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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-05 09:15:30 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-05 12:38:33 +0300
commita3815f87773c7d45740c98c888718424d736870b (patch)
tree4cd46cb327fe76e1dfcde04dcdd99d1cc4a2e9b5 /source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
parentade710500df4f333077daa96e3ab72eb2cdc3b94 (diff)
Workbench: Matcaps T55291
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
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.glsl37
1 files changed, 25 insertions, 12 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 5f37490603d..326837bc69f 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
@@ -11,6 +11,9 @@ uniform float lightMultiplier;
uniform float shadowShift = 0.1;
uniform mat3 normalWorldMatrix;
+#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+uniform sampler2D matcapImage;
+#endif
layout(std140) uniform world_block {
WorldData world_data;
@@ -43,16 +46,21 @@ void main()
#endif /* !V3D_SHADING_OBJECT_OUTLINE */
vec4 diffuse_color = texelFetch(colorBuffer, texel, 0);
+
/* Do we need normals */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
-#ifdef WORKBENCH_ENCODE_NORMALS
+# ifdef WORKBENCH_ENCODE_NORMALS
vec3 normal_viewport = normal_decode(texelFetch(normalBuffer, texel, 0).rg);
if (diffuse_color.a == 0.0) {
normal_viewport = -normal_viewport;
}
-#else /* WORKBENCH_ENCODE_NORMALS */
+# else /* WORKBENCH_ENCODE_NORMALS */
vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb;
-#endif /* WORKBENCH_ENCODE_NORMALS */
+# endif /* WORKBENCH_ENCODE_NORMALS */
+#endif
+
+#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+ diffuse_color = texture(matcapImage, normal_viewport.xy / 2.0 + 0.5);
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
@@ -64,22 +72,27 @@ void main()
vec3 specular_color = vec3(0.0);
#endif
+#ifdef V3D_LIGHTING_FLAT
+ vec3 diffuse_light = vec3(1.0);
+#endif
+
+#ifdef V3D_LIGHTING_MATCAP
+ /* TODO: if pixel data is matcap. then */
+ vec3 diffuse_light = texelFetch(specularBuffer, texel, 0).rgb;
+#endif
+
#ifdef V3D_LIGHTING_STUDIO
- #ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+# ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
- #endif
+# endif
- #ifdef STUDIOLIGHT_ORIENTATION_WORLD
+# ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
- #endif
+# endif
+#endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
-#else /* V3D_LIGHTING_STUDIO */
- vec3 shaded_color = diffuse_color.rgb + specular_color;
-
-#endif /* V3D_LIGHTING_STUDIO */
-
#ifdef V3D_SHADING_SHADOW
float light_factor = -dot(normal_viewport, world_data.light_direction_vs.xyz);
/* The step function might be ok for meshes but it's