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authorClément Foucault <foucault.clem@gmail.com>2017-06-28 17:31:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-28 17:32:08 +0300
commit1982e724f4958913bfc274e845e639cd23d012af (patch)
treee1c226a27672dd3b2382d5544da9f6555bc2d68c /source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
parent0782c9f8dc4c9ab64321af27e1a64b5eb3523ffc (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.glsl11
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);
}