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authorClément Foucault <foucault.clem@gmail.com>2018-06-03 13:13:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-03 13:36:03 +0300
commit32c5972653041a3423122b5a5ae791ef536b87ed (patch)
tree281dd3678d964369d9f87ebee300630a3c585d32 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent38bf3b8d23041c547186fee5633782384c8ab384 (diff)
Workbench: Rework hair support.
Now hairs are shaded properly in workbench and support texturing. I also added a 10% random normal direction per hair to have a bit more variation in the shading. This is hardcoded for now.
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.glsl15
1 files changed, 6 insertions, 9 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 3f271ec439b..a9c84e11aa6 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
@@ -39,20 +39,17 @@ void main()
#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
-#ifdef STUDIOLIGHT_ORIENTATION_WORLD
+# endif
+# ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
-#endif
-
+# endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
-
-#else /* V3D_LIGHTING_STUDIO */
+#else
vec3 shaded_color = diffuse_color.rgb + specular_color;
-
-#endif /* V3D_LIGHTING_STUDIO */
+#endif
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);