Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl12
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl12
3 files changed, 12 insertions, 18 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 2d913c63b00..99bacea4b27 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -15,9 +15,3 @@ struct WorldData {
float background_alpha;
int pad[1];
};
-
-struct MaterialData {
- vec4 diffuse_color;
- vec4 specular_color;
- float roughness;
-};
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index c21dd2af684..110b5a51fa5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -7,6 +7,10 @@ uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];
+uniform vec4 materialDiffuseColor;
+uniform vec4 materialSpecularColor;
+uniform float materialRoughness;
+
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
@@ -21,10 +25,6 @@ layout(std140) uniform world_block {
WorldData world_data;
};
-layout(std140) uniform material_block {
- MaterialData material_data;
-};
-
layout(location=0) out vec4 transparentAccum;
layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */
@@ -36,7 +36,7 @@ void main()
#ifdef V3D_SHADING_TEXTURE_COLOR
diffuse_color = texture(image, uv_interp);
#else
- diffuse_color = material_data.diffuse_color;
+ diffuse_color = materialDiffuseColor;
#endif /* V3D_SHADING_TEXTURE_COLOR */
vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
@@ -53,7 +53,7 @@ void main()
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs);
+ vec3 specular_color = get_world_specular_lights(world_data, vec4(materialSpecularColor.rgb, materialRoughness), nor, I_vs);
#else
vec3 specular_color = vec3(0.0);
#endif
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