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Diffstat (limited to 'source/blender/draw/engines/workbench/workbench_transparent.c')
-rw-r--r--source/blender/draw/engines/workbench/workbench_transparent.c12
1 files changed, 6 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/workbench_transparent.c b/source/blender/draw/engines/workbench/workbench_transparent.c
index 39aa721a41c..5fd8229304a 100644
--- a/source/blender/draw/engines/workbench/workbench_transparent.c
+++ b/source/blender/draw/engines/workbench/workbench_transparent.c
@@ -67,7 +67,7 @@ void workbench_transparent_engine_init(WORKBENCH_Data *data)
static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
DRWShadingGroup *grp)
{
- DRW_shgroup_uniform_block_persistent(grp, "world_block", wpd->world_ubo);
+ DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_bool_copy(grp, "forceShadowing", false);
if (STUDIOLIGHT_TYPE_MATCAP_ENABLED(wpd)) {
@@ -78,8 +78,8 @@ static void workbench_transparent_lighting_uniforms(WORKBENCH_PrivateData *wpd,
struct GPUTexture *spec_tx = wpd->studio_light->matcap_specular.gputexture;
const bool use_spec = workbench_is_specular_highlight_enabled(wpd);
spec_tx = (use_spec && spec_tx) ? spec_tx : diff_tx;
- DRW_shgroup_uniform_texture_persistent(grp, "matcapDiffuseImage", diff_tx);
- DRW_shgroup_uniform_texture_persistent(grp, "matcapSpecularImage", spec_tx);
+ DRW_shgroup_uniform_texture(grp, "matcapDiffuseImage", diff_tx);
+ DRW_shgroup_uniform_texture(grp, "matcapSpecularImage", spec_tx);
}
}
@@ -116,20 +116,20 @@ void workbench_transparent_cache_init(WORKBENCH_Data *data)
workbench_transparent_lighting_uniforms(wpd, grp);
wpd->prepass[transp][infront][hair].vcol_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. (uses vcol) */
sh = workbench_shader_transparent_image_get(wpd, hair, false);
wpd->prepass[transp][infront][hair].image_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
sh = workbench_shader_transparent_image_get(wpd, hair, true);
wpd->prepass[transp][infront][hair].image_tiled_shgrp = grp = DRW_shgroup_create(sh, pass);
- DRW_shgroup_uniform_block_persistent(grp, "material_block", wpd->material_ubo_curr);
+ DRW_shgroup_uniform_block(grp, "material_block", wpd->material_ubo_curr);
DRW_shgroup_uniform_int_copy(grp, "materialIndex", 0); /* Default material. */
workbench_transparent_lighting_uniforms(wpd, grp);
}