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author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-08 20:33:54 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-08 21:13:32 +0300 |
commit | 7e380fd46a6f5353eceaec383c40f20bf6c1551f (patch) | |
tree | 5d16028b66ff2886752f5515dd524625a648d48e /source/blender/draw/intern/draw_manager_data.c | |
parent | 24aeb479be2b87d406196240c1a4c20e1688514e (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.c | 4 |
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; } |