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Git Commits -> Revision 1d51cb6

Revision 1d51cb6 by Clément Foucault (master)
February 21, 2021, 00:33 (GMT)
Cleanup: EEVEE: change cameraVec macro to cameraVec(P)

This makes is clearer and avoid having to setup worldPosition if
shader is not a material shader.

Commit Details:

Full Hash: 1d51cb6be24e3097de2a20f490ef0dd535240f5b
Parent Commit: dee94af
Lines Changed: +44, -44

17 Modified Paths:

/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl (+1, -1) (Diff)
/source/blender/draw/engines/eevee/shaders/closure_type_lib.glsl (+1, -1) (Diff)
/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl (+2, -4) (Diff)
/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl (+15, -15) (Diff)
/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl (+1, -1) (Diff)
/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl (+4, -5) (Diff)
/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl (+1, -1) (Diff)
/source/blender/draw/intern/shaders/common_view_lib.glsl (+2, -4) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl (+1, -1) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl (+4, -2) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl (+1, -1) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl (+1, -1) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl (+1, -1) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl (+4, -2) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl (+2, -1) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl (+2, -2) (Diff)
/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl (+1, -1) (Diff)
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021