From 4536de98d18b8887edee37b03a12da015590bb45 Mon Sep 17 00:00:00 2001 From: Germano Cavalcante Date: Thu, 1 Sep 2022 12:32:28 -0300 Subject: GPU: remove 'GPU_SHADER_2D_SMOOTH_COLOR' The only real difference between `GPU_SHADER_2D_SMOOTH_COLOR` and `GPU_SHADER_3D_SMOOTH_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_SMOOTH_COLOR' and '3D_SMOOTH_COLOR' is 'SMOOTH_COLOR', but the old names still work for backward compatibility. --- source/blender/windowmanager/intern/wm_gesture.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'source/blender/windowmanager') diff --git a/source/blender/windowmanager/intern/wm_gesture.c b/source/blender/windowmanager/intern/wm_gesture.c index c4710260e54..7eec522690c 100644 --- a/source/blender/windowmanager/intern/wm_gesture.c +++ b/source/blender/windowmanager/intern/wm_gesture.c @@ -122,7 +122,7 @@ static void wm_gesture_draw_line_active_side(rcti *rect, const bool flip) uint shdr_col = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT); GPU_blend(GPU_BLEND_ALPHA); - immBindBuiltinProgram(GPU_SHADER_2D_SMOOTH_COLOR); + immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR); const float gradient_length = 150.0f * U.pixelsize; float line_dir[2]; -- cgit v1.2.3