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authorClément Foucault <foucault.clem@gmail.com>2018-01-21 19:25:10 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-01-22 01:16:59 +0300
commita507c251b23f2fd6ef7758e443939ce0c5c09e61 (patch)
tree9fe4e1ac28c23cb52e334cd0ec7b92c83f4ffd5a /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent790025c01ed76c06e69e6054f1a718ca57771e28 (diff)
Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit. The use of a global ubo remove lots of uniform lookups and only transfert data when needed. Lots of renaming for more consistent codestyle.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl13
1 files changed, 4 insertions, 9 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index bdc59ec345a..68299fe7546 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -11,7 +11,6 @@
uniform mat4 ProjectionMatrix;
uniform mat4 ViewProjectionMatrix;
uniform mat4 ViewMatrixInverse;
-uniform vec4 viewvecs[2];
#ifndef SHADOW_SHADER
uniform mat4 ViewMatrix;
#else
@@ -31,8 +30,6 @@ flat in int shFace; /* Shadow layer we are rendering to. */
#define ViewMatrix FaceViewMatrix[shFace]
#endif
-uniform vec2 mipRatio[10];
-
/* Buffers */
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
@@ -304,7 +301,7 @@ float get_view_z_from_depth(float depth)
return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
}
else {
- return viewvecs[0].z + depth * viewvecs[1].z;
+ return viewVecs[0].z + depth * viewVecs[1].z;
}
}
@@ -315,7 +312,7 @@ float get_depth_from_view_z(float z)
return d * 0.5 + 0.5;
}
else {
- return (z - viewvecs[0].z) / viewvecs[1].z;
+ return (z - viewVecs[0].z) / viewVecs[1].z;
}
}
@@ -328,10 +325,10 @@ vec2 get_uvs_from_view(vec3 view)
vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
{
if (ProjectionMatrix[3][3] == 0.0) {
- return (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz) * get_view_z_from_depth(depth);
+ return (viewVecs[0].xyz + vec3(uvcoords, 0.0) * viewVecs[1].xyz) * get_view_z_from_depth(depth);
}
else {
- return viewvecs[0].xyz + vec3(uvcoords, depth) * viewvecs[1].xyz;
+ return viewVecs[0].xyz + vec3(uvcoords, depth) * viewVecs[1].xyz;
}
}
@@ -746,8 +743,6 @@ Closure closure_add(Closure cl1, Closure cl2)
return cl;
}
-uniform bool sssToggle;
-
#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY)
layout(location = 0) out vec4 fragColor;
#ifdef USE_SSS