From 648f2a61ada53e07162efcf117e8b0269a55f5a8 Mon Sep 17 00:00:00 2001 From: Mike Erwin Date: Fri, 19 May 2017 11:02:32 -0400 Subject: [PATCH] OpenGL: convert old texture2D calls in built-in shaders --- .../gpu/shaders/gpu_shader_image_alpha_color_frag.glsl | 3 +-- source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl | 3 +-- .../gpu/shaders/gpu_shader_image_depth_linear_frag.glsl | 3 +-- .../blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl | 5 ++--- .../shaders/gpu_shader_image_mask_uniform_color_frag.glsl | 3 +-- .../gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl | 3 +-- .../shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl | 3 +-- .../gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl | 3 +-- source/blender/gpu/shaders/gpu_shader_text_frag.glsl | 3 +-- 9 files changed, 10 insertions(+), 19 deletions(-) diff --git a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl index 84d8e2f8d57..727c3c0a832 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl @@ -1,12 +1,11 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform vec4 color; uniform sampler2D image; void main() { - fragColor = texture2D(image, texCoord_interp).r * color; + fragColor = texture(image, texCoord_interp).r * color; } diff --git a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl index b94c814672f..ef8935cc7ba 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl @@ -1,12 +1,11 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform vec4 color; uniform sampler2D image; void main() { - fragColor = texture2D(image, texCoord_interp) * color; + fragColor = texture(image, texCoord_interp) * color; } diff --git a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl index 3cd4b3f2fa0..bcbe1f577fd 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl @@ -1,7 +1,6 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform float znear; uniform float zfar; @@ -9,7 +8,7 @@ uniform sampler2D image; void main() { - float depth = texture2D(image, texCoord_interp).r; + float depth = texture(image, texCoord_interp).r; /* normalize */ fragColor.rgb = vec3((2.0f * znear) / (zfar + znear - (depth * (zfar - znear)))); diff --git a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl index 2445b0206ec..ca73fa56e06 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl @@ -6,7 +6,6 @@ :n vec2 texCoord_interp; out vec4 fragColor; -#define texture2DRect texture uniform int interlace_id; uniform sampler2DRect image_a; @@ -28,8 +27,8 @@ bool interlace() void main() { if (interlace()) { - fragColor = texture2DRect(image_a, texCoord_interp); + fragColor = texture(image_a, texCoord_interp); } else { - fragColor = texture2DRect(image_b, texCoord_interp); + fragColor = texture(image_b, texCoord_interp); } } diff --git a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl index 14f3f465a0a..4a45d03175e 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl @@ -1,13 +1,12 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform sampler2D image; uniform vec4 color; void main() { - fragColor.a = texture2D(image, texCoord_interp).a * color.a; + fragColor.a = texture(image, texCoord_interp).a * color.a; fragColor.rgb = color.rgb; } diff --git a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl index 80b078975f0..51092d56e5e 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl @@ -1,13 +1,12 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform float alpha; uniform sampler2D image; void main() { - fragColor = texture2D(image, texCoord_interp); + fragColor = texture(image, texCoord_interp); fragColor.a *= alpha; } diff --git a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl index cb7b85f8a5b..7d9ce9d2003 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl @@ -1,13 +1,12 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2DRect texture uniform float alpha; uniform sampler2DRect image; void main() { - fragColor = texture2DRect(image, texCoord_interp); + fragColor = texture(image, texCoord_interp); fragColor.a *= alpha; } diff --git a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl index aa3b8bd2727..64662247d69 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl @@ -1,7 +1,6 @@ in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform sampler2D image; uniform vec4 color; @@ -9,7 +8,7 @@ uniform vec4 shuffle; void main() { - vec4 sample = texture2D(image, texCoord_interp); + vec4 sample = texture(image, texCoord_interp); fragColor = vec4(sample.r * shuffle.r + sample.g * shuffle.g + sample.b * shuffle.b + diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl index 1654d3bb016..7ff90ad4f21 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl @@ -2,7 +2,6 @@ flat in vec4 color_flat; noperspective in vec2 texCoord_interp; out vec4 fragColor; -#define texture2D texture uniform sampler2D glyph; @@ -12,5 +11,5 @@ void main() fragColor.rgb = color_flat.rgb; // modulate input alpha & texture alpha - fragColor.a = color_flat.a * texture2D(glyph, texCoord_interp).r; + fragColor.a = color_flat.a * texture(glyph, texCoord_interp).r; }