Hi, Using the red channel only would not be compatible with existing files, so I'd prefer not to do that. Uploading a single channel image seems like the best solution, this could be done by adding a second GPUTexture pointer to the Image struct, and in the GPU_texture_from_blender call in GPU_pass_bind pass on that this needs to be a single channel texture.
Regarding the #version check being added at the top of the file, I'd prefer it this was done in GPU_generate_pass, because GPU_shader_create is supposed to be more generic and could be used for other non-material glsl shaders too in the future. Brecht. _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers