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author | Clément Foucault <foucault.clem@gmail.com> | 2017-04-26 00:48:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-04-26 00:51:05 +0300 |
commit | 82686f0a0c2c1d5c42b07288935440aea4713cad (patch) | |
tree | b9b750c1849c2446d420deb14b229e792d5bb594 /source/blender/draw/engines/eevee/shaders/default_world_frag.glsl | |
parent | bb75b0bcbcea35fe32e439c8f3e618b66f5110cf (diff) |
Eevee: World default shader.
- Use uniform color world for the world probe.
- Refactored the Fresnel expression to be better with Area Lights.
- Squared the roughness for default materials.
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.glsl | 8 |
1 files changed, 8 insertions, 0 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 new file mode 100644 index 00000000000..075ee22dc6f --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl @@ -0,0 +1,8 @@ + +uniform vec3 color; + +out vec4 FragColor; + +void main() { + FragColor = vec4(color, 1.0); +} |