input (producing less call to immBegin/End)
*/
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 rect_icon;
uniform vec4 rect_geom;
out vec2 texCoord_interp;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
index 0b5e3759dfb..cdb066c9c52 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
in vec2 texCoord;
in vec2 pos;
out vec2 texCoord_interp;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
index af9a24d1280..43f259671fa 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -6,8 +6,6 @@
* Dashed is performed in screen space.
*/
-#ifndef USE_GPU_SHADER_CREATE_INFO
-
uniform float dash_width;
/* Simple mode, discarding non-dash parts (so no need for blending at all). */
@@ -25,7 +23,6 @@ noperspective in vec2 stipple_pos;
flat in vec2 stipple_start;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
index 9d52820188b..15362d020e4 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_uniform_color_vert.glsl
@@ -5,7 +5,7 @@
*
* Dashed is performed in screen space.
*/
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 color;
@@ -18,7 +18,6 @@ flat out vec4 color_vert;
/* We leverage hardware interpolation to compute distance along the line. */
noperspective out vec2 stipple_pos; /* In screen space */
flat out vec2 stipple_start; /* In screen space */
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
index c4d56579b18..134a7d00127 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_frag.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in float colorGradient;
in vec4 finalColor;
in float lineU;
@@ -8,7 +8,6 @@ flat in float dashAlpha;
flat in int isMainLine;
out vec4 fragColor;
-#endif
#define DASH_WIDTH 10.0
#define ANTIALIAS 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
index 3d3a042de65..8325568988c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_nodelink_vert.glsl
@@ -4,15 +4,13 @@
#define MID_VERTEX 65
-#ifndef USE_GPU_SHADER_CREATE_INFO
-
/* u is position along the curve, defining the tangent space.
* v is "signed" distance (compressed to [0..1] range) from the pos in expand direction */
in vec2 uv;
in vec2 pos; /* verts position in the curve tangent space */
in vec2 expand;
-# ifdef USE_INSTANCE
+#ifdef USE_INSTANCE
/* Instance attrs. */
in vec2 P0;
in vec2 P1;
@@ -29,10 +27,21 @@ in float dash_alpha;
uniform vec4 colors[6];
-# else
+# define colStart (colid_doarrow[0] < 3 ? start_color : colors[colid_doarrow[0]])
+# define colEnd (colid_doarrow[1] < 3 ? end_color : colors[colid_doarrow[1]])
+# define colShadow colors[colid_doarrow[2]]
+# define doArrow (colid_doarrow[3] != 0)
+# define doMuted (domuted[0] != 0)
+
+#else
/* Single curve drawcall, use uniform. */
uniform vec2 bezierPts[4];
+# define P0 bezierPts[0]
+# define P1 bezierPts[1]
+# define P2 bezierPts[2]
+# define P3 bezierPts[3]
+
uniform vec4 colors[3];
uniform bool doArrow;
uniform bool doMuted;
@@ -41,7 +50,11 @@ uniform float thickness;
uniform float dash_factor;
uniform float dash_alpha;
-# endif
+# define colShadow colors[0]
+# define colStart colors[1]
+# define colEnd colors[2]
+
+#endif
uniform float expandSize;
uniform float arrowSize;
@@ -54,33 +67,6 @@ flat out float lineLength;
flat out float dashFactor;
flat out float dashAlpha;
flat out int isMainLine;
-#endif
-
-#ifdef USE_INSTANCE
-# define colStart (colid_doarrow[0] < 3 ? start_color : node_link_data.colors[colid_doarrow[0]])
-# define colEnd (colid_doarrow[1] < 3 ? end_color : node_link_data.colors[colid_doarrow[1]])
-# define colShadow node_link_data.colors[colid_doarrow[2]]
-# define doArrow (colid_doarrow[3] != 0)
-# define doMuted (domuted[0] != 0)
-
-#else
-# define P0 node_link_data.bezierPts[0]
-# define P1 node_link_data.bezierPts[1]
-# define P2 node_link_data.bezierPts[2]
-# define P3 node_link_data.bezierPts[3]
-# define cols node_link_data.colors
-# define doArrow node_link_data.doArrow
-# define doMuted node_link_data.doMuted
-# define dim_factor node_link_data.dim_factor
-# define thickness node_link_data.thickness
-# define dash_factor node_link_data.dash_factor
-# define dash_alpha node_link_data.dash_alpha
-
-# define colShadow node_link_data.colors[0]
-# define colStart node_link_data.colors[1]
-# define colEnd node_link_data.colors[2]
-
-#endif
/* Define where along the noodle the gradient will starts and ends.
* Use 0.25 instead of 0.35-0.65, because of a visual shift issue. */
@@ -115,7 +101,7 @@ void main(void)
vec2 normal = tangent.yx * vec2(-1.0, 1.0);
/* Position vertex on the curve tangent space */
- point += (pos.x * tangent + pos.y * normal) * node_link_data.arrowSize;
+ point += (pos.x * tangent + pos.y * normal) * arrowSize;
gl_Position = ModelViewProjectionMatrix * vec4(point, 0.0, 1.0);
@@ -153,7 +139,7 @@ void main(void)
finalColor[3] *= dim_factor;
/* Expand into a line */
- gl_Position.xy += exp_axis * node_link_data.expandSize * expand_dist * thickness;
+ gl_Position.xy += exp_axis * expandSize * expand_dist * thickness;
/* If the link is not muted or is not a reroute arrow the points are squashed to the center of
* the line. Magic numbers are defined in drawnode.c */
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
index f2b6aa1f12c..1453393aa9f 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -1,11 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
in vec2 pos;
out vec2 radii;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
index 5d97fca1116..5c555b2d3e7 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
in vec2 pos;
out vec4 radii;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
index 6ba6f980406..469370b9173 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in float size;
in vec4 color;
out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
index 4d887a37807..1333c00682c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
@@ -1,7 +1,6 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
noperspective in vec4 finalColor;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
index 5d19aea9168..fcf436d50af 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
in vec2 pos;
in vec4 color;
noperspective out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
index 698f20ae1f9..de6547715f3 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
@@ -1,13 +1,11 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-# ifdef UV_POS
+#ifdef UV_POS
in vec2 u;
-# define pos u
-# else
+# define pos u
+#else
in vec2 pos;
-# endif
#endif
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
index a03b88db342..6dd0201535d 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_frag.glsl
@@ -1,4 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec3 checkerColorAndSize;
noperspective in vec2 uvInterp;
@@ -13,7 +12,6 @@ flat in vec4 embossColor;
flat in float lineWidth;
out vec4 fragColor;
-#endif
vec3 compute_masks(vec2 uv)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
index 80b93baf20a..b5036b51d9d 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_base_vert.glsl
@@ -1,13 +1,12 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
-# define MAX_PARAM 12
-# ifdef USE_INSTANCE
-# define MAX_INSTANCE 6
+#define MAX_PARAM 12
+#ifdef USE_INSTANCE
+# define MAX_INSTANCE 6
uniform vec4 parameters[MAX_PARAM * MAX_INSTANCE];
-# else
+#else
uniform vec4 parameters[MAX_PARAM];
-# endif
#endif
/* gl_InstanceID is supposed to be 0 if not drawing instances, but this seems
@@ -42,7 +41,6 @@ uniform vec4 parameters[MAX_PARAM];
#define doAlphaCheck (alphaDiscard < 0.0)
#define discardFactor abs(alphaDiscard)
-#ifndef USE_GPU_SHADER_CREATE_INFO
noperspective out vec2 uvInterp;
flat out vec2 outRectSize;
flat out vec4 outRoundCorners;
