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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-31 14:32:53 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-01 12:01:55 +0300
commitc450966e9562eb352b869f3b554d60a42dea2fa1 (patch)
tree8cdf507041087221dbf07c66f476b8618312872d /source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
parent3b2d3a3cd11d07945b18252359378ffadddfe3bd (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.glsl15
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;
};