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authorAlexander Romanov <a.romanov@blend4web.com>2016-07-04 11:01:32 +0300
committerAlexander Romanov <a.romanov@blend4web.com>2016-07-04 11:01:32 +0300
commitfe44eacf78736f99bdfd3bc3ac86abd17e8ad514 (patch)
treed455a08416a08ea5a8bd2debd5afb8ef1deb63ea /source/blender/gpu/GPU_material.h
parent9269574089a742130f02c0a1184a19d94f0e665d (diff)
Environment lighting for the GLSL mode
Environment lighting (aka ambient) is a key component of any renderer. It's implemented like the Environment lighting of BI render for Approximate Gather mode. It support "Sky Color" and "White" Environment lighting modes. It would be great if the user could see actual lighting conditions right in the Blender viewport instead of waiting for the renderer to complete the final image, exporting for external renderer or for a game engine. Before: {F113921} After: {F113922} Example file: {F319013} Original author: valentin_b4w Alexander (Blend4Web Team) Reviewers: valentin_b4w, campbellbarton, merwin, brecht Reviewed By: brecht Subscribers: panzergame, youle, duarteframos, AlexKowel, yurikovelenov, dingto, Evgeny_Rodygin Projects: #rendering, #opengl_gfx Differential Revision: https://developer.blender.org/D810
Diffstat (limited to 'source/blender/gpu/GPU_material.h')
-rw-r--r--source/blender/gpu/GPU_material.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/source/blender/gpu/GPU_material.h b/source/blender/gpu/GPU_material.h
index a79334df8ce..0d92d22a173 100644
--- a/source/blender/gpu/GPU_material.h
+++ b/source/blender/gpu/GPU_material.h
@@ -337,6 +337,7 @@ void GPU_mist_update_enable(short enable);
void GPU_mist_update_values(int type, float start, float dist, float inten, float color[3]);
void GPU_horizon_update_color(float color[3]);
void GPU_ambient_update_color(float color[3]);
+void GPU_zenith_update_color(float color[3]);
struct GPUParticleInfo
{