@@ -53,9 +51,8 @@ flat out float lineWidth;
noperspective out float butCo;
flat out float discardFac;
-# ifdef OS_MAC
+#ifdef OS_MAC
in float dummy;
-# endif
#endif
vec2 do_widget(void)
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
index a624d3f2f8b..e8a6a43191e 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_frag.glsl
@@ -1,11 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
in float shadowFalloff;
out vec4 fragColor;
uniform float alpha;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
index d3eed997292..dc2849c8aa9 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_widget_shadow_vert.glsl
@@ -51,12 +51,9 @@ const vec2 cornervec[36] = vec2[36](vec2(0.0, 1.0),
#define INNER_FLAG uint(1 << 10) /* is inner vert */
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec4 parameters[4];
-#endif
-
/* radi and rad per corner */
#define recti parameters[0]
#define rect parameters[1]
@@ -64,11 +61,9 @@ uniform vec4 parameters[4];
#define rads parameters[2].y
#define roundCorners parameters[3]
-#ifndef USE_GPU_SHADER_CREATE_INFO
in uint vflag;
out float shadowFalloff;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
index 1a87796f7c4..16424ece2b6 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl
@@ -1,10 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
in vec3 pos;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
index b6132113bc9..91f986d23ad 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
@@ -1,16 +1,13 @@
-#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
+#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-# endif
+#endif
in vec3 pos;
in vec4 color;
flat out vec4 finalColor;
-#endif
void main()
{
@@ -19,6 +16,6 @@ void main()
finalColor = color;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
index 908d442739a..0fb8d06e317 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
@@ -1,11 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
in vec2 texCoord;
in vec3 pos;
out vec2 texCoord_interp;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
index 9328e0a13e9..aefa47275f5 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_uniform_color_vert.glsl
@@ -6,13 +6,11 @@
* Dashed is performed in screen space.
*/
-#ifndef USE_GPU_SHADER_CREATE_INFO
-
uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
+#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-# endif
+#endif
uniform vec4 color;
uniform vec2 viewport_size;
@@ -24,7 +22,6 @@ flat out vec4 color_vert;
/* We leverage hardware interpolation to compute distance along the line. */
noperspective out vec2 stipple_pos; /* In screen space */
flat out vec2 stipple_start; /* In screen space */
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
index 18fed69eff6..252fee87015 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
uniform mat3 NormalMatrix;
in vec3 pos;
in vec3 nor;
out vec3 normal;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
index 52e9e71fdd8..12594b04da9 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_passthrough_vert.glsl
@@ -1,11 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-# ifdef USE_WORLD_CLIP_PLANES
+#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-# endif
+#endif
/* Does Nothing */
in vec3 pos;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
index 504b3f75373..776656fc2df 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
@@ -1,10 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in vec4 color;
out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
index 7f143ccc28d..5d67658c639 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
@@ -1,15 +1,12 @@
-#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
+#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-# endif
+#endif
uniform float size;
in vec3 pos;
out vec2 radii;
-#endif
void main()
{
@@ -28,6 +25,6 @@ void main()
radii /= size;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * pos_4d).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * pos_4d).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
index f048e143da7..3bc72535266 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
in vec3 pos;
in float size;
in vec4 color;
out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
index 8687763f4c1..3ea8f7dbfbe 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_frag.glsl
@@ -1,15 +1,14 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform float lineWidth;
uniform bool lineSmooth = true;
in vec4 finalColor;
noperspective in float smoothline;
-# ifdef CLIP
+#ifdef CLIP
in float clip;
-# endif
+#endif
out vec4 fragColor;
-#endif
#define SMOOTH_WIDTH 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
index 627e91af4d6..70026398937 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_geom.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
layout(lines) in;
layout(triangle_strip, max_vertices = 4) out;
@@ -7,18 +7,17 @@ uniform vec2 viewportSize;
uniform float lineWidth;
uniform bool lineSmooth = true;
-# if !defined(UNIFORM)
+#if !defined(UNIFORM)
in vec4 finalColor_g[];
-# endif
+#endif
-# ifdef CLIP
+#ifdef CLIP
in float clip_g[];
out float clip;
-# endif
+#endif
out vec4 finalColor;
noperspective out float smoothline;
-#endif
#define SMOOTH_WIDTH 1.0
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
index 5c673494870..28aa2a4ccc6 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_polyline_vert.glsl
@@ -1,19 +1,18 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform vec4 ClipPlane;
in vec3 pos;
-# if !defined(UNIFORM)
+#if !defined(UNIFORM)
in vec4 color;
out vec4 finalColor_g;
-# endif
+#endif
-# ifdef CLIP
+#ifdef CLIP
out float clip_g;
-# endif
#endif
void main()
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
index de555cc5706..3a2d96c9929 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
@@ -1,7 +1,6 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec4 finalColor;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
index 56a1210c957..4eafb7b7be3 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
@@ -1,17 +1,14 @@
-#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
+#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-# endif
+#endif
in vec3 pos;
in vec4 color;
out vec4 finalColor;
-#endif
void main()
{
@@ -19,6 +16,6 @@ void main()
finalColor = color;
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
index 1d7b7df49a8..70bb881ffea 100644
--- a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
@@ -1,20 +1,17 @@
-#pragma BLENDER_REQUIRE(gpu_shader_cfg_world_clip_lib.glsl)
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
-# ifdef USE_WORLD_CLIP_PLANES
+#ifdef USE_WORLD_CLIP_PLANES
uniform mat4 ModelMatrix;
-# endif
+#endif
in vec3 pos;
-#endif
void main()
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((clipPlanes.ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
#endif
}
diff --git a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
index cdc716db7a4..46cf2fe09a2 100644
--- a/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_cfg_world_clip_lib.glsl
@@ -1,9 +1,7 @@
#ifdef USE_WORLD_CLIP_PLANES
# if defined(GPU_VERTEX_SHADER) || defined(GPU_GEOMETRY_SHADER)
-# ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 WorldClipPlanes[6];
-# endif
# define _world_clip_planes_calc_clip_distance(wpos, _clipplanes) \
{ \
@@ -16,10 +14,6 @@ uniform vec4 WorldClipPlanes[6];
gl_ClipDistance[5] = dot(_clipplanes[5], pos); \
}
-/* When all shaders are builtin shaders are migrated this could be applied directly. */
-# ifdef USE_GPU_SHADER_CREATE_INFO
-# define WorldClipPlanes clipPlanes.world
-# endif
/* HACK Dirty hack to be able to override the definition in common_view_lib.glsl.
