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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-30 15:40:57 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-30 15:42:07 +0300
commitacaf46db0ea7103aaa3f46092b3582611d37ca0f (patch)
treebfd0adacdbbb6852c49cbf9b3ac73503e62bb638 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent29f9a197088e0e1ea56cae675803f61165d790c1 (diff)
Workbench: Specular Highlights
Added specular highlights for: - Solid studio shading - Texture studio shading
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 309ae063284..6585bac9289 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -36,7 +36,9 @@ void main()
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
- vec3 shaded_color = diffuse_light * diffuse_color.rgb;
+
+ 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 */
vec3 shaded_color = diffuse_color.rgb;