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, 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 |