Commit: 3c29aad787f636167319950636f1497442075df8
Author: Bastien Montagne
Date:   Sun Sep 4 16:41:06 2016 +0200
Branches: blender2.8
https://developer.blender.org/rB3c29aad787f636167319950636f1497442075df8

Merge branch 'master' into blender2.8

Conflicts:
        intern/cycles/blender/blender_particles.cpp
        source/blender/blenkernel/intern/particle.c
        source/blender/gpu/intern/gpu_shader.c

===================================================================



===================================================================

diff --cc source/blender/gpu/CMakeLists.txt
index 27643ff,8885209..4071004
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@@ -100,18 -99,8 +101,19 @@@ set(SR
        intern/gpu_private.h
  )
  
 +data_to_c_simple(shaders/gpu_shader_uniform_color_frag.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_flat_color_frag.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_uniform_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_flat_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_smooth_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_2D_smooth_color_frag.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_uniform_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC)
 +data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC)
 +
  data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
+ data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC)
  data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC)
  data_to_c_simple(shaders/gpu_shader_smoke_vert.glsl SRC)
  data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
diff --cc source/blender/gpu/intern/gpu_shader.c
index e05ac3a,5cfb323..c95c427
--- a/source/blender/gpu/intern/gpu_shader.c
+++ b/source/blender/gpu/intern/gpu_shader.c
@@@ -46,17 -45,7 +46,18 @@@
  #define MAX_EXT_DEFINE_LENGTH 1024
  
  /* Non-generated shaders */
 +extern char datatoc_gpu_shader_uniform_color_frag_glsl[];
 +extern char datatoc_gpu_shader_flat_color_frag_glsl[];
 +extern char datatoc_gpu_shader_2D_uniform_color_vert_glsl[];
 +extern char datatoc_gpu_shader_2D_flat_color_vert_glsl[];
 +extern char datatoc_gpu_shader_2D_smooth_color_vert_glsl[];
 +extern char datatoc_gpu_shader_2D_smooth_color_frag_glsl[];
 +extern char datatoc_gpu_shader_3D_uniform_color_vert_glsl[];
 +extern char datatoc_gpu_shader_3D_flat_color_vert_glsl[];
 +extern char datatoc_gpu_shader_3D_smooth_color_vert_glsl[];
 +extern char datatoc_gpu_shader_3D_smooth_color_frag_glsl[];
 +
+ extern char datatoc_gpu_shader_fire_frag_glsl[];
  extern char datatoc_gpu_shader_smoke_vert_glsl[];
  extern char datatoc_gpu_shader_smoke_frag_glsl[];
  extern char datatoc_gpu_shader_vsm_store_vert_glsl[];
@@@ -617,58 -619,10 +618,58 @@@ GPUShader *GPU_shader_get_builtin_shade
                case GPU_SHADER_SMOKE_FIRE:
                        if (!GG.shaders.smoke_fire)
                                GG.shaders.smoke_fire = GPU_shader_create(
 -                                      datatoc_gpu_shader_smoke_vert_glsl, 
datatoc_gpu_shader_fire_frag_glsl,
 +                                      datatoc_gpu_shader_smoke_vert_glsl, 
datatoc_gpu_shader_smoke_frag_glsl,
-                                       NULL, NULL, "#define USE_FIRE;\n", 0, 
0, 0);
+                                       NULL, NULL, NULL, 0, 0, 0);
                        retval = GG.shaders.smoke_fire;
                        break;
 +              case GPU_SHADER_2D_UNIFORM_COLOR:
 +                      if (!GG.shaders.uniform_color_2D)
 +                              GG.shaders.uniform_color_2D = GPU_shader_create(
 +                                      
datatoc_gpu_shader_2D_uniform_color_vert_glsl,
 +                                      
datatoc_gpu_shader_uniform_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.uniform_color_2D;
 +                      break;
 +              case GPU_SHADER_2D_FLAT_COLOR:
 +                      if (!GG.shaders.flat_color_2D)
 +                              GG.shaders.flat_color_2D = GPU_shader_create(
 +                                      
datatoc_gpu_shader_2D_flat_color_vert_glsl,
 +                                      datatoc_gpu_shader_flat_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.flat_color_2D;
 +                      break;
 +              case GPU_SHADER_2D_SMOOTH_COLOR:
 +                      if (!GG.shaders.smooth_color_2D)
 +                              GG.shaders.smooth_color_2D = GPU_shader_create(
 +                                      
datatoc_gpu_shader_2D_smooth_color_vert_glsl,
 +                                      
datatoc_gpu_shader_2D_smooth_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.smooth_color_2D;
 +                      break;
 +              case GPU_SHADER_3D_UNIFORM_COLOR:
 +                      if (!GG.shaders.uniform_color_3D)
 +                              GG.shaders.uniform_color_3D = GPU_shader_create(
 +                                      
datatoc_gpu_shader_3D_uniform_color_vert_glsl,
 +                                      
datatoc_gpu_shader_uniform_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.uniform_color_3D;
 +                      break;
 +              case GPU_SHADER_3D_FLAT_COLOR:
 +                      if (!GG.shaders.flat_color_3D)
 +                              GG.shaders.flat_color_3D = GPU_shader_create(
 +                                      
datatoc_gpu_shader_3D_flat_color_vert_glsl,
 +                                      datatoc_gpu_shader_flat_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.flat_color_3D;
 +                      break;
 +              case GPU_SHADER_3D_SMOOTH_COLOR:
 +                      if (!GG.shaders.smooth_color_3D)
 +                              GG.shaders.smooth_color_3D = GPU_shader_create(
 +                                      
datatoc_gpu_shader_3D_smooth_color_vert_glsl,
 +                                      
datatoc_gpu_shader_3D_smooth_color_frag_glsl,
 +                                      NULL, NULL, NULL, 0, 0, 0);
 +                      retval = GG.shaders.smooth_color_3D;
 +                      break;
        }
  
        if (retval == NULL)

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