Cleanup: DRW: Added basic_ prefix to all *.glsl files in basic/shaders
This is needed to avoid potential naming collision with other engines.
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@@ -452,10 +452,10 @@ set(GLSL_SRC
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engines/select/shaders/select_id_vert.glsl
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engines/select/shaders/select_id_frag.glsl
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engines/basic/shaders/conservative_depth_geom.glsl
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engines/basic/shaders/depth_vert.glsl
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engines/basic/shaders/depth_pointcloud_vert.glsl
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engines/basic/shaders/depth_frag.glsl
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engines/basic/shaders/basic_conservative_depth_geom.glsl
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engines/basic/shaders/basic_depth_vert.glsl
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engines/basic/shaders/basic_depth_pointcloud_vert.glsl
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engines/basic/shaders/basic_depth_frag.glsl
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engines/overlay/shaders/overlay_common_lib.glsl
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engines/overlay/shaders/overlay_antialiasing_frag.glsl
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@@ -11,9 +11,9 @@
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#include "basic_private.h"
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extern char datatoc_depth_frag_glsl[];
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extern char datatoc_depth_vert_glsl[];
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extern char datatoc_conservative_depth_geom_glsl[];
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extern char datatoc_basic_depth_frag_glsl[];
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extern char datatoc_basic_depth_vert_glsl[];
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extern char datatoc_basic_conservative_depth_geom_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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extern char datatoc_common_pointcloud_lib_glsl[];
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@@ -10,7 +10,7 @@
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GPU_SHADER_CREATE_INFO(basic_conservative)
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.geometry_layout(PrimitiveIn::TRIANGLES, PrimitiveOut::TRIANGLE_STRIP, 3)
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.geometry_source("conservative_depth_geom.glsl");
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.geometry_source("basic_conservative_depth_geom.glsl");
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/** \} */
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@@ -20,11 +20,11 @@ GPU_SHADER_CREATE_INFO(basic_conservative)
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GPU_SHADER_CREATE_INFO(basic_mesh)
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.vertex_in(0, Type::VEC3, "pos")
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.vertex_source("depth_vert.glsl")
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.vertex_source("basic_depth_vert.glsl")
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.additional_info("draw_mesh");
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GPU_SHADER_CREATE_INFO(basic_pointcloud)
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.vertex_source("depth_pointcloud_vert.glsl")
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.vertex_source("basic_depth_pointcloud_vert.glsl")
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.additional_info("draw_pointcloud");
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/** \} */
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@@ -54,7 +54,7 @@ GPU_SHADER_CREATE_INFO(basic_pointcloud)
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/** \name Depth shader types.
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* \{ */
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GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("depth_frag.glsl");
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GPU_SHADER_CREATE_INFO(basic_depth).fragment_source("basic_depth_frag.glsl");
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BASIC_OBTYPE_VARIATIONS(basic_depth, "basic_depth");
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@@ -36,8 +36,8 @@
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#define EXTERNAL_ENGINE "BLENDER_EXTERNAL"
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extern char datatoc_depth_frag_glsl[];
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extern char datatoc_depth_vert_glsl[];
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extern char datatoc_basic_depth_frag_glsl[];
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extern char datatoc_basic_depth_vert_glsl[];
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extern char datatoc_common_view_lib_glsl[];
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