[Bf-blender-cvs] [9594be5eef5] tmp-workbench-rewrite2: Remove commented-out code
Miguel Pozo
noreply at git.blender.org
Tue Jan 10 15:55:19 CET 2023
Commit: 9594be5eef59e75854ebecd58b20c0f00c15ad8e
Author: Miguel Pozo
Date: Mon Jan 9 17:11:23 2023 +0100
Branches: tmp-workbench-rewrite2
https://developer.blender.org/rB9594be5eef59e75854ebecd58b20c0f00c15ad8e
Remove commented-out code
===================================================================
M source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
M source/blender/draw/engines/workbench/shaders/workbench_next_composite_frag.glsl
M source/blender/draw/engines/workbench/workbench_engine.cc
===================================================================
diff --git a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
index 7ebebdf8c2b..a81c1b5712e 100644
--- a/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
+++ b/source/blender/draw/engines/workbench/shaders/infos/workbench_shadow_info.hh
@@ -32,7 +32,6 @@ GPU_SHADER_CREATE_INFO(workbench_next_shadow_common)
.vertex_out(workbench_shadow_iface)
.define("WORKBENCH_NEXT")
.uniform_buf(1, "ShadowPassData", "pass_data")
- //.push_constant(Type::VEC3, "lightDirection")
.define("lightDirection", "vData[0].light_direction_os")
.typedef_source("workbench_shader_shared.h")
.additional_info("draw_view")
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_next_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_next_composite_frag.glsl
index 5331ad5f7ae..a66af6008d9 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_next_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_next_composite_frag.glsl
@@ -41,20 +41,16 @@ void main()
# ifdef WORKBENCH_CAVITY
cavity_compute(uv, depth_tx, normal_tx, cavity, edges);
- // color.rgb = vec3(cavity, edges, 0);
# endif
# ifdef WORKBENCH_CURVATURE
curvature_compute(uv, object_id_tx, normal_tx, curvature);
- // color.rgb = vec3(curvature);
# endif
float final_cavity_factor = clamp(
(1.0 - cavity) * (1.0 + edges) * (1.0 + curvature), 0.0, 4.0);
color.rgb *= final_cavity_factor;
- // color.rgb *= vec3(0, 1, 0);
-
#endif
bool shadow = texture(stencil_tx, uv).r != 0;
diff --git a/source/blender/draw/engines/workbench/workbench_engine.cc b/source/blender/draw/engines/workbench/workbench_engine.cc
index fff98692220..e10bcf872ae 100644
--- a/source/blender/draw/engines/workbench/workbench_engine.cc
+++ b/source/blender/draw/engines/workbench/workbench_engine.cc
@@ -319,7 +319,6 @@ class Instance {
resources.object_id_tx.clear(uint4(0));
}
- // resources.depth_tx.acquire(resolution, GPU_DEPTH24_STENCIL8);
Framebuffer fb = Framebuffer("Workbench.Clear");
fb.ensure(GPU_ATTACHMENT_TEXTURE(resources.depth_tx));
fb.bind();
@@ -353,7 +352,6 @@ class Instance {
resources.color_tx.release();
resources.object_id_tx.release();
- // resources.depth_tx.release();
resources.depth_in_front_tx.release();
}
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