diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-28 17:31:25 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-28 17:32:08 +0300 |
commit | 1982e724f4958913bfc274e845e639cd23d012af (patch) | |
tree | e1c226a27672dd3b2382d5544da9f6555bc2d68c /source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl | |
parent | 0782c9f8dc4c9ab64321af27e1a64b5eb3523ffc (diff) |
Eevee: Refactor of shading code to be more modular.
This will enable creating shading models more easily.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl | 11 |
1 files changed, 1 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl index d651a866433..fc0b5b9548b 100644 --- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl @@ -1,24 +1,15 @@ -uniform mat4 ProjectionMatrix; -uniform mat4 ViewMatrixInverse; - -uniform sampler2DArray probeCubes; -uniform float lodMax; - flat in int pid; in vec3 worldNormal; in vec3 worldPosition; out vec4 FragColor; -#define cameraForward normalize(ViewMatrixInverse[2].xyz) -#define cameraPos ViewMatrixInverse[3].xyz - void main() { vec3 V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */ ? normalize(cameraPos - worldPosition) : cameraForward; vec3 N = normalize(worldNormal); - FragColor = vec4(textureLod_octahedron(probeCubes, vec4(reflect(-V, N), pid), 0.0, lodMax).rgb, 1.0); + FragColor = vec4(textureLod_octahedron(probeCubes, vec4(reflect(-V, N), pid), 0.0, lodCubeMax).rgb, 1.0); } |