Commit: c3034afa586e3c5009f852e42c6a46000daa2551
Author: Mike Erwin
Date:   Fri Sep 16 18:05:00 2016 +0200
Branches: blender2.8
https://developer.blender.org/rBc3034afa586e3c5009f852e42c6a46000daa2551

OpenGL: simplify basic_shader_bind

No need to enable/disable texturing with GLSL, just use textures in the 
fragment shader.

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

M       source/blender/gpu/intern/gpu_basic_shader.c

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

diff --git a/source/blender/gpu/intern/gpu_basic_shader.c 
b/source/blender/gpu/intern/gpu_basic_shader.c
index a2b8923..c1b9d9a 100644
--- a/source/blender/gpu/intern/gpu_basic_shader.c
+++ b/source/blender/gpu/intern/gpu_basic_shader.c
@@ -422,23 +422,6 @@ void GPU_basic_shader_bind(int options)
 {
        if (USE_GLSL) {
                if (options) {
-                       const int bound_options = 
GPU_MATERIAL_STATE.bound_options;
-
-                       /* texture options need to be set for basic shader too 
*/
-                       if (options & GPU_SHADER_TEXTURE_2D) {
-                               glEnable(GL_TEXTURE_2D);
-                       }
-                       else if (bound_options & GPU_SHADER_TEXTURE_2D) {
-                               glDisable(GL_TEXTURE_2D);
-                       }
-
-                       if (options & GPU_SHADER_TEXTURE_RECT) {
-                               glEnable(GL_TEXTURE_RECTANGLE);
-                       }
-                       else if (bound_options & GPU_SHADER_TEXTURE_RECT) {
-                               glDisable(GL_TEXTURE_RECTANGLE);
-                       }
-
                        GPUShader *shader = gpu_basic_shader(options);
 
                        if (shader) {

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