diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl index 4a7d195a56a..1b3737193b0 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl @@ -1,4 +1,4 @@ -#ifdef OB_TEXTURE +#ifdef V3D_SHADING_TEXTURE_COLOR uniform sampler2D image; #endif uniform mat4 ProjectionMatrix; @@ -10,7 +10,7 @@ uniform vec4 viewvecs[3]; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ -#ifdef OB_TEXTURE +#ifdef V3D_SHADING_TEXTURE_COLOR in vec2 uv_interp; #endif #ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL @@ -32,12 +32,12 @@ void main() { vec4 diffuse_color; vec3 diffuse_light = vec3(1.0); -#ifdef OB_SOLID - diffuse_color = material_data.diffuse_color; -#endif /* OB_SOLID */ -#ifdef OB_TEXTURE + +#ifdef V3D_SHADING_TEXTURE_COLOR diffuse_color = texture(image, uv_interp); -#endif /* OB_TEXTURE */ +#else + diffuse_color = material_data.diffuse_color; +#endif /* V3D_SHADING_TEXTURE_COLOR */ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); |