diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-09 13:21:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-09 13:44:56 +0300 |
commit | a1b42b79b316608a60e811458e7854266ce6ea5f (patch) | |
tree | 2b6f0d6700da78beeae27e0cbd04a4a6c480cb58 /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl | |
parent | 7ce81484f8214cd52b000e8d3f47dd3aed56da84 (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.glsl | 7 |
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 |