External Engine: Reuse depth only shader from Basic engine

This removes the usage of `GPU_shader_create_from_info_name()`.
This commit is contained in:
Clément Foucault 2022-05-01 19:35:31 +02:00
parent eba06fee49
commit 631506d9c3

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