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/space_view3d/view3d_gizmo_ruler.c | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'source/blender/editors/space_view3d/view3d_gizmo_ruler.c') diff --git a/source/blender/editors/space_view3d/view3d_gizmo_ruler.c b/source/blender/editors/space_view3d/view3d_gizmo_ruler.c index 998ce643439..41a0e137b03 100644 --- a/source/blender/editors/space_view3d/view3d_gizmo_ruler.c +++ b/source/blender/editors/space_view3d/view3d_gizmo_ruler.c @@ -784,7 +784,7 @@ static void gizmo_ruler_draw(const bContext *C, wmGizmo *gz) immVertexFormat(), "pos", GPU_COMP_F32, 2, GPU_FETCH_FLOAT); if (ruler_item->flag & RULERITEM_USE_ANGLE) { - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); /* capping */ { float rot_90_vec_a[2]; @@ -886,7 +886,7 @@ static void gizmo_ruler_draw(const bContext *C, wmGizmo *gz) } } else { - immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]); -- cgit v1.2.3