Workbench: Cleanups and reduce shader variations
authorClément Foucault <foucault.clem@gmail.com>
Wed, 5 Dec 2018 01:07:23 +0000 (02:07 +0100)
committerClément Foucault <foucault.clem@gmail.com>
Wed, 5 Dec 2018 01:51:48 +0000 (02:51 +0100)
commit7ffde286be0774e24ea04b4acaad6c6e4ae16bfe
tree2c4a3891df3438b24480651f157e07632f9cf15f
parent53685404316e05879bc9ff46837dd224ba3cce4f
Workbench: Cleanups and reduce shader variations

Also optimize deferred engine by only outputing material data if needed.
This make the bare flat shading mode (no effects) only a depth prepass.
source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
source/blender/draw/engines/workbench/shaders/workbench_forward_composite_frag.glsl
source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
source/blender/draw/engines/workbench/workbench_deferred.c
source/blender/draw/engines/workbench/workbench_forward.c
source/blender/draw/engines/workbench/workbench_materials.c
source/blender/draw/engines/workbench/workbench_private.h