From 7e380fd46a6f5353eceaec383c40f20bf6c1551f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 8 May 2019 19:33:54 +0200 Subject: GPU: Remove GPU_INVERSE_NORMAL_MATRIX The end goal for this is to lower the number of needed matrices. This also cleanup some uneeded transformation. --- source/blender/draw/intern/draw_manager_data.c | 4 ---- 1 file changed, 4 deletions(-) (limited to 'source/blender/draw/intern/draw_manager_data.c') diff --git a/source/blender/draw/intern/draw_manager_data.c b/source/blender/draw/intern/draw_manager_data.c index 003a89307b2..b7225275d72 100644 --- a/source/blender/draw/intern/draw_manager_data.c +++ b/source/blender/draw/intern/draw_manager_data.c @@ -838,7 +838,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) shgroup->modelviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MODELVIEW_INV); shgroup->modelviewprojection = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_MVP); shgroup->normalview = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL); - shgroup->normalviewinverse = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_NORMAL_INV); shgroup->normalworld = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_WORLDNORMAL); shgroup->orcotexfac = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_ORCO); shgroup->objectinfo = GPU_shader_get_builtin_uniform(shader, GPU_UNIFORM_OBJECT_INFO); @@ -860,9 +859,6 @@ static void drw_shgroup_init(DRWShadingGroup *shgroup, GPUShader *shader) if (shgroup->normalview > -1) { shgroup->matflag |= DRW_CALL_NORMALVIEW; } - if (shgroup->normalviewinverse > -1) { - shgroup->matflag |= DRW_CALL_NORMALVIEWINVERSE; - } if (shgroup->normalworld > -1) { shgroup->matflag |= DRW_CALL_NORMALWORLD; } -- cgit v1.2.3