[Bf-blender-cvs] [b363113c2d6] tmp-drw-callbatching: Workbench: Fix Shader compilation
Clément Foucault
noreply at git.blender.org
Sat Aug 17 14:50:48 CEST 2019
Commit: b363113c2d628b8a7bb3112d172d36858b063af8
Author: Clément Foucault
Date: Sat Jun 22 17:29:57 2019 +0200
Branches: tmp-drw-callbatching
https://developer.blender.org/rBb363113c2d628b8a7bb3112d172d36858b063af8
Workbench: Fix Shader compilation
===================================================================
M source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 34777ed31b0..2ae47ca539d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -62,13 +62,13 @@ void main()
/* -------- SHADING --------- */
#ifdef V3D_LIGHTING_FLAT
- vec3 shaded_color = diffuse_color.rgb;
+ vec3 shaded_color = base_color.rgb;
#elif defined(V3D_LIGHTING_MATCAP)
bool flipped = world_data.matcap_orientation != 0;
vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped);
vec3 matcap = textureLod(matcapImage, matcap_uv, 0.0).rgb;
- vec3 shaded_color = matcap * diffuse_color.rgb;
+ vec3 shaded_color = matcap * base_color.rgb;
#elif defined(V3D_LIGHTING_STUDIO)
# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
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