diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-05-17 18:41:21 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-05-18 02:50:06 +0300 |
commit | ecee490d1347d7896e670fe7eeb321c8552ef61b (patch) | |
tree | d90593fffe2520ee52c1497d7a83e602bc19b49a /source/blender/draw/engines/eevee/shaders/default_frag.glsl | |
parent | 60cd996c0aa1291c514c3a38625e6657a28230f7 (diff) |
Eevee: Some changes to default shader.
Use old BI material prop and use a metallic approach.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl index 57622aa716b..a212536011b 100644 --- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -1,13 +1,15 @@ -uniform vec3 diffuse_col; -uniform vec3 specular_col; -uniform int hardness; +uniform vec3 basecol; +uniform float metallic; +uniform float specular; +uniform float roughness; out vec4 FragColor; void main() { - float roughness = 1.0 - float(hardness) / 511.0; - roughness *= roughness; - FragColor = vec4(eevee_surface_lit(worldNormal, diffuse_col, specular_col, roughness, 1.0), 1.0); + vec3 dielectric = vec3(0.034) * specular * 2.0; + vec3 diffuse = mix(basecol, vec3(0.0), metallic); + vec3 f0 = mix(dielectric, basecol, metallic); + FragColor = vec4(eevee_surface_lit(worldNormal, diffuse, f0, roughness, 1.0), 1.0); } |