[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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