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authorClément Foucault <foucault.clem@gmail.com>2018-05-19 19:53:53 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-05-20 20:14:22 +0300
commit2c6106247bfde4d649fc788a6b933d48221dc7b3 (patch)
treebdd8d2ff95288146b33b65b5e206911035a0a6c0 /source/blender/draw/engines/workbench/workbench_private.h
parentef90d467008bbb471021e376b8d36554543544a4 (diff)
Workbench: Precompute light direction in object space.
Avoid 2 matrix multiplication in the shader.
Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_private.h')
-rw-r--r--source/blender/draw/engines/workbench/workbench_private.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_private.h b/source/blender/draw/engines/workbench/workbench_private.h
index 7b0aa157e07..1be1c475d19 100644
--- a/source/blender/draw/engines/workbench/workbench_private.h
+++ b/source/blender/draw/engines/workbench/workbench_private.h
@@ -108,6 +108,8 @@ typedef struct WORKBENCH_ObjectData {
ObjectEngineDataFreeCb free;
/* Accumulated recalc flags, which corresponds to ID->recalc flags. */
int recalc;
+ /* Shadow direction in local object space. */
+ float shadow_dir[3];
int object_id;
} WORKBENCH_ObjectData;