diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl | 12 |
1 files changed, 5 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl index c673b2484de..b5f95f2dcf8 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -1,7 +1,5 @@ -uniform int object_id = 0; -uniform vec3 materialDiffuseColor; -uniform float materialMetallic; +uniform vec4 materialColorAndMetal; uniform float materialRoughness; uniform sampler2D image; @@ -48,7 +46,7 @@ void main() # elif defined(V3D_SHADING_VERTEX_COLOR) color.rgb = vertexColor; # else - color.rgb = materialDiffuseColor; + color.rgb = materialColorAndMetal.rgb; # endif # ifdef V3D_LIGHTING_MATCAP @@ -56,7 +54,7 @@ void main() metallic = float(gl_FrontFacing); roughness = 0.0; # else - metallic = materialMetallic; + metallic = materialColorAndMetal.a; roughness = materialRoughness; # endif @@ -64,7 +62,7 @@ void main() /* Add some variation to the hairs to avoid uniform look. */ float hair_variation = hair_rand * 0.1; color = clamp(color - hair_variation, 0.0, 1.0); - metallic = clamp(materialMetallic - hair_variation, 0.0, 1.0); + metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0); roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0); # endif @@ -73,7 +71,7 @@ void main() #endif /* MATDATA_PASS_ENABLED */ #ifdef OBJECT_ID_PASS_ENABLED - objectId = uint(object_id); + objectId = uint(resource_id + 1) & 0xFFu; #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED |