Cleanup: DRW: Added basic_ prefix to all *.glsl files in basic/shaders

This is needed to avoid potential naming collision with other engines.
This commit is contained in:
2022-06-02 21:24:39 +02:00
parent c15e913df8
commit 049e42ef20
8 changed files with 13 additions and 13 deletions

View File

@@ -452,10 +452,10 @@ set(GLSL_SRC
engines/select/shaders/select_id_vert.glsl
engines/select/shaders/select_id_frag.glsl
engines/basic/shaders/conservative_depth_geom.glsl
engines/basic/shaders/depth_vert.glsl
engines/basic/shaders/depth_pointcloud_vert.glsl
engines/basic/shaders/depth_frag.glsl
engines/basic/shaders/basic_conservative_depth_geom.glsl
engines/basic/shaders/basic_depth_vert.glsl
engines/basic/shaders/basic_depth_pointcloud_vert.glsl
engines/basic/shaders/basic_depth_frag.glsl
engines/overlay/shaders/overlay_common_lib.glsl
engines/overlay/shaders/overlay_antialiasing_frag.glsl

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@@ -11,9 +11,9 @@
#include "basic_private.h"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_conservative_depth_geom_glsl[];
extern char datatoc_basic_depth_frag_glsl[];
extern char datatoc_basic_depth_vert_glsl[];
extern char datatoc_basic_conservative_depth_geom_glsl[];
extern char datatoc_common_view_lib_glsl[];
extern char datatoc_common_pointcloud_lib_glsl[];

View File

@@ -10,7 +10,7 @@
GPU_SHADER_CREATE_INFO(basic_conservative)
.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3)
.geometry_source("conservative_depth_geom.glsl");
.geometry_source("basic_conservative_depth_geom.glsl");
/** \} */
@@ -20,11 +20,11 @@ GPU_SHADER_CREATE_INFO(basic_conservative)
GPU_SHADER_CREATE_INFO(basic_mesh)
.vertex_in(0, Type::VEC3, "pos")
.vertex_source("depth_vert.glsl")
.vertex_source("basic_depth_vert.glsl")
.additional_info("draw_mesh");
GPU_SHADER_CREATE_INFO(basic_pointcloud)
.vertex_source("depth_pointcloud_vert.glsl")
.vertex_source("basic_depth_pointcloud_vert.glsl")
.additional_info("draw_pointcloud");
/** \} */
@@ -54,7 +54,7 @@ GPU_SHADER_CREATE_INFO(basic_pointcloud)
/** \name Depth shader types.
* \{ */
GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("depth_frag.glsl");
GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl");
BASIC_OBTYPE_VARIATIONS(basic_depth, "basic_depth");

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@@ -36,8 +36,8 @@
#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
extern char datatoc_depth_frag_glsl[];
extern char datatoc_depth_vert_glsl[];
extern char datatoc_basic_depth_frag_glsl[];
extern char datatoc_basic_depth_vert_glsl[];
extern char datatoc_common_view_lib_glsl[];