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source/blender/gpu/intern/gpu_material.c
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| /* Code generation */ | /* Code generation */ | ||||
| bool GPU_material_do_color_management(GPUMaterial *mat) | bool GPU_material_do_color_management(GPUMaterial *mat) | ||||
| { | { | ||||
| if (!BKE_scene_check_color_management_enabled(mat->scene)) | if (!BKE_scene_check_color_management_enabled(mat->scene)) | ||||
| return false; | return false; | ||||
| return !((mat->scene->gm.flag & GAME_GLSL_NO_COLOR_MANAGEMENT)); | return true; | ||||
| } | } | ||||
| bool GPU_material_use_new_shading_nodes(GPUMaterial *mat) | bool GPU_material_use_new_shading_nodes(GPUMaterial *mat) | ||||
| { | { | ||||
| return BKE_scene_use_new_shading_nodes(mat->scene); | return BKE_scene_use_new_shading_nodes(mat->scene); | ||||
| } | } | ||||
| static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist) | static GPUNodeLink *lamp_get_visibility(GPUMaterial *mat, GPULamp *lamp, GPUNodeLink **lv, GPUNodeLink **dist) | ||||
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