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authorLukas Tönne <lukas.toenne@gmail.com>2018-06-09 08:40:40 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2018-06-09 08:40:40 +0300
commitbccafbd84b4718e1abe79c2456001e05281595c7 (patch)
tree9c175e72472875e0faf2492bae2f49c2c4d03af5
parent0c475345e9ef35c4890d150ef517072f44c562fb (diff)
Use common_view_lib.glsl instead of including the ProjectionMatrix uniform directly in hair shaders.
-rw-r--r--source/blender/draw/engines/eevee/eevee_materials.c1
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl1
2 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_materials.c b/source/blender/draw/engines/eevee/eevee_materials.c
index 358d05ff35a..a86373a2bb4 100644
--- a/source/blender/draw/engines/eevee/eevee_materials.c
+++ b/source/blender/draw/engines/eevee/eevee_materials.c
@@ -613,6 +613,7 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata, EEVEE_StorageList *stl, E
"#define CLIP_PLANES\n");
char *hair_fiber_vert_str = BLI_string_joinN(
+ datatoc_common_view_lib_glsl,
datatoc_common_hair_lib_glsl,
datatoc_hair_lib_glsl,
datatoc_prepass_vert_glsl);
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index 52192a4ce86..b1dfa851fa1 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -3,7 +3,6 @@ uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewMatrixInverse;
-uniform mat4 ProjectionMatrix;
/* keep in sync with DRWManager.view_data */
layout(std140) uniform clip_block {