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authorClément Foucault <foucault.clem@gmail.com>2018-06-09 13:21:19 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-06-09 13:44:56 +0300
commita1b42b79b316608a60e811458e7854266ce6ea5f (patch)
tree2b6f0d6700da78beeae27e0cbd04a4a6c480cb58 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent7ce81484f8214cd52b000e8d3f47dd3aed56da84 (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.glsl8
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