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authorClément Foucault <foucault.clem@gmail.com>2019-05-08 23:08:20 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-08 23:08:20 +0300
commit733811330c9bb0df6b6101dc45b0b58be6febfb8 (patch)
treeda7f437201cf278da59ee5f101b186f1a67f1fe9 /source/blender/draw/engines/workbench/shaders
parenta8a11d35372a90c2d26089db2a2c778d31502427 (diff)
Workbench: Use common_view_lib and remove NormalMatrix usage
This is in order to lower the number of matrices to compute.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl3
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl9
3 files changed, 3 insertions, 11 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 65196c1a836..a1f80440404 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -1,8 +1,5 @@
out vec4 fragColor;
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrixInverse;
-
uniform usampler2D objectId;
uniform sampler2D materialBuffer;
uniform sampler2D normalBuffer;
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 5eff0b41e20..32243787401 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
@@ -4,8 +4,6 @@ uniform sampler2D image;
uniform bool imageSrgb;
uniform bool imageNearest;
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewMatrixInverse;
uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
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 f2c684cdb6a..1de6121bb5c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -1,10 +1,7 @@
-uniform mat4 ModelViewProjectionMatrix;
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
-uniform mat4 ProjectionMatrix;
-uniform mat4 ViewProjectionMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform mat3 NormalMatrix;
+
+uniform mat4 ModelViewProjectionMatrix;
#ifndef HAIR_SHADER
in vec3 pos;
@@ -91,7 +88,7 @@ void main()
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- normal_viewport = NormalMatrix * nor;
+ normal_viewport = transform_normal_object_to_view(nor);
# ifndef HAIR_SHADER
normal_viewport = normalize(normal_viewport);
# endif