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authorClément Foucault <foucault.clem@gmail.com>2017-04-27 23:27:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-01 19:11:21 +0300
commite868b459bb8efc35012b2364762f3d25d96b8b0d (patch)
treeeb2c0e9909a3a4ea5225f6b537f8b7fbdf51d832 /source/blender/draw/engines/eevee/shaders/default_frag.glsl
parent2f100c13ee14cc6876423d1ac39ef9c565fb8987 (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.glsl4
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);
}