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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl11
1 files changed, 2 insertions, 9 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index c5b2ce0fd99..5e43fe27f38 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -4,13 +4,6 @@
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
-uniform sampler2D materialBuffer;
-uniform sampler2D normalBuffer;
-
-in vec4 uvcoordsvar;
-
-out vec4 fragColor;
-
void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
@@ -27,7 +20,7 @@ void main()
/* When using matcaps, mat_data.a is the back-face sign. */
N = (mat_data.a > 0.0) ? N : -N;
- fragColor.rgb = get_matcap_lighting(base_color, N, I);
+ fragColor.rgb = get_matcap_lighting(matcap_diffuse_tx, matcap_specular_tx, base_color, N, I);
#endif
#ifdef V3D_LIGHTING_STUDIO
@@ -38,7 +31,7 @@ void main()
fragColor.rgb = base_color;
#endif
- fragColor.rgb *= get_shadow(N);
+ fragColor.rgb *= get_shadow(N, forceShadowing);
fragColor.a = 1.0;
}