[Bf-blender-cvs] [5aa8d981ec9] blender2.8: Workbench: Flipping MatCaps for forward shading
Jeroen Bakker
noreply at git.blender.org
Mon Jun 11 11:52:44 CEST 2018
Commit: 5aa8d981ec9e6d3b443d31f8e26986d364e50244
Author: Jeroen Bakker
Date: Fri Jun 8 16:45:23 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB5aa8d981ec9e6d3b443d31f8e26986d364e50244
Workbench: Flipping MatCaps for forward shading
===================================================================
M source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
M source/blender/draw/engines/workbench/workbench_deferred.c
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
index 6f4237ebd0a..9d256e5350a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl
@@ -60,4 +60,3 @@ vec3 get_world_specular_lights(WorldData world_data, vec4 specular_data, vec3 N,
}
return specular_light;
}
-
diff --git a/source/blender/draw/engines/workbench/workbench_deferred.c b/source/blender/draw/engines/workbench/workbench_deferred.c
index e1cb8b482ab..b02c8ef3a4f 100644
--- a/source/blender/draw/engines/workbench/workbench_deferred.c
+++ b/source/blender/draw/engines/workbench/workbench_deferred.c
@@ -113,7 +113,7 @@ static char *workbench_build_composite_frag(WORKBENCH_PrivateData *wpd)
BLI_dynstr_append(ds, datatoc_workbench_common_lib_glsl);
BLI_dynstr_append(ds, datatoc_workbench_background_lib_glsl);
- if ((wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
+ if ((wpd->shading.light & V3D_LIGHTING_MATCAP) || (wpd->shading.light & V3D_LIGHTING_STUDIO) || (wpd->shading.flag & V3D_SHADING_SPECULAR_HIGHLIGHT)) {
BLI_dynstr_append(ds, datatoc_workbench_world_light_lib_glsl);
}
if (wpd->shading.flag & V3D_SHADING_OBJECT_OUTLINE) {
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