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 | 17 |
1 files changed, 8 insertions, 9 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 200850e3036..6aeb912377c 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -4,7 +4,7 @@ layout(std140) uniform material_block { MaterialData material_data; }; -#ifdef OB_TEXTURE +#ifdef V3D_SHADING_TEXTURE_COLOR uniform sampler2D image; #endif @@ -12,9 +12,9 @@ uniform sampler2D image; in vec3 normal_viewport; #endif /* NORMAL_VIEWPORT_PASS_ENABLED */ -#ifdef OB_TEXTURE +#ifdef V3D_SHADING_TEXTURE_COLOR in vec2 uv_interp; -#endif /* OB_TEXTURE */ +#endif /* V3D_SHADING_TEXTURE_COLOR */ #ifdef HAIR_SHADER flat in float hair_rand; @@ -40,17 +40,16 @@ void main() n = normalize(n); #endif -#ifdef OB_SOLID +#ifdef V3D_SHADING_TEXTURE_COLOR + diffuseColor = texture(image, uv_interp); +#else diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0); # ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL - specularColor = vec4(material_data.diffuse_color.rgb, 0.0); + # endif -#endif /* OB_SOLID */ +#endif /* V3D_SHADING_TEXTURE_COLOR */ -#ifdef OB_TEXTURE - diffuseColor = texture(image, uv_interp); -#endif /* OB_TEXTURE */ #ifdef HAIR_SHADER float hair_color_variation = hair_rand * 0.1; diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0); |