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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-21 15:56:00 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-21 15:58:00 +0300
commitd5552a6d4ba5bb4ac34fe149c2ac9d7ff3f723fe (patch)
treeb1eb026add3eba7fc74fdb225e2ff25e098fb957 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent3584810fdd1e35831d5445cf9da24e58ed2fd6d7 (diff)
T55570: Moved Texture drawtype as to shading popover
the use of the texture drawtype is limited. so who should we have it this prominent on the screen. By adding it as a shading.color_type option we should save some screenspace.
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.glsl14
1 files changed, 7 insertions, 7 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 4a7d195a56a..1b3737193b0 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
@@ -1,4 +1,4 @@
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
#endif
uniform mat4 ProjectionMatrix;
@@ -10,7 +10,7 @@ uniform vec4 viewvecs[3];
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
@@ -32,12 +32,12 @@ void main()
{
vec4 diffuse_color;
vec3 diffuse_light = vec3(1.0);
-#ifdef OB_SOLID
- diffuse_color = material_data.diffuse_color;
-#endif /* OB_SOLID */
-#ifdef OB_TEXTURE
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
diffuse_color = texture(image, uv_interp);
-#endif /* OB_TEXTURE */
+#else
+ diffuse_color = material_data.diffuse_color;
+#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);