Workbench: Fix material compilation.
authorClément Foucault <foucault.clem@gmail.com>
Sat, 9 Jun 2018 19:10:35 +0000 (21:10 +0200)
committerClément Foucault <foucault.clem@gmail.com>
Sat, 9 Jun 2018 19:11:03 +0000 (21:11 +0200)
source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl

index e954aa5e9f5c51877b1001c23add10fc7e9108c2..295aca246e74463f2d5fc641082620d5c0ef6253 100644 (file)
@@ -51,7 +51,7 @@ void main()
 #endif
 
 #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
-       vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs;
+       vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs);
 #else
        vec3 specular_color = vec3(0.0);
 #endif