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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-29 09:25:23 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-29 09:27:14 +0300
commitd34b0faa65f9585d7013a120523e9b87a22c60bd (patch)
tree7601764452e34642e43f72f50b171a6039195126 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent9bd0c63382bf226c271c40d5a5967c22c75718ea (diff)
Workbench: Removed MaterialData UBO
Most of the times the materials differ due to the object_id. This was an overhead and resulted in instabilities on Intel graphical cards. This commit will revert the Material Data UBO and replace it with normal uniform.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index c21dd2af684..110b5a51fa5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -7,6 +7,10 @@ uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
+uniform vec4 materialDiffuseColor;
+uniform vec4 materialSpecularColor;
+uniform float materialRoughness;
+
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
@@ -21,10 +25,6 @@ layout(std140) uniform world_block {
WorldData world_data;
};
-layout(std140) uniform material_block {
- MaterialData material_data;
-};
-
layout(location=0) out vec4 transparentAccum;
layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */
@@ -36,7 +36,7 @@ void main()
#ifdef V3D_SHADING_TEXTURE_COLOR
diffuse_color = texture(image, uv_interp);
#else
- diffuse_color = material_data.diffuse_color;
+ diffuse_color = materialDiffuseColor;
#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
@@ -53,7 +53,7 @@ void main()
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs);
+ vec3 specular_color = get_world_specular_lights(world_data, vec4(materialSpecularColor.rgb, materialRoughness), nor, I_vs);
#else
vec3 specular_color = vec3(0.0);
#endif