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authorClément Foucault <foucault.clem@gmail.com>2018-06-09 13:21:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-09 13:44:56 +0300
commita1b42b79b316608a60e811458e7854266ce6ea5f (patch)
tree2b6f0d6700da78beeae27e0cbd04a4a6c480cb58 /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
parent7ce81484f8214cd52b000e8d3f47dd3aed56da84 (diff)
Workbench: Fix incident vector calculation.
This fixes specular in perspective view.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl7
1 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index e5ee272e7fd..4ae62352e16 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -1,5 +1,7 @@
out vec4 fragColor;
+uniform mat4 ProjectionMatrix;
+
uniform usampler2D objectId;
uniform sampler2D colorBuffer;
uniform sampler2D specularBuffer;
@@ -8,6 +10,7 @@ uniform sampler2D normalBuffer;
uniform sampler2D cavityBuffer;
uniform vec2 invertedViewportSize;
+uniform vec4 viewvecs[3];
uniform float shadowMultiplier;
uniform float lightMultiplier;
uniform float shadowShift = 0.1;
@@ -61,6 +64,8 @@ void main()
# endif /* WORKBENCH_ENCODE_NORMALS */
#endif
+ vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
+
#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
vec2 matcap_uv = normal_viewport.xy / 2.0 + 0.5;
if (world_data.matcap_orientation != 0) {
@@ -70,8 +75,6 @@ void main()
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- /* XXX Should calculate the correct VS Incoming direction */
- vec3 I_vs = vec3(0.0, 0.0, 1.0);
vec4 specular_data = texelFetch(specularBuffer, texel, 0);
vec3 specular_color = get_world_specular_lights(world_data, specular_data, normal_viewport, I_vs);
#else