* Not doing this would require changing the include order in every shaders. */
# define world_clip_planes_calc_clip_distance(wpos) \
diff --git a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
index 9065da0275a..156b6cb75ab 100644
--- a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
@@ -1,10 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform vec4 color1;
uniform vec4 color2;
uniform int size;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl b/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
index 74341701fb0..aae659516bb 100644
--- a/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_colorspace_lib.glsl
@@ -2,9 +2,7 @@
/* Undefine the macro that avoids compilation errors. */
#undef blender_srgb_to_framebuffer_space
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform bool srgbTarget = false;
-#endif
vec4 blender_srgb_to_framebuffer_space(vec4 color)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
index f5b6de4899f..9e1527a9e7f 100644
--- a/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_common_obinfos_lib.glsl
@@ -9,14 +9,11 @@ struct ObjectInfos {
vec4 drw_Infos;
};
-# ifndef USE_GPU_SHADER_CREATE_INFO
layout(std140) uniform infoBlock
{
/* DRW_RESOURCE_CHUNK_LEN = 512 */
ObjectInfos drw_infos[512];
};
-# endif
-
# define OrcoTexCoFactors (drw_infos[resource_id].drw_OrcoTexCoFactors)
# define ObjectInfo (drw_infos[resource_id].drw_Infos)
# define ObjectColor (drw_infos[resource_id].drw_ObjectColor)
diff --git a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
index a4a24ed8e46..48979af4ad0 100644
--- a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform vec4 color1;
uniform vec4 color2;
uniform int size1;
uniform int size2;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
index d3d4b66589b..6f7d68856d5 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
@@ -1,7 +1,6 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
flat in vec4 finalColor;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
index 1675de3d567..99d8b6ab685 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
@@ -1,7 +1,6 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
flat in vec4 finalColor;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
index 2aabdb84f16..8e1287c483a 100644
--- a/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_flat_id_frag.glsl
@@ -1,7 +1,6 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
flat in uint finalId;
out uint fragId;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
index 4fdc14289e1..3b4e2e17ccc 100644
--- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_geometry.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ProjectionMatrix;
uniform int PrimitiveIdBase;
@@ -19,7 +19,6 @@ out vec3 varposition;
uniform bool osd_flat_shading;
uniform int osd_fvar_count;
-#endif
#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \
{ \
@@ -39,10 +38,8 @@ uniform int osd_fvar_count;
result = vec3(tmp, 0); \
}
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform samplerBuffer FVarDataBuffer;
uniform isamplerBuffer FVarDataOffsetBuffer;
-#endif
out block
{
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
index 37541bb91f3..fc3f47c0aaa 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_frag.glsl
@@ -1,18 +1,16 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
in vec4 mColor;
in vec2 mTexCoord;
out vec4 fragColor;
-#endif
void main()
{
const vec2 center = vec2(0, 0.5);
- vec4 tColor = vec4(geometry_out.mColor);
+ vec4 tColor = vec4(mColor);
/* if alpha < 0, then encap */
- if (geometry_out.mColor.a < 0) {
+ if (mColor.a < 0) {
tColor.a = tColor.a * -1.0;
- float dist = length(geometry_out.mTexCoord - center);
+ float dist = length(mTexCoord - center);
if (dist > 0.25) {
discard;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
index f076655b459..b937323f62a 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_geom.glsl
@@ -1,4 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 Viewport;
uniform int xraymode;
@@ -14,7 +13,6 @@ in float finalThickness[4];
out vec4 mColor;
out vec2 mTexCoord;
-#endif
#define GP_XRAY_FRONT 0
#define GP_XRAY_3DSPACE 1
@@ -25,19 +23,19 @@ out vec2 mTexCoord;
/* project 3d point to 2d on screen space */
vec2 toScreenSpace(vec4 vertex)
{
- return vec2(vertex.xy / vertex.w) * gpencil_stroke_data.viewport;
+ return vec2(vertex.xy / vertex.w) * Viewport;
}
/* get zdepth value */
float getZdepth(vec4 point)
{
- if (gpencil_stroke_data.xraymode == GP_XRAY_FRONT) {
+ if (xraymode == GP_XRAY_FRONT) {
return 0.0;
}
- if (gpencil_stroke_data.xraymode == GP_XRAY_3DSPACE) {
+ if (xraymode == GP_XRAY_3DSPACE) {
return (point.z / point.w);
}
- if (gpencil_stroke_data.xraymode == GP_XRAY_BACK) {
+ if (xraymode == GP_XRAY_BACK) {
return 1.0;
}
@@ -77,7 +75,7 @@ void main(void)
vec2 sp3 = toScreenSpace(P3); /* end of next segment */
/* culling outside viewport */
- vec2 area = gpencil_stroke_data.viewport * 4.0;
+ vec2 area = Viewport * 4.0;
if (sp1.x < -area.x || sp1.x > area.x) {
return;
}
@@ -114,8 +112,8 @@ void main(void)
if (bn1 == 0) {
bn1 = 1;
}
- float length_a = geometry_in[1].finalThickness / an1;
- float length_b = geometry_in[2].finalThickness / bn1;
+ float length_a = finalThickness[1] / an1;
+ float length_b = finalThickness[2] / bn1;
if (length_a <= 0.0) {
length_a = 0.01;
}
@@ -126,49 +124,41 @@ void main(void)
/* prevent excessively long miters at sharp corners */
if (dot(v0, v1) < -MiterLimit) {
miter_a = n1;
- length_a = geometry_in[1].finalThickness;
+ length_a = finalThickness[1];
/* close the gap */
if (dot(v0, n1) > 0) {
- geometry_out.mTexCoord = vec2(0, 0);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport,
- getZdepth(P1),
- 1.0);
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 0);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4((sp1 + geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport,
- getZdepth(P1),
- 1.0);
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 0.5);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ mTexCoord = vec2(0, 0.5);
+ mColor = finalColor[1];
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
EmitVertex();
EndPrimitive();
}
else {
- geometry_out.mTexCoord = vec2(0, 1);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n1) / gpencil_stroke_data.viewport,
- getZdepth(P1),
- 1.0);
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - finalThickness[1] * n1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 1);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4((sp1 - geometry_in[1].finalThickness * n0) / gpencil_stroke_data.viewport,
- getZdepth(P1),
- 1.0);
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - finalThickness[1] * n0) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 0.5);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4(sp1 / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ mTexCoord = vec2(0, 0.5);
+ mColor = finalColor[1];
+ gl_Position = vec4(sp1 / Viewport, getZdepth(P1), 1.0);
EmitVertex();
EndPrimitive();
@@ -177,74 +167,66 @@ void main(void)
if (dot(v1, v2) < -MiterLimit) {
miter_b = n1;
- length_b = geometry_in[2].finalThickness;
+ length_b = finalThickness[2];
}
/* Generate the start end-cap (alpha < 0 used as end-cap flag). */
- float extend = gpencil_stroke_data.fill_stroke ? 2 : 1;
- if ((gpencil_stroke_data.caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
- geometry_out.mTexCoord = vec2(1, 0.5);
- geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
+ float extend = (fill_stroke > 0) ? 2 : 1;
+ if ((caps_start != GPENCIL_FLATCAP) && is_equal(P0, P2)) {
+ mTexCoord = vec2(1, 0.5);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0);
vec2 svn1 = normalize(sp1 - sp2) * length_a * 4.0 * extend;
- gl_Position = vec4((sp1 + svn1) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ gl_Position = vec4((sp1 + svn1) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 0);
- geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
- gl_Position = vec4(
- (sp1 - (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ mTexCoord = vec2(0, 0);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0);
+ gl_Position = vec4((sp1 - (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 1);
- geometry_out.mColor = vec4(geometry_in[1].finalColor.rgb, geometry_in[1].finalColor.a * -1.0);
- gl_Position = vec4(
- (sp1 + (length_a * 2.0) * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ mTexCoord = vec2(0, 1);
+ mColor = vec4(finalColor[1].rgb, finalColor[1].a * -1.0);
+ gl_Position = vec4((sp1 + (length_a * 2.0) * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
}
/* generate the triangle strip */
- geometry_out.mTexCoord = vec2(0, 0);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4(
- (sp1 + length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 + length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 1);
- geometry_out.mColor = geometry_in[1].finalColor;
- gl_Position = vec4(
- (sp1 - length_a * miter_a) / gpencil_stroke_data.viewport, getZdepth(P1), 1.0);
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[1];
+ gl_Position = vec4((sp1 - length_a * miter_a) / Viewport, getZdepth(P1), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 0);
- geometry_out.mColor = geometry_in[2].finalColor;
- gl_Position = vec4(
- (sp2 + length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
+ mTexCoord = vec2(0, 0);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 + length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 1);
- geometry_out.mColor = geometry_in[2].finalColor;
- gl_Position = vec4(
- (sp2 - length_b * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
+ mTexCoord = vec2(0, 1);
+ mColor = finalColor[2];
+ gl_Position = vec4((sp2 - length_b * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
/* Generate the end end-cap (alpha < 0 used as end-cap flag). */
- if ((gpencil_stroke_data.caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) {
- geometry_out.mTexCoord = vec2(0, 1);
- geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
- gl_Position = vec4(
- (sp2 + (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
+ if ((caps_end != GPENCIL_FLATCAP) && is_equal(P1, P3)) {
+ mTexCoord = vec2(0, 1);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0);
+ gl_Position = vec4((sp2 + (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(0, 0);
- geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
- gl_Position = vec4(
- (sp2 - (length_b * 2.0) * miter_b) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
+ mTexCoord = vec2(0, 0);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0);
+ gl_Position = vec4((sp2 - (length_b * 2.0) * miter_b) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
- geometry_out.mTexCoord = vec2(1, 0.5);
- geometry_out.mColor = vec4(geometry_in[2].finalColor.rgb, geometry_in[2].finalColor.a * -1.0);
+ mTexCoord = vec2(1, 0.5);
+ mColor = vec4(finalColor[2].rgb, finalColor[2].a * -1.0);
vec2 svn2 = normalize(sp2 - sp1) * length_b * 4.0 * extend;
- gl_Position = vec4((sp2 + svn2) / gpencil_stroke_data.viewport, getZdepth(P2), 1.0);
+ gl_Position = vec4((sp2 + svn2) / Viewport, getZdepth(P2), 1.0);
EmitVertex();
}
diff --git a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
index 16e12b2989e..07b4ae52110 100644
--- a/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_gpencil_stroke_vert.glsl
@@ -1,4 +1,3 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ProjectionMatrix;
@@ -13,21 +12,22 @@ in float thickness;
out vec4 finalColor;
out float finalThickness;
-#endif
-float defaultpixsize = gpencil_stroke_data.pixsize * (1000.0 / gpencil_stroke_data.pixfactor);
+#define TRUE 1
+
+float defaultpixsize = pixsize * (1000.0 / pixfactor);
void main(void)
{
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
- geometry_in.finalColor = color;
+ finalColor = color;
- if (gpencil_stroke_data.keep_size) {
- geometry_in.finalThickness = thickness;
+ if (keep_size == TRUE) {
+ finalThickness = thickness;
}
else {
float size = (ProjectionMatrix[3][3] == 0.0) ? (thickness / (gl_Position.z * defaultpixsize)) :
(thickness / defaultpixsize);
- geometry_in.finalThickness = max(size * gpencil_stroke_data.objscale, 1.0);
+ finalThickness = max(size * objscale, 1.0);
}
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
index 1846dae346a..6dc7a1618e1 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
@@ -1,10 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
index ad52b9819ab..dfbaaeda7b5 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_desaturate_frag.glsl
@@ -1,11 +1,10 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform float factor;
in vec2 texCoord_interp;
out vec4 fragColor;
uniform vec4 color;
uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
index befd6b57bf8..aff6ddf01bf 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_frag.glsl
@@ -1,9 +1,8 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
index ceebaae896d..613352b4ac8 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
@@ -1,11 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
in vec2 texCoord_interp;
out vec4 fragColor;
uniform float alpha;
uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
index 2314dbbc5d5..7f3fe2f5252 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_merge_frag.glsl
@@ -1,7 +1,6 @@
/* Merge overlays texture on top of image texture and transform to display space (assume sRGB) */
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform sampler2D image_texture;
uniform sampler2D overlays_texture;
uniform bool display_transform;
@@ -10,7 +9,6 @@ uniform bool overlay;
in vec2 texCoord_interp;
out vec4 fragColor;
-#endif
float linearrgb_to_srgb(float c)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
index 9b1e6fe9d23..c6e9860d940 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_overlays_stereo_merge_frag.glsl
@@ -7,20 +7,18 @@
/* Composite stereo textures */
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform sampler2D imageTexture;
uniform sampler2D overlayTexture;
uniform int stereoDisplaySettings;
-layout(location = 0) out vec4 imageColor;
-layout(location = 1) out vec4 overlayColor;
-#endif
-
#define stereo_display_mode (stereoDisplaySettings & ((1 << 3) - 1))
#define stereo_interlace_mode ((stereoDisplaySettings >> 3) & ((1 << 3) - 1))
#define stereo_interlace_swap bool(stereoDisplaySettings >> 6)
+layout(location = 0) out vec4 imageColor;
+layout(location = 1) out vec4 overlayColor;
+
bool interlace(ivec2 texel)
{
int interlace_mode = stereo_interlace_mode;
diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
index e8bfb70b897..ed69184ef14 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
@@ -1,16 +1,15 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D image;
uniform vec4 color;
uniform vec4 shuffle;
