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authorClément Foucault <foucault.clem@gmail.com>2017-02-22 14:46:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-02-22 14:46:27 +0300
commit6dbc6dfc14e749f929be93a5025b255d41c30941 (patch)
treec32c5ef9262809253b81c340696fad5f7d655475 /source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
parente05d3d5d9b0fff6efce57f015129892c29ab067e (diff)
Clay Engine: Prepare for Armature drawing.
- Added runtime display matrices to EditBone and bPoseChannel - Added Object space instance vertex shader and modified the simple lighting shader accordingly
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl9
1 files changed, 9 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
index 9828787fb04..4eacd08d5af 100644
--- a/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_simple_lighting_frag.glsl
@@ -1,12 +1,21 @@
+#ifndef USE_INSTANCE_COLOR
uniform vec4 color;
+#endif
uniform vec3 light;
#if __VERSION__ == 120
varying vec3 normal;
+#ifdef USE_INSTANCE_COLOR
+ varying vec4 finalColor;
+#endif
#define fragColor gl_FragColor
#else
in vec3 normal;
+#ifdef USE_INSTANCE_COLOR
+ flat in vec4 finalColor;
+ #define color finalColor
+#endif
out vec4 fragColor;
#endif