diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-04-27 23:27:09 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-01 19:11:21 +0300 |
commit | e868b459bb8efc35012b2364762f3d25d96b8b0d (patch) | |
tree | eb2c0e9909a3a4ea5225f6b537f8b7fbdf51d832 /source/blender/draw/engines/eevee/shaders/default_frag.glsl | |
parent | 2f100c13ee14cc6876423d1ac39ef9c565fb8987 (diff) |
Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh).
- Support for multiple shader variations (not used for now).
- Convert GPUInputs to DRWUniforms to be used with the draw manager.
- Nodetree Update is not supported. The only way to refresh the shaders is to change render engine.
- Cleanup in GPUPass.
- Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index 4cb229e392b..8d4a1e6d523 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -3,9 +3,11 @@ uniform vec3 diffuse_col; uniform vec3 specular_col; uniform int hardness; +out vec4 FragColor; + void main() { float roughness = 1.0 - float(hardness) / 511.0; roughness *= roughness; - fragColor = vec4(eevee_surface_lit(worldNormal, diffuse_col, specular_col, roughness), 1.0); + FragColor = vec4(eevee_surface_lit(worldNormal, diffuse_col, specular_col, roughness), 1.0); } |