diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-08 17:45:23 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-11 12:52:41 +0300 |
commit | 5aa8d981ec9e6d3b443d31f8e26986d364e50244 (patch) | |
tree | 34b6cac7ba2d2061d93965f6b956d655b9e52114 /source/blender/draw/engines | |
parent | f2e60b53a7c47e3b8efc0478a1d6629143d80358 (diff) |
Workbench: Flipping MatCaps for forward shading
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl | 1 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_deferred.c | 2 |
2 files changed, 1 insertions, 2 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 6f4237ebd0a..9d256e5350a 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 @@ -60,4 +60,3 @@ vec3 get_world_specular_lights(WorldData world_data, vec4 specular_data, vec3 N, } return specular_light; } - diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c index e1cb8b482ab..b02c8ef3a4f 100644 --- a/source/blender/draw/engines/workbench/workbench_deferred.c +++ b/source/blender/draw/engines/workbench/workbench_deferred.c @@ -113,7 +113,7 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd) BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl); BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl); - if ((wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) { + if ((wpd->shading.light & V3D_LIGHTING_MATCAP) || (wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) { BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl); } if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) { |