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authorClément Foucault <foucault.clem@gmail.com>2022-02-04 16:08:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-02-04 16:08:27 +0300
commit0dd3e77d7177cbf75a1370e594020c02e48cfa10 (patch)
tree054837646510d9bc5ef7cab78c6c59e14fe6e34d /source/blender/draw/engines/workbench/shaders/infos
parent71fff319905e8061d464d28ef63f15664bf62b47 (diff)
Cleanup: Workbench: Remove unused resources in cavity shaders
This avoid uneeded resource binds.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/infos')
-rw-r--r--source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh14
1 files changed, 9 insertions, 5 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
index 60d79ed50d9..29468d6002a 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_effect_cavity_info.hh
@@ -3,11 +3,7 @@
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
.fragment_out(0, Type::VEC4, "fragColor")
- .sampler(0, ImageType::DEPTH_2D, "depthBuffer")
- .sampler(1, ImageType::FLOAT_2D, "normalBuffer")
- .sampler(2, ImageType::UINT_2D, "objectIdBuffer")
- .sampler(3, ImageType::FLOAT_2D, "cavityJitter")
- .uniform_buf(3, "vec4", "samples_coords[512]")
+ .sampler(0, ImageType::FLOAT_2D, "normalBuffer")
.uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
.typedef_source("workbench_shader_shared.h")
.fragment_source("workbench_effect_cavity_frag.glsl")
@@ -17,15 +13,23 @@ GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
.do_static_compilation(true)
.define("USE_CAVITY")
+ .uniform_buf(3, "vec4", "samples_coords[512]")
+ .sampler(1, ImageType::DEPTH_2D, "depthBuffer")
+ .sampler(2, ImageType::FLOAT_2D, "cavityJitter")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
.do_static_compilation(true)
.define("USE_CURVATURE")
+ .sampler(1, ImageType::UINT_2D, "objectIdBuffer")
.additional_info("workbench_effect_cavity_common");
GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
.do_static_compilation(true)
.define("USE_CAVITY")
.define("USE_CURVATURE")
+ .uniform_buf(3, "vec4", "samples_coords[512]")
+ .sampler(1, ImageType::DEPTH_2D, "depthBuffer")
+ .sampler(2, ImageType::FLOAT_2D, "cavityJitter")
+ .sampler(3, ImageType::UINT_2D, "objectIdBuffer")
.additional_info("workbench_effect_cavity_common");