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authorClément Foucault <foucault.clem@gmail.com>2019-05-11 15:37:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-14 11:57:03 +0300
commit2d28df783a029ee5b64da005b2fa400e4e8de976 (patch)
tree52761ab5351a3db388482029625e3c0526044037 /source/blender/gpu/shaders
parent642c8010b210e1671f4faa0ca1c097c77f19042a (diff)
GPU: Move Material index to nodetree evaluation
This removes the need to pass the Material* all over the place in the draw manager. Cleanup comming right after.
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 03999b2277c..023870125c9 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -3234,6 +3234,7 @@ void node_light_falloff(
void node_object_info(mat4 obmat,
vec4 info,
+ float mat_index,
out vec3 location,
out float object_index,
out float material_index,
@@ -3241,7 +3242,7 @@ void node_object_info(mat4 obmat,
{
location = obmat[3].xyz;
object_index = info.x;
- material_index = info.y;
+ material_index = mat_index;
random = info.z;
}