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authormano-wii <germano.costa@ig.com.br>2018-11-15 14:15:02 +0300
committermano-wii <germano.costa@ig.com.br>2018-11-16 17:43:46 +0300
commit0d5b291b741039f1a6c49000f7428eba6d5d94f8 (patch)
treec36b0c9bc66353f89139c54c77f2d7ff324b3792 /source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
parentf6c2fb0eb62aa0a5535801e6358e148d10d349c3 (diff)
Cleanup: removes unused varyings
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_world_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_world_frag.glsl13
1 files changed, 7 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
index 1f0ef76da0c..19c23fbfa39 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -1,19 +1,19 @@
-#define M_PI 3.14159265358979323846
-
uniform float backgroundAlpha;
+uniform vec3 color;
+
+out vec4 FragColor;
+
+#ifdef LOOKDEV
uniform mat4 ProjectionMatrix;
uniform mat4 ProjectionMatrixInverse;
uniform mat4 ViewMatrixInverse;
-#ifdef LOOKDEV
uniform mat3 StudioLightMatrix;
uniform sampler2D image;
uniform float studioLightBackground = 1.0;
in vec3 viewPosition;
-#endif
-uniform vec3 color;
-out vec4 FragColor;
+#define M_PI 3.14159265358979323846
void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
{
@@ -46,6 +46,7 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
* texels. So we force the highest mipmap and don't do anisotropic filtering. */
color = textureLod(ima, vec2(u, v), 0.0);
}
+#endif
void main() {
#ifdef LOOKDEV