-#endif
void main()
{
- vec4 sampled_color = texture(image, texCoord_interp);
- fragColor = vec4(sampled_color.r * shuffle.r + sampled_color.g * shuffle.g +
- sampled_color.b * shuffle.b + sampled_color.a * shuffle.a) *
+ vec4 sample = texture(image, texCoord_interp);
+ fragColor = vec4(sample.r * shuffle.r + sample.g * shuffle.g + sample.b * shuffle.b +
+ sample.a * shuffle.a) *
color;
}
diff --git a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
index 3058f73ab37..becf0fbd133 100644
--- a/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_image_varying_color_frag.glsl
@@ -1,10 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec2 texCoord_interp;
flat in vec4 finalColor;
out vec4 fragColor;
uniform sampler2D image;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
index 14450037ca8..10228a1e985 100644
--- a/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_instance_variying_size_variying_color_vert.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ViewProjectionMatrix;
/* ---- Instantiated Attrs ---- */
@@ -7,14 +7,13 @@ in vec3 pos;
/* ---- Per instance Attrs ---- */
in mat4 InstanceModelMatrix;
in vec4 color;
-# ifdef UNIFORM_SCALE
+#ifdef UNIFORM_SCALE
in float size;
-# else
+#else
in vec3 size;
-# endif
+#endif
flat out vec4 finalColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
index 2a2eaab7340..a3b61dca8b4 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_frag.glsl
@@ -11,7 +11,6 @@
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
-#ifndef USE_GPU_SHADER_CREATE_INFO
flat in vec4 radii;
flat in vec4 thresholds;
@@ -21,7 +20,6 @@ flat in vec4 finalOutlineColor;
flat in int finalFlags;
out vec4 fragColor;
-#endif
const float diagonal_scale = sqrt(0.5);
diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
index 4ef3ff1a8d0..18e8b76ba23 100644
--- a/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_keyframe_shape_vert.glsl
@@ -11,16 +11,15 @@
#define GPU_KEYFRAME_SHAPE_SQUARE \
(GPU_KEYFRAME_SHAPE_CLIPPED_VERTICAL | GPU_KEYFRAME_SHAPE_CLIPPED_HORIZONTAL)
+uniform mat4 ModelViewProjectionMatrix;
+uniform vec2 ViewportSize = vec2(-1, -1);
+uniform float outline_scale = 1.0;
+
const float line_falloff = 1.0;
const float circle_scale = sqrt(2.0 / 3.1416);
const float square_scale = sqrt(0.5);
const float diagonal_scale = sqrt(0.5);
-#ifndef USE_GPU_SHADER_CREATE_INFO
-uniform mat4 ModelViewProjectionMatrix;
-uniform vec2 ViewportSize = vec2(-1, -1);
-uniform float outline_scale = 1.0;
-
in vec2 pos;
in float size;
in vec4 color;
@@ -34,7 +33,6 @@ flat out int finalFlags;
flat out vec4 radii;
flat out vec4 thresholds;
-#endif
bool test(int bit)
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
index 960b5e6efac..52d59d2030f 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
@@ -1,9 +1,8 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform vec4 color;
in vec2 radii;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
index cdf3aa8024d..2ece73b3845 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
@@ -1,10 +1,9 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform vec4 color;
uniform vec4 outlineColor;
in vec4 radii;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
index 119189ad29b..86c0e5c950a 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
@@ -1,7 +1,6 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec4 finalColor;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
index 04a7e3d80d0..c9bd9e881bf 100644
--- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl
@@ -1,9 +1,8 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
in vec4 radii;
in vec4 fillColor;
in vec4 outlineColor;
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
index 6725bc82841..6bce517fee3 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
@@ -1,19 +1,18 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
-# ifndef USE_INSTANCE_COLOR
+
+#ifndef USE_INSTANCE_COLOR
uniform vec4 color;
-# endif
+#endif
uniform vec3 light;
in vec3 normal;
-# ifdef USE_INSTANCE_COLOR
+#ifdef USE_INSTANCE_COLOR
flat in vec4 finalColor;
-# define color finalColor
-# endif
-out vec4 fragColor;
+# define color finalColor
#endif
+out vec4 fragColor;
void main()
{
- fragColor = simple_lighting_data.color;
- fragColor.xyz *= clamp(dot(normalize(normal), simple_lighting_data.light), 0.0, 1.0);
+ fragColor = color;
+ fragColor.xyz *= clamp(dot(normalize(normal), light), 0.0, 1.0);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
index 1456bd0c732..2568cd74445 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
flat in vec4 color_flat;
noperspective in vec2 texCoord_interp;
flat in int glyph_offset;
@@ -8,7 +8,6 @@ flat in int interp_size;
out vec4 fragColor;
uniform sampler2D glyph;
-#endif
const vec2 offsets4[4] = vec2[4](
vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
index 5b01fea5266..768638e5229 100644
--- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl
@@ -1,4 +1,4 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
+
uniform mat4 ModelViewProjectionMatrix;
in vec4 pos; /* rect */
@@ -11,7 +11,6 @@ noperspective out vec2 texCoord_interp;
flat out int glyph_offset;
flat out ivec2 glyph_dim;
flat out int interp_size;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
index b4a75cc489b..08623fa9935 100644
--- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
@@ -1,8 +1,7 @@
-#ifndef USE_GPU_SHADER_CREATE_INFO
uniform vec4 color;
+
out vec4 fragColor;
-#endif
void main()
{
diff --git a/source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh b/source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh
deleted file mode 100644
index 81b3c523628..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_clip_planes_info.hh
+++ /dev/null
@@ -1,29 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_clip_planes)
- .uniform_buf(1, "GPUClipPlanes", "clipPlanes", Frequency::PASS)
- .typedef_source("GPU_shader_shared.h")
- .define("USE_WORLD_CLIP_PLANES");
diff --git a/source/blender/gpu/shaders/infos/gpu_interface_info.hh b/source/blender/gpu/shaders/infos/gpu_interface_info.hh
deleted file mode 100644
index b53b60fa587..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_interface_info.hh
+++ /dev/null
@@ -1,33 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#pragma once
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(flat_color_iface, "").flat(Type::VEC4, "finalColor");
-GPU_SHADER_INTERFACE_INFO(no_perspective_color_iface, "").no_perspective(Type::VEC4, "finalColor");
-GPU_SHADER_INTERFACE_INFO(smooth_color_iface, "").smooth(Type::VEC4, "finalColor");
-GPU_SHADER_INTERFACE_INFO(smooth_tex_coord_interp_iface, "").smooth(Type::VEC2, "texCoord_interp");
-GPU_SHADER_INTERFACE_INFO(smooth_radii_iface, "").smooth(Type::VEC2, "radii");
-GPU_SHADER_INTERFACE_INFO(smooth_radii_outline_iface, "").smooth(Type::VEC4, "radii");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh
deleted file mode 100644
index 56c30e79e6d..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_area_borders_info.hh
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(smooth_uv_iface, "").smooth(Type::VEC2, "uv");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_area_borders)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_out(smooth_uv_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "rect")
- .push_constant(20, Type::VEC4, "color")
- .push_constant(24, Type::FLOAT, "scale")
