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authorClément Foucault <foucault.clem@gmail.com>2017-05-17 18:41:21 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-05-18 02:50:06 +0300
commitecee490d1347d7896e670fe7eeb321c8552ef61b (patch)
treed90593fffe2520ee52c1497d7a83e602bc19b49a /source/blender/draw/engines/eevee/shaders/default_frag.glsl
parent60cd996c0aa1291c514c3a38625e6657a28230f7 (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.glsl14
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);
}