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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl21
1 files changed, 21 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
new file mode 100644
index 00000000000..8e2f7ba4735
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
@@ -0,0 +1,21 @@
+
+#ifdef GPU_VERTEX_SHADER
+# define IN_OUT out
+#else
+# define IN_OUT in
+#endif
+
+IN_OUT ShaderStageInterface
+{
+ vec3 normal_interp;
+ vec3 color_interp;
+ float alpha_interp;
+ vec2 uv_interp;
+#ifdef TRANSPARENT_MATERIAL
+ flat float roughness;
+ flat float metallic;
+#else
+ flat float packed_rough_metal;
+#endif
+ flat int object_id;
+};