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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
parentd0d2fc981952a3fd132058da6f93ccb9fc2c8195 (diff)
Cleanup: RNA naming, use highlight as suffux
This is whats done already elsewhere.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl6
-rw-r--r--source/blender/draw/engines/workbench/workbench_materials.c6
2 files changed, 6 insertions, 6 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;
}
diff --git a/source/blender/draw/engines/workbench/workbench_materials.c b/source/blender/draw/engines/workbench/workbench_materials.c
index 2dffafbe409..785a01c7621 100644
--- a/source/blender/draw/engines/workbench/workbench_materials.c
+++ b/source/blender/draw/engines/workbench/workbench_materials.c
@@ -52,8 +52,8 @@ char *workbench_material_build_defines(WORKBENCH_PrivateData *wpd, int drawtype)
if (wpd->shading.flag & V3D_SHADING_SHADOW) {
BLI_dynstr_appendf(ds, "#define V3D_SHADING_SHADOW\n");
}
- if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHTS) {
- BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHTS\n");
+ if (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT) {
+ BLI_dynstr_appendf(ds, "#define V3D_SHADING_SPECULAR_HIGHLIGHT\n");
}
if (wpd->shading.light & V3D_LIGHTING_STUDIO) {
BLI_dynstr_appendf(ds, "#define V3D_LIGHTING_STUDIO\n");
@@ -110,7 +110,7 @@ uint workbench_material_get_hash(WORKBENCH_MaterialData *material_template)
int workbench_material_get_shader_index(WORKBENCH_PrivateData *wpd, int drawtype)
{
- const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHTS;
+ const int DRAWOPTIONS_MASK = V3D_SHADING_OBJECT_OUTLINE | V3D_SHADING_SHADOW | V3D_SHADING_SPECULAR_HIGHLIGHT;
int index = (wpd->shading.flag & DRAWOPTIONS_MASK);
index = (index << 2) + wpd->shading.light;
index = (index << 2);