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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.glsl12
1 files changed, 6 insertions, 6 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 6aeb912377c..8752afb09c1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -1,8 +1,8 @@
uniform int object_id = 0;
-layout(std140) uniform material_block {
- MaterialData material_data;
-};
+uniform vec4 materialDiffuseColor;
+uniform vec4 materialSpecularColor;
+uniform float materialRoughness;
#ifdef V3D_SHADING_TEXTURE_COLOR
uniform sampler2D image;
@@ -43,9 +43,9 @@ void main()
#ifdef V3D_SHADING_TEXTURE_COLOR
diffuseColor = texture(image, uv_interp);
#else
- diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
+ diffuseColor = vec4(materialDiffuseColor.rgb, 0.0);
# ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
- specularColor = vec4(material_data.diffuse_color.rgb, 0.0);
+ specularColor = vec4(materialDiffuseColor.rgb, 0.0);
# endif
#endif /* V3D_SHADING_TEXTURE_COLOR */
@@ -56,7 +56,7 @@ void main()
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- specularColor = vec4(material_data.specular_color.rgb, material_data.roughness);
+ specularColor = vec4(materialSpecularColor.rgb, materialRoughness);
# ifdef HAIR_SHADER
specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0);
# endif