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author | Clément Foucault <foucault.clem@gmail.com> | 2019-01-29 05:46:57 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-01-29 17:07:53 +0300 |
commit | 8134f3f0a6bb0ca7bb6c002a7ce0b4c91342a6d1 (patch) | |
tree | 102aea79c5df30823086ab8375f364a574f1fe14 /source/blender/draw/engines/workbench/workbench_forward.c | |
parent | bc99f4903c5f55d35b5fec32d6e18400f25089fb (diff) |
Workbench: Add "Shadow" factor to Xray
This just maintain more parity accross the 2 visuals. Note that this is not
"real shadowing" just the facing factor shadowing.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_forward.c')
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_forward.c | 6 |
1 files changed, 5 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c index a3643c7f118..413ab367d83 100644 --- a/source/blender/draw/engines/workbench/workbench_forward.c +++ b/source/blender/draw/engines/workbench/workbench_forward.c @@ -182,6 +182,11 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) { DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1); } + if (SHADOW_ENABLED(wpd)) { + DRW_shgroup_uniform_float_copy(grp, "shadowMultiplier", wpd->shadow_multiplier); + DRW_shgroup_uniform_float_copy(grp, "shadowShift", wpd->shadow_shift); + DRW_shgroup_uniform_float_copy(grp, "shadowFocus", wpd->shadow_focus); + } workbench_material_shgroup_uniform(wpd, grp, material, ob, false, false, interp); material->shgrp = grp; @@ -212,7 +217,6 @@ WORKBENCH_MaterialData *workbench_forward_get_or_create_material_data( static GPUShader *ensure_forward_accum_shaders(WORKBENCH_PrivateData *wpd, bool use_textures, bool is_hair) { int index = workbench_material_get_accum_shader_index(wpd, use_textures, is_hair); - BLI_assert(index < MAX_ACCUM_SHADERS); if (e_data.transparent_accum_sh_cache[index] == NULL) { char *defines = workbench_material_build_defines(wpd, use_textures, is_hair); char *transparent_accum_vert = workbench_build_forward_vert(is_hair); |