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author | Clément Foucault <foucault.clem@gmail.com> | 2017-04-25 19:46:59 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-04-25 19:47:20 +0300 |
commit | 041a50291b73b727fdf8bc3192de2917e8563ce0 (patch) | |
tree | 4a01f82c9241b3fa3037ccdaac113d4a86be447e /source/blender/draw/engines/eevee/shaders/default_frag.glsl | |
parent | 00f5c621a65b6bc9847776b2542588835fb4054c (diff) |
Eevee: Make default shaders works.
- Added New Batch cache routine to get the split mesh for each material. (optimization needed)
- Did some shader modifications to create default_frag and support a somwhat correct fresnel for lamps (to finish)
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl new file mode 100644 index 00000000000..02ececf7a68 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -0,0 +1,10 @@ + +uniform vec3 diffuse_col; +uniform vec3 specular_col; +uniform int hardness; + +void main() +{ + float roughness = 1.0 - float(hardness) / 511.0; + fragColor = vec4(eevee_surface_lit(worldNormal, diffuse_col, specular_col, roughness), 1.0); +} |