From f0a36599007d2c5185d040202b84775ae1343785 Mon Sep 17 00:00:00 2001 From: Germano Cavalcante Date: Mon, 5 Sep 2022 19:01:02 -0300 Subject: GPU: remove 'GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR' The only difference between `GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR` and `GPU_SHADER_3D_LINE_DASHED_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. --- source/blender/editors/sculpt_paint/paint_stroke.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/editors/sculpt_paint') diff --git a/source/blender/editors/sculpt_paint/paint_stroke.c b/source/blender/editors/sculpt_paint/paint_stroke.c index 89f3579c341..60f4a9d59a5 100644 --- a/source/blender/editors/sculpt_paint/paint_stroke.c +++ b/source/blender/editors/sculpt_paint/paint_stroke.c @@ -168,7 +168,7 @@ static void paint_draw_line_cursor(bContext *C, int x, int y, void *customdata) uint shdr_pos = GPU_vertformat_attr_add( immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); - immBindBuiltinProgram(GPU_SHADER_2D_LINE_DASHED_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR); float viewport_size[4]; GPU_viewport_size_get_f(viewport_size); -- cgit v1.2.3