Cleanup: Overlay: Avoid local variable shadowing

This commit is contained in:
Clément Foucault
2022-04-28 21:44:15 +02:00
parent d5f3351f55
commit 4b7ed584a8

View File

@@ -224,15 +224,12 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *ved)
DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA;
DRW_PASS_CREATE(psl->grid_ps, state);
DRWShadingGroup *grp;
GPUShader *sh;
struct GPUBatch *geom = DRW_cache_grid_get();
if (pd->space_type == SPACE_IMAGE) {
float mat[4][4];
/* Add quad background. */
sh = OVERLAY_shader_grid_background();
GPUShader *sh = OVERLAY_shader_grid_background();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps);
float color_back[4];
interp_v4_v4v4(color_back, G_draw.block.color_background, G_draw.block.color_grid, 0.5);
@@ -247,8 +244,9 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *ved)
{
DRWShadingGroup *grp;
struct GPUBatch *geom = DRW_cache_grid_get();
sh = OVERLAY_shader_grid();
GPUShader *sh = OVERLAY_shader_grid();
/* Create 3 quads to render ordered transparency Z axis */
grp = DRW_shgroup_create(sh, psl->grid_ps);
@@ -284,7 +282,7 @@ void OVERLAY_grid_cache_init(OVERLAY_Data *ved)
float mat[4][4];
/* add wire border */
sh = OVERLAY_shader_grid_image();
GPUShader *sh = OVERLAY_shader_grid_image();
DRWShadingGroup *grp = DRW_shgroup_create(sh, psl->grid_ps);
DRW_shgroup_uniform_vec4_copy(grp, "color", theme_color);
unit_m4(mat);