[Bf-blender-cvs] [3f1a7aec13c] blender2.8: Eevee: optimize vertex shader for probe and shadows.
Clément Foucault
noreply at git.blender.org
Sat May 20 23:58:17 CEST 2017
Commit: 3f1a7aec13cc0cf5c441e463dbd8e9ffdd4b4f44
Author: Clément Foucault
Date: Fri May 19 12:00:20 2017 +0200
Branches: blender2.8
https://developer.blender.org/rB3f1a7aec13cc0cf5c441e463dbd8e9ffdd4b4f44
Eevee: optimize vertex shader for probe and shadows.
===================================================================
M source/blender/draw/engines/eevee/shaders/probe_geom.glsl
M source/blender/draw/engines/eevee/shaders/probe_vert.glsl
M source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
M source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/probe_geom.glsl b/source/blender/draw/engines/eevee/shaders/probe_geom.glsl
index 5f79e1c6eb8..c7250e1212e 100644
--- a/source/blender/draw/engines/eevee/shaders/probe_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/probe_geom.glsl
@@ -5,7 +5,7 @@ layout(triangle_strip, max_vertices=3) out;
uniform int Layer;
in vec4 vPos[];
-in int face[];
+flat in int face[];
out vec3 worldPosition;
out vec3 worldNormal; /* Required. otherwise generate linking error on AMD. */
diff --git a/source/blender/draw/engines/eevee/shaders/probe_vert.glsl b/source/blender/draw/engines/eevee/shaders/probe_vert.glsl
index 16b66a584a3..f5077d52845 100644
--- a/source/blender/draw/engines/eevee/shaders/probe_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/probe_vert.glsl
@@ -2,7 +2,7 @@
in vec3 pos;
out vec4 vPos;
-out int face;
+flat out int face;
void main() {
vPos = vec4(pos, 1.0);
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
index 3e63032abe3..bac6a10eee1 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_geom.glsl
@@ -8,7 +8,7 @@ layout(std140) uniform shadow_render_block {
};
in vec4 vPos[];
-in int face[];
+flat in int face[];
void main() {
int f = face[0];
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 28470b31a0f..ffb99f1b35c 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -4,7 +4,7 @@ uniform mat4 ShadowModelMatrix;
in vec3 pos;
out vec4 vPos;
-out int face;
+flat out int face;
void main() {
vPos = ShadowModelMatrix * vec4(pos, 1.0);
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