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authorClément Foucault <foucault.clem@gmail.com>2019-05-08 20:33:54 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-08 21:13:32 +0300
commit7e380fd46a6f5353eceaec383c40f20bf6c1551f (patch)
tree5d16028b66ff2886752f5515dd524625a648d48e /source/blender/draw/intern/draw_manager_data.c
parent24aeb479be2b87d406196240c1a4c20e1688514e (diff)
GPU: Remove GPU_INVERSE_NORMAL_MATRIX
The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation.
Diffstat (limited to 'source/blender/draw/intern/draw_manager_data.c')
-rw-r--r--source/blender/draw/intern/draw_manager_data.c4
1 files changed, 0 insertions, 4 deletions
diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c
index 003a89307b2..b7225275d72 100644
--- a/source/blender/draw/intern/draw_manager_data.c
+++ b/source/blender/draw/intern/draw_manager_data.c
@@ -838,7 +838,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV);
shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP);
shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL);
- shgroup->normalviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL_INV);
shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL);
shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO);
shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO);
@@ -860,9 +859,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader)
if (shgroup->normalview > -1) {
shgroup->matflag |= DRW_CALL_NORMALVIEW;
}
- if (shgroup->normalviewinverse > -1) {
- shgroup->matflag |= DRW_CALL_NORMALVIEWINVERSE;
- }
if (shgroup->normalworld > -1) {
shgroup->matflag |= DRW_CALL_NORMALWORLD;
}