External Engine: Reuse depth only shader from Basic engine
This removes the usage of `GPU_shader_create_from_info_name()`.
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eba06fee49
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631506d9c3
@ -103,16 +103,8 @@ static void external_engine_init(void *vedata)
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/* Depth pre-pass. */
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if (!e_data.depth_sh) {
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const GPUShaderConfigData *sh_cfg = &GPU_shader_cfg_data[GPU_SHADER_CFG_DEFAULT];
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e_data.depth_sh = GPU_shader_create_from_arrays({
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.vert = (const char *[]){sh_cfg->lib,
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datatoc_common_view_lib_glsl,
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datatoc_depth_vert_glsl,
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NULL},
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.frag = (const char *[]){datatoc_depth_frag_glsl, NULL},
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.defs = (const char *[]){sh_cfg->def, NULL},
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});
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/* NOTE: Reuse Basic engine depth only shader. */
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e_data.depth_sh = GPU_shader_create_from_info_name("basic_depth_mesh");
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}
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if (!stl->g_data) {
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