diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 14:55:13 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-07-30 17:44:58 +0300 |
commit | da741013a1e1b2e7c4f61a9486588253a457afd2 (patch) | |
tree | b491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl | |
parent | 55401fbb3d0daa82c999e388c2b5b87e7113b091 (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_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl index ba8eeff1001..fd4d00d96dd 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -57,7 +57,7 @@ void main() { /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ vec2 uv_viewport = gl_FragCoord.xy * world_data.viewport_size_inv; - vec3 I = view_vector_from_screen_uv(uv_viewport, ViewVecs, ProjectionMatrix); + vec3 I = get_view_vector_from_screen_uv(uv_viewport); vec3 N = normalize(normal_interp); vec3 color = color_interp; |