From 223665b994d785672c023432ac3861d4d2c0ffb6 Mon Sep 17 00:00:00 2001 From: Germano Cavalcante Date: Thu, 1 Sep 2022 09:31:07 -0300 Subject: GPU: remove 'GPU_SHADER_2D_UNIFORM_COLOR' The only real difference between `GPU_SHADER_2D_UNIFORM_COLOR` and `GPU_SHADER_3D_UNIFORM_COLOR` is that in the vertex shader the 2D version uses `vec4(pos, 0.0, 1.0)` and the 3D version uses `vec4(pos, 1.0)`. But VBOs with 2D attributes work perfectly in shaders that use 3D attributes. Components not specified are filled with components from `vec4(0.0, 0.0, 0.0, 1.0)`. So there is no real benefit to having two different shader versions. This will simplify porting shaders to python as it will not be necessary to use a 3D and a 2D version of the shaders. In python the new name for '2D_UNIFORM_COLOR'' and '3D_UNIFORM_COLOR' is 'UNIFORM_COLOR', but the old names still work for backward compatibility. Differential Revision: https://developer.blender.org/D15836 --- source/blender/editors/physics/particle_edit.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/editors/physics') diff --git a/source/blender/editors/physics/particle_edit.c b/source/blender/editors/physics/particle_edit.c index 7067d558d7a..c0f19a7e30d 100644 --- a/source/blender/editors/physics/particle_edit.c +++ b/source/blender/editors/physics/particle_edit.c @@ -3393,7 +3393,7 @@ static void brush_drawcursor(bContext *C, int x, int y, void *UNUSED(customdata) if (brush) { uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformColor4ub(255, 255, 255, 128); -- cgit v1.2.3