diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-31 14:32:53 +0300 |
---|---|---|
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_data_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_data_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl | 15 |
1 files changed, 14 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl index c826a5b82fa..fc076ee8117 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl @@ -1,3 +1,8 @@ +struct LightData { + vec4 light_direction_vs; + vec4 specular_color; +}; + struct WorldData { vec4 diffuse_light_x_pos; vec4 diffuse_light_x_neg; @@ -9,5 +14,13 @@ struct WorldData { vec4 background_color_high; vec4 object_outline_color; vec4 light_direction_vs; - float specular_sharpness; + LightData lights[3]; + int num_lights; + int pad[3]; +}; + +struct MaterialData { + vec4 diffuse_color; + vec4 specular_color; + float roughness; }; |