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authorCampbell Barton <ideasman42@gmail.com>2018-05-30 16:32:08 +0300
committerCampbell Barton <ideasman42@gmail.com>2018-05-30 16:33:05 +0300
commit375c1eab65ddf0a96097a168950f5c8b3ec9e2e3 (patch)
tree8fa740468b792f17f6757d8a997005781459ee95 /source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
parentd0d2fc981952a3fd132058da6f93ccb9fc2c8195 (diff)
Cleanup: RNA naming, use highlight as suffux
This is whats done already elsewhere.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 7e476080b64..6a64feb93de 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -22,15 +22,15 @@ vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
/* N And I are in View Space. */
vec3 get_world_specular_light(WorldData world_data, vec3 N, vec3 I)
{
-#ifdef V3D_SHADING_SPECULAR_HIGHLIGHTS
+#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
vec3 reflection_vector = reflect(I, N);
vec3 specular_light = vec3(1.0);
/* Simple frontal specular highlights. */
float specular_influence = pow(max(0.0, dot(world_data.light_direction_vs.xyz, reflection_vector)), world_data.specular_sharpness);
vec3 specular_color = specular_light * specular_influence;
-#else /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
+#else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
vec3 specular_color = vec3(0.0);
-#endif /* V3D_SHADING_SPECULAR_HIGHLIGHTS */
+#endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
return specular_color;
}