[Bf-blender-cvs] [0d5b291b741] blender2.8: Cleanup: removes unused varyings
mano-wii
noreply at git.blender.org
Fri Nov 16 17:50:12 CET 2018
Commit: 0d5b291b741039f1a6c49000f7428eba6d5d94f8
Author: mano-wii
Date: Thu Nov 15 09:15:02 2018 -0200
Branches: blender2.8
https://developer.blender.org/rB0d5b291b741039f1a6c49000f7428eba6d5d94f8
Cleanup: removes unused varyings
===================================================================
M source/blender/draw/engines/eevee/shaders/background_vert.glsl
M source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
index c849a577316..380d6d96491 100644
--- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
@@ -1,8 +1,6 @@
in vec2 pos;
-out vec3 varposition;
-out vec3 varnormal;
out vec3 viewPosition;
#ifndef VOLUMETRICS
@@ -15,13 +13,12 @@ out vec3 viewNormal;
void main()
{
gl_Position = vec4(pos, 1.0, 1.0);
- varposition = viewPosition = vec3(pos, -1.0);
- varnormal = normalize(-varposition);
+ viewPosition = vec3(pos, -1.0);
#ifndef VOLUMETRICS
/* Not used in practice but needed to avoid compilation errors. */
worldPosition = viewPosition;
- worldNormal = viewNormal = varnormal;
+ worldNormal = viewNormal = normalize(-viewPosition);
#endif
#ifdef ATTRIB
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
index 1f0ef76da0c..19c23fbfa39 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -1,19 +1,19 @@
-#define M_PI 3.14159265358979323846
-
uniform float backgroundAlpha;
+uniform vec3 color;
+
+out vec4 FragColor;
+
+#ifdef LOOKDEV
uniform mat4 ProjectionMatrix;
uniform mat4 ProjectionMatrixInverse;
uniform mat4 ViewMatrixInverse;
-#ifdef LOOKDEV
uniform mat3 StudioLightMatrix;
uniform sampler2D image;
uniform float studioLightBackground = 1.0;
in vec3 viewPosition;
-#endif
-uniform vec3 color;
-out vec4 FragColor;
+#define M_PI 3.14159265358979323846
void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
{
@@ -46,6 +46,7 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
* texels. So we force the highest mipmap and don't do anisotropic filtering. */
color = textureLod(ima, vec2(u, v), 0.0);
}
+#endif
void main() {
#ifdef LOOKDEV
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