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author | Mike Erwin <significant.bit@gmail.com> | 2017-04-16 22:04:07 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2017-04-16 22:04:07 +0300 |
commit | 8dcf7a46a28dd291680873f78a8a5259d065ee2f (patch) | |
tree | fd521344571f8a1ee210a38ba0d125137de4eb49 /source/blender/gpu/CMakeLists.txt | |
parent | 6a2c82332b59a7f8210128bf228f78c07410bdf2 (diff) |
OpenGL: fix GPU_SHADER_SIMPLE_LIGHTING_SMOOTH_COLOR
The fragment shader expects a normal, but the vertex shader was not providing one.
Fix: added a new vertex shader that has normals + smooth color interpolation.
I also split gpu_shader_3D_vert in two:
- one with just position
- one with position + normal
For each of the builtin shaders, we should be able to look at the GLSL and tell exactly what it's doing. Using #defines and #ifdefs for rendering options makes the shaders hard to read and easy to break.
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index f2b13d860dd..8d1d45d34cc 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -147,8 +147,10 @@ data_to_c_simple(shaders/gpu_shader_image_depth_linear_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_image_interlace_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_image_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_normal_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_3D_normal_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_passthrough_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_clipped_uniform_color_vert.glsl SRC) |