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 vec4 finalColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl index 654439d1feb..4a4bfb6a616 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_frag.glsl @@ -1,11 +1,6 @@ -#if __VERSION__ == 120 - noperspective varying vec4 finalColor; - #define fragColor gl_FragColor -#else - noperspective in vec4 finalColor; - out vec4 fragColor; -#endif +noperspective in vec4 finalColor; +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl index 9daf2d75016..fe91f4d0902 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_smooth_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_smooth_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; - noperspective varying vec4 finalColor; -#else - in vec2 pos; - in vec4 color; - - noperspective out vec4 finalColor; -#endif +noperspective out vec4 finalColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl index 4049171f73d..89e3c52f9f8 100644 --- a/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_2D_vert.glsl @@ -1,11 +1,7 @@ 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_3D_flat_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl index f65fbe2a2e2..7dccddf8acf 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_flat_color_vert.glsl @@ -1,25 +1,14 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; +in vec3 pos; #if defined(USE_COLOR_U32) - attribute int color; +in int color; #else - attribute vec4 color; +in vec4 color; #endif - flat varying vec4 finalColor; -#else - in vec3 pos; -#if defined(USE_COLOR_U32) - in int color; -#else - in vec4 color; -#endif - - flat out vec4 finalColor; -#endif +flat out vec4 finalColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl index e9f847f28b3..eb877ab20b6 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_image_vert.glsl @@ -1,15 +1,9 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec2 texCoord; - attribute vec3 pos; - varying vec2 texCoord_interp; -#else - in vec2 texCoord; - in vec3 pos; - out vec2 texCoord_interp; -#endif +in vec2 texCoord; +in vec3 pos; +out vec2 texCoord_interp; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl index 9587ac65116..eab4c1b4543 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_legacy_vert.glsl @@ -4,13 +4,8 @@ uniform mat4 ModelViewProjectionMatrix; uniform vec2 viewport_size; -#if __VERSION__ == 120 - attribute vec3 pos; - noperspective varying float distance_along_line; -#else - in vec3 pos; - noperspective out float distance_along_line; -#endif +in vec3 pos; +noperspective out float distance_along_line; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl index f86088e8d79..a02b0d219fb 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_line_dashed_vert.glsl @@ -3,11 +3,7 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; -#else - in vec3 pos; -#endif +in vec3 pos; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl index e29cfd5ab1c..e6b8fed7265 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_smooth_color_vert.glsl @@ -2,30 +2,16 @@ uniform mat4 ModelViewProjectionMatrix; uniform mat3 NormalMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; - attribute vec3 nor; - attribute vec4 color; +in vec3 pos; +in vec3 nor; +in vec4 color; -# ifdef USE_FLAT_NORMAL - flat varying vec4 finalColor; - flat varying vec3 normal; -# else - varying vec4 finalColor; - varying vec3 normal; -# endif +#ifdef USE_FLAT_NORMAL +flat out vec3 normal; +flat out vec4 finalColor; #else - in vec3 pos; - in vec3 nor; - in vec4 color; - -# ifdef USE_FLAT_NORMAL - flat out vec3 normal; - flat out vec4 finalColor; -# else - out vec3 normal; - out vec4 finalColor; -# endif +out vec3 normal; +out vec4 finalColor; #endif void main() diff --git a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl index 5084e438d40..a3f447a85f9 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_normal_vert.glsl @@ -2,15 +2,9 @@ uniform mat4 ModelViewProjectionMatrix; uniform mat3 NormalMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; - attribute vec3 nor; - varying vec3 normal; -#else - in vec3 pos; - in vec3 nor; - out vec3 normal; -#endif +in vec3 pos; +in vec3 nor; +out vec3 normal; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl