[Bf-blender-cvs] [8adec78ca57] blender2.8: Cleanup: remove GLSL version checks
Campbell Barton
noreply at git.blender.org
Wed May 17 02:45:07 CEST 2017
Commit: 8adec78ca574f09242aa4588ad04f498f1e074aa
Author: Campbell Barton
Date: Wed May 17 10:46:42 2017 +1000
Branches: blender2.8
https://developer.blender.org/rB8adec78ca574f09242aa4588ad04f498f1e074aa
Cleanup: remove GLSL version checks
===================================================================
M intern/opencolorio/gpu_shader_display_transform.glsl
M intern/opencolorio/gpu_shader_display_transform_vertex.glsl
M intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
M intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
M source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
M source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_2D_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl
M source/blender/gpu/shaders/gpu_shader_3D_vert.glsl
M source/blender/gpu/shaders/gpu_shader_checker_frag.glsl
M source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl
M source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl
M source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl
M source/blender/gpu/shaders/gpu_shader_fire_frag.glsl
M source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl
M source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl
M source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl
M source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl
M source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_alpha_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_depth_linear_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_mask_uniform_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_modulate_alpha_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_rect_modulate_alpha_frag.glsl
M source/blender/gpu/shaders/gpu_shader_image_shuffle_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl
M source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl
M source/blender/gpu/shaders/gpu_shader_material.glsl
M source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl
M source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl
M source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl
M source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
M source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl
M source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl
M source/blender/gpu/shaders/gpu_shader_text_frag.glsl
M source/blender/gpu/shaders/gpu_shader_text_vert.glsl
M source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl
M source/blender/gpu/shaders/gpu_shader_vertex.glsl
M source/blender/gpu/shaders/gpu_shader_vertex_world.glsl
M source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl
M source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl
===================================================================
diff --git a/intern/opencolorio/gpu_shader_display_transform.glsl b/intern/opencolorio/gpu_shader_display_transform.glsl
index 4a63405045d..372d41dfecb 100644
--- a/intern/opencolorio/gpu_shader_display_transform.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform.glsl
@@ -10,14 +10,9 @@ uniform float image_texture_width;
uniform float image_texture_height;
#endif
-#if __VERSION__ < 130
- varying vec2 texCoord_interp;
- #define fragColor gl_FragColor
-#else
- in vec2 texCoord_interp;
- out vec4 fragColor;
- #define texture2D texture
-#endif
+in vec2 texCoord_interp;
+out vec4 fragColor;
+#define texture2D texture
#ifdef USE_CURVE_MAPPING
/* Curve mapping parameters
diff --git a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl b/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
index 7f30d4b55a6..054f7f3ec91 100644
--- a/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
+++ b/intern/opencolorio/gpu_shader_display_transform_vertex.glsl
@@ -1,15 +1,9 @@
uniform mat4 ModelViewProjectionMatrix;
-#if __VERSION__ == 120
- attribute vec2 texCoord;
- attribute vec2 pos;
- varying vec2 texCoord_interp;
-#else
- in vec2 texCoord;
- in vec2 pos;
- out vec2 texCoord_interp;
-#endif
+in vec2 texCoord;
+in vec2 pos;
+out vec2 texCoord_interp;
void main()
{
diff --git a/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl b/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
index 3a83d44a8be..b16a5cca733 100644
--- a/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
+++ b/intern/opensubdiv/gpu_shader_opensubdiv_geometry.glsl
@@ -29,22 +29,11 @@ struct VertexData {
vec2 uv;
};
-#if __VERSION__ >= 150
layout(lines_adjacency) in;
- #ifdef WIREFRAME
+#ifdef WIREFRAME
layout(line_strip, max_vertices = 8) out;
- #else
-layout(triangle_strip, max_vertices = 4) out;
- #endif
#else
- #extension GL_EXT_geometry_shader4: require
- /* application provides input/output layout info */
-#endif
-
-#if __VERSION__ < 140
- #extension GL_ARB_uniform_buffer_object: require
- #extension GL_ARB_texture_buffer_object: enable
- #extension GL_EXT_texture_buffer_object: enable
+layout(triangle_strip, max_vertices = 4) out;
#endif
uniform mat4 modelViewMatrix;
diff --git a/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl b/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
index 6d3c06f59c9..6fcf5ad20cd 100644
--- a/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
+++ b/intern/opensubdiv/gpu_shader_opensubdiv_vertex.glsl
@@ -43,11 +43,4 @@ void main()
{
outpt.v.position = modelViewMatrix * position;
outpt.v.normal = normalize(normalMatrix * normal);
-
-#if __VERSION__ < 140
- /* Some compilers expects gl_Position to be written.
- * It's not needed once we explicitly switch to GLSL 1.40 or above.
- */
- gl_Position = outpt.v.position;
-#endif
}
diff --git a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
index 57e96143c75..29bf0c18448 100644
--- a/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_curve_overlay_frag.glsl
@@ -4,11 +4,7 @@ flat in int vertFlag;
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_ACTIVE (1 << 1)
-#if __VERSION__ == 120
- #define FragColor gl_FragColor
-#else
- out vec4 FragColor;
-#endif
+out vec4 FragColor;
void main()
{
diff --git a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
index 57e96143c75..29bf0c18448 100644
--- a/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
+++ b/source/blender/draw/modes/shaders/edit_lattice_overlay_frag.glsl
@@ -4,11 +4,7 @@ flat in int vertFlag;
#define VERTEX_SELECTED (1 << 0)
#define VERTEX_ACTIVE (1 << 1)
-#if __VERSION__ == 120
- #define FragColor gl_FragColor
-#else
- out vec4 FragColor;
-#endif
+out vec4 FragColor;
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
index 96c833f3b93..769e2b0e37c 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_flat_color_vert.glsl
@@ -1,17 +1,10 @@
uniform mat4 ModelViewProjectionMatrix;
-#if __VERSION__ == 120
- attribute vec2 pos;
- attribute vec4 color;
+in vec2 pos;
+in vec4 color;
- flat varying vec4 finalColor;
-#else
- in vec2 pos;
- in vec4 color;
-
- flat out vec4 finalColor;
-#endif
+flat out vec4 finalColor;
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
index 2f26bb4d8d1..228f3f1da19 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_image_vert.glsl
@@ -2,15 +2,9 @@
uniform mat4 ModelViewProjectionMatrix;
/* Keep in sync with intern/opencolorio/gpu_shader_display_transform_vertex.glsl */
-#if __VERSION__ == 120
- attribute vec2 texCoord;
- attribute vec2 pos;
- varying vec2 texCoord_interp;
-#else
- in vec2 texCoord;
- in vec2 pos;
- out vec2 texCoord_interp;
-#endif
+in vec2 texCoord;
+in vec2 pos;
+out vec2 texCoord_interp;
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
index 1bca505390b..346d3b3c6d9 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_frag.glsl
@@ -1,13 +1,8 @@
// Draw dashed lines, perforated in screen space.
-#if __VERSION__ == 120
- noperspective varying float distance_along_line;
- #define fragColor gl_FragColor
-#else
- noperspective in float distance_along_line;
- out vec4 fragColor;
-#endif
+noperspective in float distance_along_line;
+out vec4 fragColor;
uniform float dash_width;
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl
index 82f88bfcd56..c401b2c17c3 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_legacy_vert.glsl
@@ -5,13 +5,8 @@
uniform mat4 ModelViewProjectionMatrix;
uniform vec2 viewport_size;
-#if __VERSION__ == 120
- attribute vec2 pos;
- noperspective varying float distance_along_line;
-#else
- in vec2 pos;
- noperspective out float distance_along_line;
-#endif
+in vec2 pos;
+noperspective out float distance_along_line;
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
index d261ba0dc75..14f56d7e0dd 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_line_dashed_vert.glsl
@@ -3,11 +3,7 @@
uniform mat4 ModelViewProjectionMatrix;
-#if __VERSION__ == 120
- attribute vec2 pos;
-#else
- in vec2 pos;
-#endif
+in vec2 pos;
void main()
{
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
index 201e5e90ecc..1f833cfb7be 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_aa_vert.glsl
@@ -2,13 +2,8 @@
uniform mat4 ModelViewProjectionMatrix;
uniform float size;
-#if __VERSION__ == 120
- attribute vec2 pos;
- varying vec2 radii;
-#else
- in vec2 pos;
- out vec2 radii;
-#endif
+in vec2 pos;
+out vec2 radii;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
index a37ae16f837..99bdeb22904 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_outline_aa_vert.glsl
@@ -3,13 +3,8 @@ uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
-#if __VERSION__ == 120
- attribute vec2 pos;
- varying vec4 radii;
-#else
- in vec2 pos;
- out vec4 radii;
-#endif
+in vec2 pos;
+out vec4 radii;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
index d3a142cc7bd..5fad95236df 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_uniform_size_varying_color_outline_aa_vert.glsl
@@ -3,17 +3,10 @@ uniform mat4 ModelViewProjectionMatrix;
uniform float size;
uniform float outlineWidth;
-#if __VERSION__ == 120
- attribute vec2 pos;
- attribute vec4 color;
- varying vec4 radii;
- varying vec4 fillColor;
-#else
- in vec2 pos;
- in vec4 color;
- out vec4 radii;
- out vec4 fillColor;
-#endif
+in vec2 pos;
+in vec4 color;
+out vec4 radii;
+out vec4 fillColor;
void main() {
gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0);
diff --git a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
index 42ff51e3d03..d6aacf0cdc5 100644
--- a/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_2D_point_varying_size_varying_color_vert.glsl
@@ -1,17 +1,10 @@
uniform mat4 ModelViewProjectionMatrix;
-#if __VERSION__ == 120
- attribute vec2 pos;
- attribute float size;
- attribute vec4 color;
- varying vec4 finalColor;
-#else
- in vec2 pos;
- in float size;
- in vec4 color;
- out vec4 finalColor;
-#endif
+in vec2 pos;
+in float size;
+in vec4 color;
+out
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list