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authorClément Foucault <foucault.clem@gmail.com>2017-04-27 23:27:09 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-01 19:11:21 +0300
commite868b459bb8efc35012b2364762f3d25d96b8b0d (patch)
treeeb2c0e9909a3a4ea5225f6b537f8b7fbdf51d832 /source/blender/nodes/shader/nodes/node_shader_tex_environment.c
parent2f100c13ee14cc6876423d1ac39ef9c565fb8987 (diff)
Eevee: World nodetree gpumaterial compatibility.
- Unify GPUMaterial creation (world/mesh). - Support for multiple shader variations (not used for now). - Convert GPUInputs to DRWUniforms to be used with the draw manager. - Nodetree Update is not supported. The only way to refresh the shaders is to change render engine. - Cleanup in GPUPass. - Add new temporary Node Compatibility type. Compatibility types should be removed in the future.
Diffstat (limited to 'source/blender/nodes/shader/nodes/node_shader_tex_environment.c')
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index 2f8f95b0675..e090f26ab6b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -69,8 +69,10 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE
if (type == GPU_MATERIAL_TYPE_MESH)
in[0].link = GPU_builtin(GPU_VIEW_POSITION);
- else
+ else if (type == GPU_MATERIAL_TYPE_WORLD)
GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
+ else
+ GPU_link(mat, "environment_default_vector", &in[0].link);
}
node_shader_gpu_tex_mapping(mat, node, in, out);