diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2022-10-06 17:42:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-10-07 13:43:09 +0300 |
commit | 03a7f1d7b1103e693a5a3ee95ed5f4bc46b1ca54 (patch) | |
tree | 668be1884d269b12a716e50b138cc017f33aec5d /source/blender/draw/engines/eevee/shaders/surface_lib.glsl | |
parent | 055680a89e4b37662daf0c397539866a42c6d54a (diff) |
DRW: Move CameraTexCoFactors to engine specific storage
This is part of the effor to simplify the View struct in order to implement
multiview rendering.
The CameraTexCoFactors being only valid for a single view, and being only
used in very few places, it make sense to move it to the engine side.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/surface_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/surface_lib.glsl | 9 |
1 files changed, 5 insertions, 4 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl index ac7519195c0..13a6498938b 100644 --- a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl @@ -1,6 +1,7 @@ /** This describe the entire interface of the shader. */ #pragma BLENDER_REQUIRE(common_math_lib.glsl) +#pragma BLENDER_REQUIRE(common_math_lib.glsl) #define SURFACE_INTERFACE \ vec3 worldPosition; \ @@ -176,13 +177,13 @@ vec3 coordinate_screen(vec3 P) /* Unsupported. It would make the probe camera-dependent. */ window.xy = vec2(0.5); -#elif defined(WORLD_BACKGROUND) +#elif defined(WORLD_BACKGROUND) && defined(COMMON_UNIFORMS_LIB) window.xy = project_point(ProjectionMatrix, viewPosition).xy * 0.5 + 0.5; - window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; + window.xy = window.xy * cameraUvScaleBias.xy + cameraUvScaleBias.zw; -#else /* MESH */ +#elif defined(COMMON_UNIFORMS_LIB) /* MESH */ window.xy = project_point(ProjectionMatrix, transform_point(ViewMatrix, P)).xy * 0.5 + 0.5; - window.xy = window.xy * CameraTexCoFactors.xy + CameraTexCoFactors.zw; + window.xy = window.xy * cameraUvScaleBias.xy + cameraUvScaleBias.zw; #endif return window; } |