index 84e77e59e90..2fe9c0623fa 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_fixed_size_varying_color_vert.glsl @@ -1,15 +1,9 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; - attribute vec4 color; - varying vec4 finalColor; -#else - in vec3 pos; - in vec4 color; - out vec4 finalColor; -#endif +in vec3 pos; +in vec4 color; +out vec4 finalColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl index 287f95b48ab..ebc945fcf35 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_aa_vert.glsl @@ -2,13 +2,8 @@ uniform mat4 ModelViewProjectionMatrix; uniform float size; -#if __VERSION__ == 120 - attribute vec3 pos; - varying vec2 radii; -#else - in vec3 pos; - out vec2 radii; -#endif +in vec3 pos; +out vec2 radii; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl index d05920002ed..0d6b90cfba4 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_uniform_size_outline_aa_vert.glsl @@ -3,13 +3,8 @@ uniform mat4 ModelViewProjectionMatrix; uniform float size; uniform float outlineWidth; -#if __VERSION__ == 120 - attribute vec3 pos; - varying vec4 radii; -#else - in vec3 pos; - out vec4 radii; -#endif +in vec3 pos; +out vec4 radii; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl index 7999435f0e4..e14b9535c89 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_varying_color_vert.glsl @@ -1,17 +1,10 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; - attribute float size; - attribute vec4 color; - varying vec4 finalColor; -#else - in vec3 pos; - in float size; - in vec4 color; - out vec4 finalColor; -#endif +in vec3 pos; +in float size; +in vec4 color; +out vec4 finalColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl index 1fcda765b99..e4f173ab617 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_point_varying_size_vert.glsl @@ -1,13 +1,8 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; - attribute float size; -#else - in vec3 pos; - in float size; -#endif +in vec3 pos; +in float size; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl index 955a49aa7d2..41fdefd22e8 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_frag.glsl @@ -1,11 +1,6 @@ -#if __VERSION__ == 120 - varying vec4 finalColor; - #define fragColor gl_FragColor -#else - in vec4 finalColor; - out vec4 fragColor; -#endif +in vec4 finalColor; +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl index 22c2cfa8b93..a1feb2f75b7 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_smooth_color_vert.glsl @@ -1,17 +1,10 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; - attribute vec4 color; +in vec3 pos; +in vec4 color; - varying vec4 finalColor; -#else - in vec3 pos; - in vec4 color; - - out vec4 finalColor; -#endif +out vec4 finalColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl index 32da3a99c63..059473ebb74 100644 --- a/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_3D_vert.glsl @@ -1,11 +1,7 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; -#else - in vec3 pos; -#endif +in vec3 pos; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl index 3b24af916a0..545f6d19e21 100644 --- a/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_checker_frag.glsl @@ -3,11 +3,7 @@ uniform vec4 color1; uniform vec4 color2; uniform int size; -#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_diag_stripes_frag.glsl b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl index 74cf1c5a3dc..beb71c58100 100644 --- a/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_diag_stripes_frag.glsl @@ -4,11 +4,7 @@ uniform vec4 color2; uniform int size1; uniform int size2; -#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_edges_front_back_ortho_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl index ed281141e16..4ed7ed56c11 100644 --- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_ortho_vert.glsl @@ -15,23 +15,13 @@ uniform vec3 eye; // direction we are looking uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; +in vec3 pos; - // normals of faces this edge joins (object coords) - attribute vec3 N1; - attribute vec3 N2; +// normals of faces this edge joins (object coords) +in vec3 N1; +in vec3 N2; - flat varying vec4 finalColor; -#else - in vec3 