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author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-09 13:21:19 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-09 13:44:56 +0300 |
commit | a1b42b79b316608a60e811458e7854266ce6ea5f (patch) | |
tree | 2b6f0d6700da78beeae27e0cbd04a4a6c480cb58 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | |
parent | 7ce81484f8214cd52b000e8d3f47dd3aed56da84 (diff) |
Workbench: Fix incident vector calculation.
This fixes specular in perspective view.
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.glsl | 8 |
1 files changed, 7 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 e04bffdeea5..b26bc396283 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 @@ -1,8 +1,11 @@ #ifdef OB_TEXTURE uniform sampler2D image; #endif +uniform mat4 ProjectionMatrix; uniform mat3 normalWorldMatrix; uniform float alpha = 0.5; +uniform vec2 invertedViewportSize; +uniform vec4 viewvecs[3]; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; @@ -36,12 +39,15 @@ void main() diffuse_color = texture(image, uv_interp); #endif /* OB_TEXTURE */ + vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; + vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); + #ifdef V3D_LIGHTING_MATCAP diffuse_light = texture(matcapImage, normal_viewport.xy / 2.0 + 0.5).rgb; #endif #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT - vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), normal_viewport, vec3(0.0, 0.0, 1.0)); + vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), normal_viewport, I_vs; #else vec3 specular_color = vec3(0.0); #endif |