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author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-31 14:32:53 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-01 12:01:55 +0300 |
commit | c450966e9562eb352b869f3b554d60a42dea2fa1 (patch) | |
tree | 8cdf507041087221dbf07c66f476b8618312872d /source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl | |
parent | 3b2d3a3cd11d07945b18252359378ffadddfe3bd (diff) |
Workbench: Material specific settings for the specular
- Uses the roughness setting of the basic eevee material
- renamed gloss_mir to roughness
- set default of roughness to 0.25
- renamed ray_mirror to metallic
- cleaned up material rna (BI mirror struct)
- use BLINN phong model
- normalize incoming/outgoing specular light
- when using camera oriented studiolight, the SolidLight will be used
for specular highlights
- EXPERIMENT: when in world oriented studiolight only the shadow direction will be used.
- change the settings of the internal light to make scenes more
readable
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl index 88b715f55a8..39c6863e71c 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl @@ -1,5 +1,7 @@ #define NO_OBJECT_ID uint(0) #define EPSILON 0.00001 +#define M_PI 3.14159265358979323846 + /* 4x4 bayer matrix prepared for 8bit UNORM precision error. */ #define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0)) const vec4 dither_mat4x4[4] = vec4[4]( |