pos; - - // normals of faces this edge joins (object coords) - in vec3 N1; - in vec3 N2; - - flat out vec4 finalColor; -#endif +flat out vec4 finalColor; // TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley diff --git a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl index baf69c3e272..30b3bdb890d 100644 --- a/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_edges_front_back_persp_legacy_vert.glsl @@ -26,23 +26,13 @@ uniform mat4 ModelViewMatrix; uniform mat4 ModelViewProjectionMatrix; uniform mat3 NormalMatrix; -#if __VERSION__ == 120 - attribute vec3 pos; +in vec3 pos; - // normals of faces this edge joins (object coords) - attribute vec3 N1; - attribute vec3 N2; +// normals of faces this edge joins (object coords) +in vec3 N1; +in vec3 N2; - flat varying vec4 finalColor; -#else - in vec3 pos; - - // normals of faces this edge joins (object coords) - in vec3 N1; - in vec3 N2; - - flat out vec4 finalColor; -#endif +flat out vec4 finalColor; // TODO: in float angle; // [-pi .. +pi], + peak, 0 flat, - valley diff --git a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl index 45f86e036a1..025cb0ee6e4 100644 --- a/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fire_frag.glsl @@ -1,13 +1,8 @@ -#if __VERSION__ == 120 - varying vec3 coords; - #define fragColor gl_FragColor -#else - in vec3 coords; - out vec4 fragColor; - #define texture1D texture - #define texture3D texture -#endif +in vec3 coords; +out vec4 fragColor; +#define texture1D texture +#define texture3D texture uniform sampler3D flame_texture; uniform sampler1D spectrum_texture; diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl index 10b4c2ac39d..cefae1021d2 100644 --- a/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_flat_color_alpha_test_0_frag.glsl @@ -1,11 +1,6 @@ -#if __VERSION__ == 120 - flat varying vec4 finalColor; - #define fragColor gl_FragColor -#else - flat in vec4 finalColor; - out vec4 fragColor; -#endif +flat in vec4 finalColor; +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl index 91097d24cb2..d738ed5ddb2 100644 --- a/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_flat_color_frag.glsl @@ -1,11 +1,6 @@ -#if __VERSION__ == 120 - flat varying vec4 finalColor; - #define fragColor gl_FragColor -#else - flat in vec4 finalColor; - out vec4 fragColor; -#endif +flat in vec4 finalColor; +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl index cf2d28343cc..fc5cc1cdcc3 100644 --- a/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fullscreen_vert.glsl @@ -1,13 +1,7 @@ -#if __VERSION__ == 120 - attribute vec2 pos; - attribute vec2 uvs; - varying vec4 uvcoordsvar; -#else - in vec2 pos; - in vec2 uvs; - out vec4 uvcoordsvar; -#endif +in vec2 pos; +in vec2 uvs; +out vec4 uvcoordsvar; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl b/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl index 468908b858c..9221e3def2c 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_depth_resolve.glsl @@ -1,11 +1,7 @@ uniform sampler2D depthbuffer; -#if __VERSION__ == 120 - varying vec4 uvcoordsvar; -#else - in vec4 uvcoordsvar; - #define texture2D texture -#endif +in vec4 uvcoordsvar; +#define texture2D texture void main(void) { diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl index 02af48e1ba7..b8feb8280b2 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_frag.glsl @@ -16,37 +16,20 @@ uniform vec4 dof_params; // viewvectors for reconstruction of world space uniform vec4 viewvecs[3]; -#if __VERSION__ == 120 - // coordinates on framebuffer in normalized (0.0-1.0) uv space - varying vec4 uvcoordsvar; +// coordinates on framebuffer in normalized (0.0-1.0) uv space +in vec4 uvcoordsvar; - /* color texture coordinates, offset by a small amount */ - varying vec2 color_uv1; - varying vec2 color_uv2; +/* color texture coordinates, offset by a small amount */ +in vec2 color_uv1; +in vec2 color_uv2; - varying vec2 depth_uv1; - varying vec2 depth_uv2; - varying vec2 depth_uv3; - varying vec2 depth_uv4; - - #define FragColor gl_FragColor -#else - // coordinates on framebuffer in normalized (0.0-1.0) uv space - in vec4 uvcoordsvar; - - /* color texture coordinates, offset by a small amount */ - in