diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-21 19:25:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-22 01:16:59 +0300 |
commit | a507c251b23f2fd6ef7758e443939ce0c5c09e61 (patch) | |
tree | 9fe4e1ac28c23cb52e334cd0ec7b92c83f4ffd5a /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | |
parent | 790025c01ed76c06e69e6054f1a718ca57771e28 (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.glsl | 13 |
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 |