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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-04 15:07:00 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-04 15:08:40 +0300
commit3f95daa31fa98b1bd67fc71835f0011287c1d136 (patch)
tree6b171179a5da5ca9b6326bfa5cb56ae7979aeda5 /source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
parentd8a03c77d796db4ae2546fbcbe230dbf4846b0ea (diff)
Workbench: Shadows
Initial review of the shard shadows in the workbench engine. Speed optimizations like transform feedback are not implemented yet. I first want this part to be reviewed and merged. @fclem please check the note in drw_stencil_set it was holding back nequal == 0 as by default DST.stencil_mask was set to 0. questioin is should we remove the whole check or not. Also I am still looking for a better name (or split the enum) for DRW_STATE_STENCIL_DEPTH_FAIL_INCR_DECR_WRAP Reviewers: fclem Reviewed By: fclem Tags: #code_quest Differential Revision: https://developer.blender.org/D3198
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.glsl6
1 files changed, 3 insertions, 3 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
index 38211239d01..b032bb6a7b5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -6,8 +6,8 @@ uniform sampler2D colorBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform vec2 invertedViewportSize;
-
uniform vec3 objectOverlapColor = vec3(0.0);
+uniform float lightMultiplier;
layout(std140) uniform world_block {
WorldData world_data;
@@ -52,11 +52,11 @@ void main()
vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb;
#endif /* WORKBENCH_ENCODE_NORMALS */
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_viewport);
- vec3 shaded_color = diffuse_light * diffuse_color.rgb;
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb * lightMultiplier;
#else /* V3D_LIGHTING_STUDIO */
vec3 diffuse_color = texelFetch(colorBuffer, texel, 0).rgb;
- vec3 shaded_color = diffuse_color;
+ vec3 shaded_color = diffuse_color * lightMultiplier;
#endif /* V3D_LIGHTING_STUDIO */