vec2 color_uv1; - in vec2 color_uv2; - - in vec2 depth_uv1; - in vec2 depth_uv2; - in vec2 depth_uv3; - in vec2 depth_uv4; - - out vec4 FragColor; - #define texture2D texture -#endif +in vec2 depth_uv1; +in vec2 depth_uv2; +in vec2 depth_uv3; +in vec2 depth_uv4; +out vec4 FragColor; +#define texture2D texture float calculate_far_coc(in float zdepth) { diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl index 22d56423bb8..913a8619270 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_frag.glsl @@ -20,43 +20,24 @@ uniform vec4 dof_params; /* viewvectors for reconstruction of world space */ uniform vec4 viewvecs[3]; -#if __VERSION__ == 120 - /* initial uv coordinate */ - varying vec2 uvcoord; +/* initial uv coordinate */ +in vec2 uvcoord; - /* coordinate used for calculating radius et al set in geometry shader */ - varying vec2 particlecoord; - varying vec4 color; +/* coordinate used for calculating radius et al set in geometry shader */ +in vec2 particlecoord; +flat in vec4 color; - /* downsampling coordinates */ - varying vec2 downsample1; - varying vec2 downsample2; - varying vec2 downsample3; - varying vec2 downsample4; +/* downsampling coordinates */ +in vec2 downsample1; +in vec2 downsample2; +in vec2 downsample3; +in vec2 downsample4; - #define fragData0 gl_FragData[0] - #define fragData1 gl_FragData[1] - #define fragData2 gl_FragData[2] -#else - /* initial uv coordinate */ - in vec2 uvcoord; +layout(location = 0) out vec4 fragData0; +layout(location = 1) out vec4 fragData1; +layout(location = 2) out vec4 fragData2; - /* coordinate used for calculating radius et al set in geometry shader */ - in vec2 particlecoord; - flat in vec4 color; - - /* downsampling coordinates */ - in vec2 downsample1; - in vec2 downsample2; - in vec2 downsample3; - in vec2 downsample4; - - layout(location = 0) out vec4 fragData0; - layout(location = 1) out vec4 fragData1; - layout(location = 2) out vec4 fragData2; - - #define texture2D texture -#endif +#define texture2D texture #define M_PI 3.1415926535897932384626433832795 diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl index 78fe0e563f2..1dd5bf42b25 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_hq_vert.glsl @@ -1,33 +1,17 @@ -#if __VERSION__ == 120 - attribute vec2 pos; - attribute vec2 uvs; - /* initial uv coordinate */ - varying vec2 uvcoord; +in vec2 pos; +in vec2 uvs; +/* initial uv coordinate */ +out vec2 uvcoord; - /* coordinate used for calculating radius et al set in geometry shader */ - varying vec2 particlecoord; +/* coordinate used for calculating radius et al set in geometry shader */ +out vec2 particlecoord; - /* downsampling coordinates */ - varying vec2 downsample1; - varying vec2 downsample2; - varying vec2 downsample3; - varying vec2 downsample4; -#else - in vec2 pos; - in vec2 uvs; - /* initial uv coordinate */ - out vec2 uvcoord; - - /* coordinate used for calculating radius et al set in geometry shader */ - out vec2 particlecoord; - - /* downsampling coordinates */ - out vec2 downsample1; - out vec2 downsample2; - out vec2 downsample3; - out vec2 downsample4; -#endif +/* downsampling coordinates */ +out vec2 downsample1; +out vec2 downsample2; +out vec2 downsample3; +out vec2 downsample4; uniform vec2 invrendertargetdim; uniform ivec2 rendertargetdim; diff --git a/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl index eb2b6b04da8..0fcab6302e4 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_dof_vert.glsl @@ -1,37 +1,19 @@ uniform vec2 invrendertargetdim; +in vec2 pos; +in vec2 uvs; -#if __VERSION__ == 120 - attribute vec2 pos; - attribute vec2 uvs; +/* texture coordinates for framebuffer read */ +out vec4 uvcoordsvar; - //texture coordinates for framebuffer read - varying vec4 uvcoordsvar; +/* color texture coordinates, offset by a small amount */ +out vec2 color_uv1; +out vec2 color_uv2; - /* color texture coordinates, offset by a small amount */ - varying vec2 color_uv1; - varying vec2 color_uv2; - - varying vec2 depth_uv1; - varying vec2 depth_uv2; - varying vec2 depth_uv3; - varying vec2 depth_uv4; -#else - in vec2 pos; - in vec2 uvs; - - //texture coordinates for framebuffer read - out vec4 uvcoordsvar; - - /* color