Cleanup: use shorter name for shader config
[blender.git] / source / blender / draw / engines / basic / basic_engine.c
index b8a449bf1762df23d6e8c6f4fb214c919dceb72b..72ff8de200235c4e32305fc248340825bb73e2e4 100644 (file)
@@ -78,11 +78,11 @@ typedef struct BASIC_PrivateData {
 static void basic_engine_init(void *UNUSED(vedata))
 {
        const DRWContextState *draw_ctx = DRW_context_state_get();
-       BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
+       BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
 
        /* Depth prepass */
        if (!sh_data->depth) {
-               sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->shader_cfg);
+               sh_data->depth = DRW_shader_create_3D_depth_only(draw_ctx->sh_cfg);
        }
 }
 
@@ -92,7 +92,7 @@ static void basic_cache_init(void *vedata)
        BASIC_StorageList *stl = ((BASIC_Data *)vedata)->stl;
 
        const DRWContextState *draw_ctx = DRW_context_state_get();
-       BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->shader_cfg];
+       BASIC_Shaders *sh_data = &e_data.sh_data[draw_ctx->sh_cfg];
        const RegionView3D *rv3d = draw_ctx->rv3d;
        const bool is_clip = (rv3d->rflag & RV3D_CLIPPING) != 0;