- .push_constant(25, Type::INT, "cornerLen")
- .vertex_source("gpu_shader_2D_area_borders_vert.glsl")
- .fragment_source("gpu_shader_2D_area_borders_frag.glsl")
- .do_static_compilation(true); \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh
deleted file mode 100644
index a69420bede4..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_checker_info.hh
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_checker)
- .vertex_in(0, Type::VEC2, "pos")
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color1")
- .push_constant(20, Type::VEC4, "color2")
- .push_constant(24, Type::INT, "size")
- .vertex_source("gpu_shader_2D_vert.glsl")
- .fragment_source("gpu_shader_checker_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh
deleted file mode 100644
index fa715cdcb1d..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_diag_stripes_info.hh
+++ /dev/null
@@ -1,37 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_diag_stripes)
- .vertex_in(0, Type::VEC2, "pos")
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color1")
- .push_constant(20, Type::VEC4, "color2")
- .push_constant(24, Type::INT, "size1")
- .push_constant(28, Type::INT, "size2")
- .vertex_source("gpu_shader_2D_vert.glsl")
- .fragment_source("gpu_shader_diag_stripes_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh
deleted file mode 100644
index 93d46f8acd8..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_flat_color_info.hh
+++ /dev/null
@@ -1,38 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_shader_create_info.hh"
-
-#include "gpu_interface_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_flat_color)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_out(flat_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_flat_color_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh
deleted file mode 100644
index a6cc9076d4a..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_color_info.hh
+++ /dev/null
@@ -1,30 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_color)
- .additional_info("gpu_shader_2D_image_common")
- .push_constant(16, Type::VEC4, "color")
- .fragment_source("gpu_shader_image_color_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
deleted file mode 100644
index e11d6746446..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_desaturate_color_info.hh
+++ /dev/null
@@ -1,31 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_desaturate_color)
- .additional_info("gpu_shader_2D_image_common")
- .push_constant(16, Type::VEC4, "color")
- .push_constant(20, Type::FLOAT, "factor")
- .fragment_source("gpu_shader_image_desaturate_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
deleted file mode 100644
index 3d20b63c265..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_info.hh
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_common)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::VEC2, "texCoord")
- .vertex_out(smooth_tex_coord_interp_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .sampler(0, ImageType::FLOAT_2D, "image")
- .vertex_source("gpu_shader_2D_image_vert.glsl");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image)
- .additional_info("gpu_shader_2D_image_common")
- .fragment_source("gpu_shader_image_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
deleted file mode 100644
index c2c0e9fec78..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_merge_info.hh
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_merge)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::VEC2, "texCoord")
- .vertex_out(smooth_tex_coord_interp_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::BOOL, "display_transform")
- .push_constant(17, Type::BOOL, "overlay")
- .sampler(0, ImageType::FLOAT_2D, "image_texture")
- .sampler(1, ImageType::FLOAT_2D, "overlays_texture")
- .vertex_source("gpu_shader_2D_image_vert.glsl")
- .fragment_source("gpu_shader_image_overlays_merge_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
deleted file mode 100644
index c1e6c3957d3..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_overlays_stereo_merge_info.hh
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_overlays_stereo_merge)
- .vertex_in(0, Type::VEC2, "pos")
- .fragment_out(0, Type::VEC4, "imageColor")
- .fragment_out(1, Type::VEC4, "overlayColor")
- .sampler(0, ImageType::FLOAT_2D, "imageTexture")
- .sampler(1, ImageType::FLOAT_2D, "overlayTexture")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::INT, "stereoDisplaySettings")
- .vertex_source("gpu_shader_2D_vert.glsl")
- .fragment_source("gpu_shader_image_overlays_stereo_merge_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh
deleted file mode 100644
index b9b4381eb50..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_rect_color_info.hh
+++ /dev/null
@@ -1,40 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_rect_color)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::VEC2, "texCoord")
- .vertex_out(smooth_tex_coord_interp_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color")
- .push_constant(20, Type::VEC4, "rect_icon")
- .push_constant(24, Type::VEC4, "rect_geom")
- .sampler(0, ImageType::FLOAT_2D, "image")
- .vertex_source("gpu_shader_2D_image_rect_vert.glsl")
- .fragment_source("gpu_shader_image_color_frag.glsl")
- .do_static_compilation(true);
-
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
deleted file mode 100644
index 3663de0a98f..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_image_shuffle_color_info.hh
+++ /dev/null
@@ -1,31 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_image_shuffle_color)
- .additional_info("gpu_shader_2D_image_common")
- .push_constant(16, Type::VEC4, "color")
- .push_constant(20, Type::VEC4, "shuffle")
- .fragment_source("gpu_shader_image_shuffle_color_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh
deleted file mode 100644
index 419cd4bc47c..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_line_dashed_uniform_color_info.hh
+++ /dev/null
@@ -1,35 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-/* TODO(jbakker): Skipped as data doesn't fit as push constant. */
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_line_dashed_uniform_color)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_out(flat_color_iface)
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_line_dashed_uniform_color_vert.glsl")
- .fragment_source("gpu_shader_2D_line_dashed_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh
deleted file mode 100644
index b15d7ba3ada..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_nodelink_info.hh
+++ /dev/null
@@ -1,72 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(nodelink_iface, "")
- .smooth(Type::VEC4, "finalColor")
- .smooth(Type::FLOAT, "colorGradient")
- .smooth(Type::FLOAT, "lineU")
- .flat(Type::FLOAT, "lineLength")
- .flat(Type::FLOAT, "dashFactor")
- .flat(Type::FLOAT, "dashAlpha")
- .flat(Type::INT, "isMainLine");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink)
- .vertex_in(0, Type::VEC2, "uv")
- .vertex_in(1, Type::VEC2, "pos")
- .vertex_in(2, Type::VEC2, "expand")
- .vertex_out(nodelink_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .uniform_buf(0, "NodeLinkData", "node_link_data", Frequency::PASS)
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_nodelink_vert.glsl")
- .fragment_source("gpu_shader_2D_nodelink_frag.glsl")
