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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_deferred_composite_frag.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_deferred_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl18
1 files changed, 9 insertions, 9 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 7374dfbe79e..269911189fa 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
@@ -2,6 +2,7 @@ out vec4 fragColor;
uniform usampler2D objectId;
uniform sampler2D colorBuffer;
+uniform sampler2D specularBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
uniform vec2 invertedViewportSize;
@@ -54,6 +55,14 @@ void main()
#endif /* WORKBENCH_ENCODE_NORMALS */
#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
+ vec3 specular_color = vec3(0.0);
+#endif
#ifdef V3D_LIGHTING_STUDIO
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
@@ -64,20 +73,11 @@ void main()
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
-
- vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
- #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = diffuse_color.rgb + specular_color;
- #else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
- vec3 shaded_color = diffuse_color.rgb;
-
- #endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
-
#endif /* V3D_LIGHTING_STUDIO */
#ifdef V3D_SHADING_SHADOW