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authorClément Foucault <foucault.clem@gmail.com>2022-10-06 17:42:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-10-07 13:43:09 +0300
commit03a7f1d7b1103e693a5a3ee95ed5f4bc46b1ca54 (patch)
tree668be1884d269b12a716e50b138cc017f33aec5d /source/blender/draw/intern/shaders/common_view_lib.glsl
parent055680a89e4b37662daf0c397539866a42c6d54a (diff)
DRW: Move CameraTexCoFactors to engine specific storage
This is part of the effor to simplify the View struct in order to implement multiview rendering. The CameraTexCoFactors being only valid for a single view, and being only used in very few places, it make sense to move it to the engine side.
Diffstat (limited to 'source/blender/draw/intern/shaders/common_view_lib.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl3
1 files changed, 0 insertions, 3 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index a7f8f858352..2382337e782 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -21,9 +21,6 @@ layout(std140) uniform viewBlock
/* View frustum corners [NDC(-1.0, -1.0, -1.0) & NDC(1.0, 1.0, 1.0)].
* Fourth components are near and far values. */
vec4 ViewVecs[2];
-
- /* TODO: move it elsewhere. */
- vec4 CameraTexCoFactors;
};
#endif /* USE_GPU_SHADER_CREATE_INFO */