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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.glsl17
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);