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authorClément Foucault <foucault.clem@gmail.com>2020-07-30 14:55:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-30 17:44:58 +0300
commitda741013a1e1b2e7c4f61a9486588253a457afd2 (patch)
treeb491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/eevee/eevee_occlusion.c
parent55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff)
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_occlusion.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_occlusion.c19
1 files changed, 8 insertions, 11 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c
index a075210967c..1929bbb9b98 100644
--- a/source/blender/draw/engines/eevee/eevee_occlusion.c
+++ b/source/blender/draw/engines/eevee/eevee_occlusion.c
@@ -53,17 +53,14 @@ extern char datatoc_effect_gtao_frag_glsl[];
static void eevee_create_shader_occlusion(void)
{
- char *frag_str = BLI_string_joinN(datatoc_common_view_lib_glsl,
- datatoc_common_uniforms_lib_glsl,
- datatoc_bsdf_common_lib_glsl,
- datatoc_ambient_occlusion_lib_glsl,
- datatoc_effect_gtao_frag_glsl);
-
- e_data.gtao_sh = DRW_shader_create_fullscreen(frag_str, NULL);
- e_data.gtao_layer_sh = DRW_shader_create_fullscreen(frag_str, "#define LAYERED_DEPTH\n");
- e_data.gtao_debug_sh = DRW_shader_create_fullscreen(frag_str, "#define DEBUG_AO\n");
-
- MEM_freeN(frag_str);
+ DRWShaderLibrary *lib = EEVEE_shader_lib_get();
+
+ e_data.gtao_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_gtao_frag_glsl, lib, NULL);
+ e_data.gtao_layer_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_gtao_frag_glsl, lib, "#define LAYERED_DEPTH\n");
+ e_data.gtao_debug_sh = DRW_shader_create_fullscreen_with_shaderlib(
+ datatoc_effect_gtao_frag_glsl, lib, "#define DEBUG_AO\n");
}
int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)