texture coordinates, offset by a small amount */ - out vec2 color_uv1; - out vec2 color_uv2; - - out vec2 depth_uv1; - out vec2 depth_uv2; - out vec2 depth_uv3; - out vec2 depth_uv4; -#endif +out vec2 depth_uv1; +out vec2 depth_uv2; +out vec2 depth_uv3; +out vec2 depth_uv4; //very simple shader for gull screen FX, just pass values on diff --git a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl index 6477390dca9..d9e037e7047 100644 --- a/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_fx_ssao_frag.glsl @@ -11,16 +11,11 @@ uniform sampler1D ssao_concentric_tex; // depth buffer uniform sampler2D depthbuffer; -#if __VERSION__ == 120 - // coordinates on framebuffer in normalized (0.0-1.0) uv space - varying vec4 uvcoordsvar; - #define FragColor gl_FragColor -#else - in vec4 uvcoordsvar; - out vec4 FragColor; - #define texture1D texture - #define texture2D texture -#endif +// coordinates on framebuffer in normalized (0.0-1.0) uv space +in vec4 uvcoordsvar; +out vec4 FragColor; +#define texture1D texture +#define texture2D texture /* ssao_params.x : pixel scale for the ssao radious */ /* ssao_params.y : factor for the ssao darkening */ 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 bc8758470eb..84d8e2f8d57 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 +1,7 @@ -#if __VERSION__ == 120 - 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 uniform vec4 color; uniform sampler2D image; 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 b7697b0a3cc..b94c814672f 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 +1,7 @@ -#if __VERSION__ == 120 - 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 uniform vec4 color; uniform sampler2D image; 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 7f76fbf03be..3cd4b3f2fa0 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 @@ -1,12 +1,7 @@ -#if __VERSION__ == 120 - 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 uniform float znear; uniform float zfar; 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 8b303104bb3..2445b0206ec 100644 --- a/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_image_interlace_frag.glsl @@ -4,14 +4,9 @@ #define INTERLACE_COLUMN 1 #define INTERLACE_CHECKERBOARD 2 -#if __VERSION__ == 120 - varying vec2 texCoord_interp; - #define fragColor gl_FragColor -#else - in vec2 texCoord_interp; - out vec4 fragColor; - #define texture2DRect texture -#endif +:n vec2 texCoord_interp; +out vec4 fragColor; +#define texture2DRect texture uniform int interlace_id; uniform sampler2DRect image_a; @@ -19,17 +14,6 @@ uniform sampler2DRect image_b; bool interlace() { -#if __VERSION__ == 120 - if (interlace_id == INTERLACE_CHECKERBOARD) { - return int(mod(gl_FragCoord.x + gl_FragCoord.y, 2)) != 0; - } - else if (interlace_id == INTERLACE_ROW) { - return int(mod(gl_FragCoord.y, 2)) != 0; - } - else if (interlace_id == INTERLACE_COLUMN) { - return int(mod(gl_FragCoord.x, 2)) != 0; - } -#else if (interlace_id == INTERLACE_CHECKERBOARD) { return (int(gl_FragCoord.x + gl_FragCoord.y) & 1) != 0; } @@ -39,7 +23,6 @@ bool interlace() else if (interlace_id == INTERLACE_COLUMN) { return (int(gl_FragCoord.x) & 1) != 0; } -#endif } void main() 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 e78779559a1..14f3f465a0a 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 @@ -1,12 +1,7 @@ -#if __VERSION__ == 120 - 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 uniform sampler2D image; uniform vec4 color; 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 74e17198985..80b078975f0 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 @@ -1,12 +1,7 @@ -#if __VERSION__ == 120 - 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 uniform float alpha; uniform sampler2D image; 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 aae3b40efd4..cb7b85f8a5b 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 @@ -1,12 +1,7 @@ -#if __VERSION__ == 120 - varying vec2 texCoord_interp; - #define fragColor gl_FragColor -#else - in vec2 texCoord_interp; - out vec4 fragColor; - #define texture2DRect texture -#endif +in vec2 texCoord_interp; +out vec4 fragColor; +#define texture2DRect texture uniform float alpha; uniform sampler2DRect image; 