diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:07:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:12:16 +0300 |
commit | c476c36e400883d929a7149def8dcb6ad6157a86 (patch) | |
tree | c19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl | |
parent | f01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff) |
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl new file mode 100644 index 00000000000..cdb9823096c --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl @@ -0,0 +1,44 @@ + +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_common_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl) + +uniform sampler2D materialBuffer; +uniform sampler2D normalBuffer; + +in vec4 uvcoordsvar; + +out vec4 fragColor; + +void main() +{ + /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ + vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, world_data.viewvecs, ProjectionMatrix); + vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st)); + vec4 mat_data = texture(materialBuffer, uvcoordsvar.st); + + vec3 base_color = mat_data.rgb; + + float roughness, metallic; + workbench_float_pair_decode(mat_data.a, roughness, metallic); + +#ifdef V3D_LIGHTING_MATCAP + /* When using matcaps, mat_data.a is the backface sign. */ + N = (mat_data.a > 0.0) ? N : -N; + + fragColor.rgb = get_matcap_lighting(base_color, N, I); +#endif + +#ifdef V3D_LIGHTING_STUDIO + fragColor.rgb = get_world_lighting(base_color, roughness, metallic, N, I); +#endif + +#ifdef V3D_LIGHTING_FLAT + fragColor.rgb = base_color; +#endif + + fragColor.rgb *= get_shadow(N); + + fragColor.a = 1.0; +} |