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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_prepass_vert.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_prepass_vert.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 82443e7336b..66b529fcf5e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -9,7 +9,7 @@ in vec3 pos;
in vec3 nor;
in vec2 uv;
#else /* HAIR_SHADER */
-# ifdef OB_TEXTURE
+# ifdef V3D_SHADING_TEXTURE_COLOR
uniform samplerBuffer u; /* active texture layer */
# endif
flat out float hair_rand;
@@ -19,7 +19,7 @@ flat out float hair_rand;
out vec3 normal_viewport;
#endif
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
out vec2 uv_interp;
#endif
@@ -34,7 +34,7 @@ float integer_noise(int n)
void main()
{
#ifdef HAIR_SHADER
-# ifdef OB_TEXTURE
+# ifdef V3D_SHADING_TEXTURE_COLOR
vec2 uv = hair_get_customdata_vec2(u);
# endif
float time, thick_time, thickness;
@@ -55,7 +55,7 @@ void main()
#else
gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
#endif
-#ifdef OB_TEXTURE
+#ifdef V3D_SHADING_TEXTURE_COLOR
uv_interp = uv;
#endif