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 fa4f41b79fb..aa3b8bd2727 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 @@ -1,12 +1,7 @@ -#if __VERSION__ == 120 - 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 uniform sampler2D image; uniform vec4 color; diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl index ebda79558c7..7f445369833 100644 --- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_frag.glsl @@ -1,15 +1,8 @@ -#if __VERSION__ == 120 - varying vec4 radii; - varying vec4 finalColor; - varying vec4 finalOutlineColor; - #define fragColor gl_FragColor -#else - in vec4 radii; - in vec4 finalColor; - in vec4 finalOutlineColor; - out vec4 fragColor; -#endif +in vec4 radii; +in vec4 finalColor; +in vec4 finalOutlineColor; +out vec4 fragColor; void main() { vec2 quad = abs(gl_PointCoord - vec2(0.5)); diff --git a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl index 6f33491af55..b86d6fd70fe 100644 --- a/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_keyframe_diamond_vert.glsl @@ -4,23 +4,13 @@ uniform mat4 ModelViewProjectionMatrix; const float pixel_fudge = sqrt(2.0); const float outline_width = 1.25 * pixel_fudge; -#if __VERSION__ == 120 - attribute vec2 pos; - attribute float size; - attribute vec4 color; - attribute vec4 outlineColor; - varying vec4 finalColor; - varying vec4 finalOutlineColor; - varying vec4 radii; -#else - in vec2 pos; - in float size; - in vec4 color; - in vec4 outlineColor; - out vec4 finalColor; - out vec4 finalOutlineColor; - out vec4 radii; -#endif +in vec2 pos; +in float size; +in vec4 color; +in vec4 outlineColor; +out vec4 finalColor; +out vec4 finalOutlineColor; +out vec4 radii; void main() { gl_Position = ModelViewProjectionMatrix * vec4(pos, 0.0, 1.0); diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index cf45c076020..b74dd857e41 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -12,14 +12,10 @@ uniform mat4 ProjectionMatrixInverse; uniform mat3 NormalMatrix; uniform vec4 CameraTexCoFactors; -#if __VERSION__ == 120 - #define fragColor gl_FragColor -#else - out vec4 fragColor; - #define texture2D texture - #define shadow2D shadow - #define textureCube texture -#endif +out vec4 fragColor; +#define texture2D texture +#define shadow2D shadow +#define textureCube texture /* Converters */ @@ -2281,14 +2277,12 @@ void test_shadowbuf( //float bias = (1.5 - inp*inp)*shadowbias; co.z -= shadowbias * co.w; - if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0) -#if __VERSION__ == 120 - result = shadow2DProj(shadowmap, co).x; -#else + if (co.w > 0.0 && co.x > 0.0 && co.x / co.w < 1.0 && co.y > 0.0 && co.y / co.w < 1.0) { result = textureProj(shadowmap, co); -#endif - else + } + else { result = 1.0; + } } } @@ -2592,7 +2586,6 @@ vec3 rotate_vector(vec3 p, vec3 n, float theta) { #define NUM_LIGHTS 3 -#if __VERSION__ > 120 struct glLight { vec4 position; vec4 diffuse; @@ -2604,12 +2597,6 @@ layout(std140) uniform lightSource { glLight glLightSource[NUM_LIGHTS]; }; -#define gl_NormalMatrix NormalMatrix - -#else -#define glLightSource gl_LightSource -#endif - /* bsdfs */ void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out vec4 result) @@ -2711,7 +2698,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad /* directional lights */ for (int i = 0; i < NUM_LIGHTS; i++) { vec3 light_position_world = glLightSource[i].position.xyz; - vec3 light_position = normalize(gl_NormalMatrix * light_position_world); + vec3 light_position = normalize(NormalMatrix * light_position_world); vec3 H = normalize(light_position + V); @@ -3160,7 +3147,6 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5; float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5; -#if __VERSION__ > 120 /* Fix pole bleeding */ float half_width = 0.5 / float(textureSize(ima, 0).x); v = clamp(v, half_width, 1.0 - half_width); @@ -3170,9 +3156,6 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain * texels. So we force the highest mipmap and don't do anisotropic filtering. */ color = textureLod(ima, vec2(u, v), 0.0); -#else - color = texture2D(ima, vec2(u, v)); -#endif } void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color) diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl