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Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_shadows.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_shadows.c44
1 files changed, 1 insertions, 43 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_shadows.c b/source/blender/draw/engines/eevee/eevee_shadows.c
index fb338d85fde..84c50a22ae6 100644
--- a/source/blender/draw/engines/eevee/eevee_shadows.c
+++ b/source/blender/draw/engines/eevee/eevee_shadows.c
@@ -159,47 +159,6 @@ void EEVEE_shadows_cache_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata)
}
}
-/* Add a shadow caster to the shadowpasses */
-void EEVEE_shadows_caster_add(EEVEE_ViewLayerData *UNUSED(sldata),
- EEVEE_StorageList *stl,
- struct GPUBatch *geom,
- Object *ob)
-{
- DRW_shgroup_call(stl->g_data->shadow_shgrp, geom, ob);
-}
-
-void EEVEE_shadows_caster_material_add(EEVEE_ViewLayerData *sldata,
- EEVEE_PassList *psl,
- struct GPUMaterial *gpumat,
- struct GPUBatch *geom,
- struct Object *ob,
- const float *alpha_threshold)
-{
- /* TODO / PERF : reuse the same shading group for objects with the same material */
- DRWShadingGroup *grp = DRW_shgroup_material_create(gpumat, psl->shadow_pass);
-
- if (grp == NULL) {
- return;
- }
-
- /* Unfortunately needed for correctness but not 99% of the time not needed.
- * TODO detect when needed? */
- DRW_shgroup_uniform_block(grp, "probe_block", sldata->probe_ubo);
- DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
- DRW_shgroup_uniform_block(grp, "planar_block", sldata->planar_ubo);
- DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
- DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
- DRW_shgroup_uniform_block(
- grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
- DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
-
- if (alpha_threshold != NULL) {
- DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
- }
-
- DRW_shgroup_call(grp, geom, ob);
-}
-
/* Make that object update shadow casting lights inside its influence bounding box. */
void EEVEE_shadows_caster_register(EEVEE_ViewLayerData *sldata, Object *ob)
{
@@ -470,8 +429,7 @@ void EEVEE_shadow_output_init(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
DRW_shgroup_uniform_block(grp, "common_block", sldata->common_ubo);
- DRW_shgroup_uniform_block(
- grp, "renderpass_block", EEVEE_material_default_render_pass_ubo_get(sldata));
+ DRW_shgroup_uniform_block(grp, "renderpass_block", sldata->renderpass_ubo.combined);
DRW_shgroup_uniform_texture_ref(grp, "shadowCubeTexture", &sldata->shadow_cube_pool);
DRW_shgroup_uniform_texture_ref(grp, "shadowCascadeTexture", &sldata->shadow_cascade_pool);