Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2020-07-30 14:55:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-30 17:44:58 +0300
commitda741013a1e1b2e7c4f61a9486588253a457afd2 (patch)
treeb491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
parent55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff)
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index f3a238fd112..6e10a656fc1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -14,7 +14,7 @@ out vec4 fragColor;
void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
- vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, ViewVecs, ProjectionMatrix);
+ vec3 I = get_view_vector_from_screen_uv(uvcoordsvar.st);
vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st));
vec4 mat_data = texture(materialBuffer, uvcoordsvar.st);