Eevee: Make lookdev shader use common_view_lib

This commit is contained in:
Clément Foucault 2019-05-21 20:28:14 +02:00
parent 2d2ff27ce8
commit b3601a4687
3 changed files with 16 additions and 9 deletions

View File

@ -598,8 +598,11 @@ void EEVEE_materials_init(EEVEE_ViewLayerData *sldata,
e_data.vert_shadow_shader_str = BLI_string_joinN(
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_shadow_vert_glsl);
e_data.default_background = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL);
e_data.default_background = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
char *vert_str = BLI_string_joinN(
datatoc_common_view_lib_glsl, datatoc_common_hair_lib_glsl, datatoc_prepass_vert_glsl);

View File

@ -110,8 +110,11 @@ void EEVEE_shaders_lightprobe_shaders_init(void)
e_data.probe_filter_glossy_sh = DRW_shader_create(
datatoc_lightprobe_vert_glsl, datatoc_lightprobe_geom_glsl, shader_str, filter_defines);
e_data.probe_default_sh = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, NULL);
e_data.probe_default_sh = DRW_shader_create_with_lib(datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
datatoc_common_view_lib_glsl,
NULL);
MEM_freeN(shader_str);
@ -178,8 +181,12 @@ GPUShader *EEVEE_shaders_probe_planar_downsample_sh_get(void)
GPUShader *EEVEE_shaders_default_studiolight_sh_get(void)
{
if (e_data.probe_default_studiolight_sh == NULL) {
e_data.probe_default_studiolight_sh = DRW_shader_create(
datatoc_background_vert_glsl, NULL, datatoc_default_world_frag_glsl, "#define LOOKDEV\n");
e_data.probe_default_studiolight_sh = DRW_shader_create_with_lib(
datatoc_background_vert_glsl,
NULL,
datatoc_default_world_frag_glsl,
datatoc_common_view_lib_glsl,
"#define LOOKDEV\n");
}
return e_data.probe_default_studiolight_sh;
}

View File

@ -5,9 +5,6 @@ uniform vec3 color;
out vec4 FragColor;
#ifdef LOOKDEV
uniform mat4 ProjectionMatrix;
uniform mat4 ProjectionMatrixInverse;
uniform mat4 ViewMatrixInverse;
uniform mat3 StudioLightMatrix;
uniform sampler2D image;
uniform float studioLightBackground = 1.0;