diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-05-30 16:32:08 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2018-05-30 16:33:05 +0300 |
commit | 375c1eab65ddf0a96097a168950f5c8b3ec9e2e3 (patch) | |
tree | 8fa740468b792f17f6757d8a997005781459ee95 /source/blender/draw | |
parent | d0d2fc981952a3fd132058da6f93ccb9fc2c8195 (diff) |
Cleanup: RNA naming, use highlight as suffux
This is whats done already elsewhere.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl | 6 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/workbench_materials.c | 6 |
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); |