diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
4 files changed, 0 insertions, 9 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl index 2955bcb9cca..5d4153999c0 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl @@ -1,5 +1,3 @@ -uniform mat4 ModelMatrix; -uniform mat4 ModelMatrixInverse; #ifndef HAIR_SHADER in vec3 pos; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl index 85145a2dcdc..e07f87525e2 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl @@ -1,7 +1,5 @@ #define INFINITE 1000.0 -uniform mat4 ModelMatrix; - uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57); uniform float lightDistance = 1e4; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl index cef405d12d3..848cd49bf53 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl @@ -1,7 +1,4 @@ -uniform mat4 ModelMatrix; -uniform mat4 ModelMatrixInverse; - uniform vec3 OrcoTexCoFactors[2]; uniform sampler2D depthBuffer; diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl index 1834173fee9..6f0bb56fafd 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_vert.glsl @@ -1,6 +1,4 @@ -uniform mat4 ModelMatrix; - uniform vec3 OrcoTexCoFactors[2]; uniform float slicePosition; uniform int sliceAxis; /* -1 is no slice, 0 is X, 1 is Y, 2 is Z. */ |