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author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-19 13:00:20 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-20 17:58:07 +0300 |
commit | 3f1a7aec13cc0cf5c441e463dbd8e9ffdd4b4f44 (patch) | |
tree | df210c52490daf7d1df9c4c7ee67977de3855919 /source/blender/draw/engines/eevee/shaders/shadow_vert.glsl | |
parent | 07dd208209ce24b95e992928edcb63638256bf00 (diff) |
Eevee: optimize vertex shader for probe and shadows.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/shadow_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/shadow_vert.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl index 28470b31a0f..ffb99f1b35c 100644 --- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl @@ -4,7 +4,7 @@ uniform mat4 ShadowModelMatrix; in vec3 pos; out vec4 vPos; -out int face; +flat out int face; void main() { vPos = ShadowModelMatrix * vec4(pos, 1.0); |