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Diffstat (limited to 'source/blender/windowmanager/intern/wm_stereo.c')
-rw-r--r--source/blender/windowmanager/intern/wm_stereo.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/windowmanager/intern/wm_stereo.c b/source/blender/windowmanager/intern/wm_stereo.c
index 2c779ba9c7c..1e9f6d6231b 100644
--- a/source/blender/windowmanager/intern/wm_stereo.c
+++ b/source/blender/windowmanager/intern/wm_stereo.c
@@ -88,8 +88,8 @@ void wm_stereo3d_draw_interlace(wmWindow *win, ARegion *ar)
float halfy = GLA_PIXEL_OFS / ar->winy;
Gwn_VertFormat *format = immVertexFormat();
- unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
/* leave GL_TEXTURE0 as the latest active texture */
for (int view = 1; view >= 0; view--) {
@@ -164,8 +164,8 @@ void wm_stereo3d_draw_sidebyside(wmWindow *win, int view)
bool cross_eyed = (win->stereo3d_format->flag & S3D_SIDEBYSIDE_CROSSEYED) != 0;
Gwn_VertFormat *format = immVertexFormat();
- unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE);
@@ -210,8 +210,8 @@ void wm_stereo3d_draw_sidebyside(wmWindow *win, int view)
void wm_stereo3d_draw_topbottom(wmWindow *win, int view)
{
Gwn_VertFormat *format = immVertexFormat();
- unsigned int texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
- unsigned int pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint texcoord = GWN_vertformat_attr_add(format, "texCoord", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
+ uint pos = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 2, GWN_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_2D_IMAGE);