- .typedef_source("GPU_shader_shared.h")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_nodelink_inst)
- .vertex_in(0, Type::VEC2, "uv")
- .vertex_in(1, Type::VEC2, "pos")
- .vertex_in(2, Type::VEC2, "expand")
- .vertex_in(3, Type::VEC2, "P0")
- .vertex_in(4, Type::VEC2, "P1")
- .vertex_in(5, Type::VEC2, "P2")
- .vertex_in(6, Type::VEC2, "P3")
- .vertex_in(7, Type::IVEC4, "colid_doarrow")
- .vertex_in(8, Type::VEC4, "start_color")
- .vertex_in(9, Type::VEC4, "end_color")
- .vertex_in(10, Type::IVEC2, "domuted")
- .vertex_in(11, Type::FLOAT, "dim_factor")
- .vertex_in(12, Type::FLOAT, "thickness")
- .vertex_in(13, Type::FLOAT, "dash_factor")
- .vertex_in(14, Type::FLOAT, "dash_alpha")
- .vertex_out(nodelink_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .uniform_buf(0, "NodeLinkInstanceData", "node_link_data", Frequency::PASS)
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_nodelink_vert.glsl")
- .fragment_source("gpu_shader_2D_nodelink_frag.glsl")
- .typedef_source("GPU_shader_shared.h")
- .define("USE_INSTANCE")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
deleted file mode 100644
index d2753af8e9b..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_aa_info.hh
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_uniform_size_uniform_color_aa)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_out(smooth_radii_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color")
- .push_constant(20, Type::FLOAT, "size")
- .vertex_source("gpu_shader_2D_point_uniform_size_aa_vert.glsl")
- .fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
deleted file mode 100644
index edc83534573..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_uniform_size_uniform_color_outline_aa_info.hh
+++ /dev/null
@@ -1,38 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_uniform_size_uniform_color_outline_aa)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_out(smooth_radii_outline_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(20, Type::VEC4, "color")
- .push_constant(24, Type::VEC4, "outlineColor")
- .push_constant(28, Type::FLOAT, "size")
- .push_constant(29, Type::FLOAT, "outlineWidth")
- .vertex_source("gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl")
- .fragment_source("gpu_shader_point_uniform_color_outline_aa_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
deleted file mode 100644
index 4358e94f91f..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_point_varying_size_varying_color_info.hh
+++ /dev/null
@@ -1,36 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_point_varying_size_varying_color)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::FLOAT, "size")
- .vertex_in(2, Type::VEC4, "color")
- .vertex_out(smooth_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_point_varying_size_varying_color_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh
deleted file mode 100644
index 60612a51135..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_smooth_color_info.hh
+++ /dev/null
@@ -1,37 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_smooth_color)
- .vertex_in(0, Type::VEC2, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_out(smooth_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_2D_smooth_color_vert.glsl")
- .fragment_source("gpu_shader_2D_smooth_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh
deleted file mode 100644
index 8977a34986e..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_2D_uniform_color_info.hh
+++ /dev/null
@@ -1,35 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_2D_uniform_color)
- .vertex_in(0, Type::VEC2, "pos")
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color")
- .vertex_source("gpu_shader_2D_vert.glsl")
- .fragment_source("gpu_shader_uniform_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh
deleted file mode 100644
index 7ea067010cd..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_depth_only_info.hh
+++ /dev/null
@@ -1,38 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_out(flat_color_iface)
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_3D_vert.glsl")
- .fragment_source("gpu_shader_depth_only_frag.glsl")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_depth_only_clipped)
- .additional_info("gpu_shader_3D_depth_only")
- .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh
deleted file mode 100644
index 5857e4cab03..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_flat_color_info.hh
+++ /dev/null
@@ -1,42 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_flat_color)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_out(flat_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(1, Type::BOOL, "srgbTarget")
- .vertex_source("gpu_shader_3D_flat_color_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_flat_color_clipped)
- .additional_info("gpu_shader_3D_flat_color")
- .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh
deleted file mode 100644
index a838f6581dc..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_modulate_alpha_info.hh
+++ /dev/null
@@ -1,38 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_image_modulate_alpha)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC2, "texCoord")
- .vertex_out(smooth_tex_coord_interp_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::FLOAT, "alpha")
- .sampler(0, ImageType::FLOAT_2D, "image", Frequency::PASS)
- .vertex_source("gpu_shader_3D_image_vert.glsl")
- .fragment_source("gpu_shader_image_modulate_alpha_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh
deleted file mode 100644
index 93cbf1ab06f..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_line_dashed_uniform_color_info.hh
+++ /dev/null
@@ -1,35 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-/* TODO(jbakker): Skipped as data doesn't fit as push constant. */
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_line_dashed_uniform_color)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_out(flat_color_iface)
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_3D_line_dashed_uniform_color_vert.glsl")
- .fragment_source("gpu_shader_2D_line_dashed_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh
deleted file mode 100644
index b62c8fe7518..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_point_info.hh
+++ /dev/null
@@ -1,62 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_fixed_size_varying_color)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_out(smooth_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::FLOAT, "size")
- .vertex_source("gpu_shader_3D_point_fixed_size_varying_color_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_varying_size_varying_color)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_in(2, Type::FLOAT, "size")
- .vertex_out(smooth_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_3D_point_varying_size_varying_color_vert.glsl")
- .fragment_source("gpu_shader_point_varying_color_frag.glsl")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_out(smooth_radii_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color")
- .push_constant(20, Type::FLOAT, "size")
- .push_constant(24, Type::FLOAT, "outlineWidth")
- .vertex_source("gpu_shader_3D_point_uniform_size_aa_vert.glsl")
- .fragment_source("gpu_shader_point_uniform_color_aa_frag.glsl")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_point_uniform_size_uniform_color_aa_clipped)
- .additional_info("gpu_shader_3D_point_uniform_size_uniform_color_aa")
