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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl31
1 files changed, 31 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
new file mode 100644
index 00000000000..328d50e69e0
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
@@ -0,0 +1,31 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
+
+uniform sampler2D depthBuffer;
+uniform sampler2D normalBuffer;
+uniform usampler2D objectIdBuffer;
+
+in vec4 uvcoordsvar;
+
+out vec4 fragColor;
+
+void main()
+{
+ float cavity = 0.0, edges = 0.0, curvature = 0.0;
+
+#ifdef USE_CAVITY
+ cavity_compute(uvcoordsvar.st, depthBuffer, normalBuffer, cavity, edges);
+#endif
+
+#ifdef USE_CURVATURE
+ curvature_compute(uvcoordsvar.st, objectIdBuffer, normalBuffer, curvature);
+#endif
+
+ float final_cavity_factor = clamp((1.0 - cavity) * (1.0 + edges) * (1.0 + curvature), 0.0, 4.0);
+
+ fragColor.rgb = vec3(final_cavity_factor);
+ fragColor.a = 1.0;
+}