index 8c8d81f6997..a1c1a9fa854 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_aa_frag.glsl @@ -1,13 +1,8 @@ uniform vec4 color; -#if __VERSION__ == 120 - varying vec2 radii; - #define fragColor gl_FragColor -#else - in vec2 radii; - out vec4 fragColor; -#endif +in vec2 radii; +out vec4 fragColor; void main() { float dist = length(gl_PointCoord - vec2(0.5)); diff --git a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl index 8e0c75db6bf..852c76fcb26 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_frag.glsl @@ -1,11 +1,7 @@ uniform vec4 color; -#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_point_uniform_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl index f83785de95e..83bdc66c4a0 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_uniform_color_outline_aa_frag.glsl @@ -2,13 +2,8 @@ uniform vec4 color; uniform vec4 outlineColor; -#if __VERSION__ == 120 - varying vec4 radii; - #define fragColor gl_FragColor -#else - in vec4 radii; - out vec4 fragColor; -#endif +in vec4 radii; +out vec4 fragColor; void main() { float dist = length(gl_PointCoord - vec2(0.5)); diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl index 91092a9f727..2d2724bb686 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_frag.glsl @@ -1,11 +1,6 @@ -#if __VERSION__ == 120 - varying vec4 finalColor; - #define fragColor gl_FragColor -#else - in vec4 finalColor; - out vec4 fragColor; -#endif +in vec4 finalColor; +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl index d6cbe2d9a22..9b7d4bfc6d6 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_outline_aa_frag.glsl @@ -1,15 +1,9 @@ uniform vec4 outlineColor; -#if __VERSION__ == 120 - varying vec4 radii; - varying vec4 fillColor; - #define fragColor gl_FragColor -#else - in vec4 radii; - in vec4 fillColor; - out vec4 fragColor; -#endif +in vec4 radii; +in vec4 fillColor; +out vec4 fragColor; void main() { float dist = length(gl_PointCoord - vec2(0.5)); diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl index d7cdec9441d..d3e4532427b 100644 --- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_frag.glsl @@ -1,14 +1,9 @@ uniform vec2 ScaleU; uniform sampler2D textureSource; -#if __VERSION__ == 120 - 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 void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl index a0e5b022e67..1319e386c65 100644 --- a/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_sep_gaussian_blur_vert.glsl @@ -1,15 +1,9 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec2 pos; - attribute vec2 uvs; - varying vec2 texCoord_interp; -#else - in vec2 pos; - in vec2 uvs; - out vec2 texCoord_interp; -#endif +in vec2 pos; +in vec2 uvs; +out vec2 texCoord_interp; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl index 4eacd08d5af..4d7131c4eb1 100644 --- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl @@ -4,20 +4,12 @@ uniform vec4 color; #endif uniform vec3 light; -#if __VERSION__ == 120 - varying vec3 normal; +in vec3 normal; #ifdef USE_INSTANCE_COLOR - varying vec4 finalColor; -#endif - #define fragColor gl_FragColor -#else - in vec3 normal; -#ifdef USE_INSTANCE_COLOR - flat in vec4 finalColor; - #define color finalColor -#endif - out vec4 fragColor; +flat in vec4 finalColor; +# define color finalColor #endif +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl index e0d122aa57a..58c5f292647 100644 --- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_smooth_color_frag.glsl @@ -1,25 +1,14 @@ uniform vec3 light; -#if __VERSION__ == 120 -# ifdef USE_FLAT_NORMAL - flat varying vec3 normal; - flat varying vec4 finalColor; -# else - varying vec3 normal; - varying vec4 finalColor; -# endif - #define fragColor gl_FragColor +#ifdef USE_FLAT_NORMAL +flat in vec3 normal; +flat in vec4 finalColor; #else -# ifdef USE_FLAT_NORMAL - flat in vec3 normal; - flat in vec4 finalColor; -# else - in vec3 normal; - in vec4 finalColor; -# endif - out vec4 fragColor; +in vec3 normal; +in vec4 finalColor; #endif +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl index fcb385ed30a..1bf57f0dcc2 100644 --- a/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_smoke_frag.glsl @@ -1,13 +1,8 @@ -#if __VERSION__ == 120 - varying vec3 coords; - #define fragColor gl_FragColor -#else in vec3 coords; out vec4 fragColor; #define texture1D texture #define texture3D texture -#endif uniform vec3 active_color; uniform float step_size; diff --git a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl index f49272d0913..108376b1c86 100644 --- a/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_smoke_vert.glsl @@ -1,11 +1,7 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - varying vec3 coords; -#else - out vec3 coords; -#endif +out vec3 coords; uniform vec3 min_location; uniform vec3 invsize; diff --git a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl index e0a19912520..1654d3bb016 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_frag.glsl @@ -1,14 +1,8 @@ -#if __VERSION__ == 120 - flat varying vec4 color_flat; - noperspective varying vec2 texCoord_interp; - #define fragColor gl_FragColor -#else - flat in vec4 color_flat; - noperspective in vec2 texCoord_interp; - out vec4 fragColor; - #define texture2D texture -#endif +flat in vec4 color_flat; +noperspective in vec2 texCoord_interp; +out vec4 fragColor; +#define texture2D texture uniform sampler2D glyph; diff --git a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl index 44568f28c8e..6129f49ce22 100644 --- a/source/blender/gpu/shaders/gpu_shader_text_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_text_vert.glsl @@ -1,19 +1,11 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - attribute vec2 pos; - attribute vec2 texCoord; - attribute vec4 color; - flat varying vec4 color_flat; - noperspective varying vec2 texCoord_interp; -#else - in vec2 pos; - in vec2 texCoord; - in vec4 color; - flat out vec4 color_flat; - noperspective out vec2 texCoord_interp; -#endif +in vec2 pos; +in vec2 texCoord; +in vec4 color; +flat out vec4 color_flat; +noperspective out vec2 texCoord_interp; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl index af200bf8661..5dd1352adc5 100644 --- a/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_uniform_color_frag.glsl @@ -1,11 +1,7 @@ uniform vec4 color; -#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_vertex.glsl b/source/blender/gpu/shaders/gpu_shader_vertex.glsl index 5a6b237b3be..4ebd10d514f 100644 --- a/source/blender/gpu/shaders/gpu_shader_vertex.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vertex.glsl @@ -12,13 +12,8 @@ out block { } outpt; #endif -#if __VERSION__ == 120 - varying vec3 varposition; - varying vec3 varnormal; -#else - out vec3 varposition; - out vec3 varnormal; -#endif +out vec3 varposition; +out vec3 varnormal; #ifdef CLIP_WORKAROUND varying float gl_ClipDistance[6]; diff --git a/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl b/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl index 7a39c3fc674..89a2f391a12 100644 --- a/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vertex_world.glsl @@ -1,11 +1,6 @@ -#if __VERSION__ == 120 - varying vec3 varposition; - varying vec3 varnormal; -#else - out vec3 varposition; - out vec3 varnormal; -#endif +out vec3 varposition; +out vec3 varnormal; /* Color, keep in sync with: gpu_shader_vertex.glsl */ diff --git a/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl b/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl index 9035a311ecb..6aad94bbf59 100644 --- a/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vsm_store_frag.glsl @@ -2,13 +2,8 @@ * This fragment shader was initially found at http://fabiensanglard.net/shadowmappingVSM/index.php */ -#if __VERSION__ == 120 - varying vec4 v_position; - #define fragColor gl_FragColor -#else - in vec4 v_position; - out vec4 fragColor; -#endif +in vec4 v_position; +out vec4 fragColor; void main() { diff --git a/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl b/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl index 96ea22b3483..def835156f7 100644 --- a/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl +++ b/source/blender/gpu/shaders/gpu_shader_vsm_store_vert.glsl @@ -1,11 +1,7 @@ uniform mat4 ModelViewProjectionMatrix; -#if __VERSION__ == 120 - varying vec4 v_position; -#else - out vec4 v_position; -#endif +out vec4 v_position; void main() {