- .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh
deleted file mode 100644
index 1e195e7ff23..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_polyline_info.hh
+++ /dev/null
@@ -1,33 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-/* TODO(jbakker): Skipped as it needs a uniform/storage buffer. */
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_polyline_uniform_color)
- .vertex_source("gpu_shader_3D_polyline_vert.glsl")
- .geometry_source("gpu_shader_3D_polyline_geom.glsl")
- .fragment_source("gpu_shader_3D_polyline_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh
deleted file mode 100644
index 91797b9b414..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_smooth_color_info.hh
+++ /dev/null
@@ -1,41 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_smooth_color)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC4, "color")
- .vertex_out(smooth_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .vertex_source("gpu_shader_3D_smooth_color_vert.glsl")
- .fragment_source("gpu_shader_3D_smooth_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_smooth_color_clipped)
- .additional_info("gpu_shader_3D_smooth_color")
- .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
deleted file mode 100644
index 6162d68cf2e..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color)
- .vertex_in(0, Type::VEC3, "pos")
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC4, "color")
- .vertex_source("gpu_shader_3D_vert.glsl")
- .fragment_source("gpu_shader_uniform_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
-
-GPU_SHADER_CREATE_INFO(gpu_shader_3D_uniform_color_clipped)
- .additional_info("gpu_shader_3D_uniform_color")
- .additional_info("gpu_clip_planes");
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh
deleted file mode 100644
index 5fb6c61c5f9..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_gpencil_stroke_info.hh
+++ /dev/null
@@ -1,51 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(gpencil_stroke_vert_iface, "geometry_in")
- .smooth(Type::VEC4, "finalColor")
- .smooth(Type::FLOAT, "finalThickness");
-GPU_SHADER_INTERFACE_INFO(gpencil_stroke_geom_iface, "geometry_out")
- .smooth(Type::VEC4, "mColor")
- .smooth(Type::VEC2, "mTexCoord");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_gpencil_stroke)
- .vertex_in(0, Type::VEC4, "color")
- .vertex_in(1, Type::VEC3, "pos")
- .vertex_in(2, Type::FLOAT, "thickness")
- .vertex_out(gpencil_stroke_vert_iface)
- .geometry_layout(InputLayout::LINES_ADJACENCY, OutputLayout::TRIANGLE_STRIP, 13)
- .geometry_out(gpencil_stroke_geom_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
-
- .uniform_buf(0, "GPencilStrokeData", "gpencil_stroke_data")
-
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::MAT4, "ProjectionMatrix")
- .vertex_source("gpu_shader_gpencil_stroke_vert.glsl")
- .geometry_source("gpu_shader_gpencil_stroke_geom.glsl")
- .fragment_source("gpu_shader_gpencil_stroke_frag.glsl")
- .typedef_source("GPU_shader_shared.h")
- .do_static_compilation(true);
- \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
deleted file mode 100644
index 0d2daf7388d..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_instance_varying_color_varying_size_info.hh
+++ /dev/null
@@ -1,39 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_interface_info.hh"
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_shader_instance_varying_color_varying_size)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::MAT4, "InstanceModelMatrix")
- .vertex_in(2, Type::VEC4, "color")
- .vertex_in(3, Type::FLOAT, "size")
- .vertex_out(flat_color_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ViewProjectionMatrix")
- .vertex_source("gpu_shader_instance_variying_size_variying_color_vert.glsl")
- .fragment_source("gpu_shader_flat_color_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
- \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh
deleted file mode 100644
index 8e352af6c1f..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_keyframe_shape_info.hh
+++ /dev/null
@@ -1,47 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(keyframe_shape_iface, "")
- .flat(Type::VEC4, "finalColor")
- .flat(Type::VEC4, "finalOutlineColor")
- .flat(Type::VEC4, "radii")
- .flat(Type::VEC4, "thresholds")
- .flat(Type::INT, "finalFlags");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_keyframe_shape)
- .vertex_in(0, Type::VEC4, "color")
- .vertex_in(1, Type::VEC4, "outlineColor")
- .vertex_in(2, Type::VEC2, "pos")
- .vertex_in(3, Type::FLOAT, "size")
- .vertex_in(4, Type ::INT, "flags")
- .vertex_out(keyframe_shape_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::VEC2, "ViewportSize")
- .push_constant(24, Type::FLOAT, "outline_scale")
- .vertex_source("gpu_shader_keyframe_shape_vert.glsl")
- .fragment_source("gpu_shader_keyframe_shape_frag.glsl")
- .do_static_compilation(true);
- \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh
deleted file mode 100644
index c3f86ed2b6f..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_simple_lighting_info.hh
+++ /dev/null
@@ -1,40 +0,0 @@
-
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(smooth_normal_iface, "").smooth(Type::VEC3, "normal");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_simple_lighting)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC3, "nor")
- .vertex_out(smooth_normal_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .uniform_buf(0, "SimpleLightingData", "simple_lighting_data", Frequency::PASS)
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .push_constant(16, Type::MAT3, "NormalMatrix")
- .typedef_source("GPU_shader_shared.h")
- .vertex_source("gpu_shader_3D_normal_vert.glsl")
- .fragment_source("gpu_shader_simple_lighting_frag.glsl")
- .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
deleted file mode 100644
index a115972694e..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_shader_text_info.hh
+++ /dev/null
@@ -1,46 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_INTERFACE_INFO(text_iface, "")
- .flat(Type::VEC4, "color_flat")
- .no_perspective(Type::VEC2, "texCoord_interp")
- .flat(Type::INT, "glyph_offset")
- .flat(Type::IVEC2, "glyph_dim")
- .flat(Type::INT, "interp_size");
-
-GPU_SHADER_CREATE_INFO(gpu_shader_text)
- .vertex_in(0, Type::VEC4, "pos")
- .vertex_in(1, Type::VEC4, "col")
- .vertex_in(2, Type ::IVEC2, "glyph_size")
- .vertex_in(3, Type ::INT, "offset")
- .vertex_out(text_iface)
- .fragment_out(0, Type::VEC4, "fragColor")
- .push_constant(0, Type::MAT4, "ModelViewProjectionMatrix")
- .sampler(0, ImageType::FLOAT_2D, "glyph", Frequency::PASS)
- .vertex_source("gpu_shader_text_vert.glsl")
- .fragment_source("gpu_shader_text_frag.glsl")
- .additional_info("gpu_srgb_to_framebuffer_space")
- .do_static_compilation(true);
- \ No newline at end of file
diff --git a/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh b/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
deleted file mode 100644
index 3af49b56ab1..00000000000
--- a/source/blender/gpu/shaders/infos/gpu_srgb_to_framebuffer_space_info.hh
+++ /dev/null
@@ -1,27 +0,0 @@
-/*
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) 2022 Blender Foundation.
- * All rights reserved.
- */
-
-/** \file
- * \ingroup gpu
- */
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(gpu_srgb_to_framebuffer_space)
- .define("blender_srgb_to_framebuffer_space(a) a");