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 _______________________________________________ Bf-blender-cvs mailing list [email protected] https://lists.blender.org/mailman/listinfo/bf-blender-cvs
