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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-05 09:15:30 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-05 12:38:33 +0300
commita3815f87773c7d45740c98c888718424d736870b (patch)
tree4cd46cb327fe76e1dfcde04dcdd99d1cc4a2e9b5 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parentade710500df4f333077daa96e3ab72eb2cdc3b94 (diff)
Workbench: Matcaps T55291
- users can use their own matcaps .config/blender/2.80/datafiles/studiolights/matcap/ folder - upto 100 matcaps can be loaded - color of the matcap is influenced by the color of the material/single color etc. To show the plain matcap use single color at 1.0 - chosing a matcap is at lighting level (flat/studio/matcap) - matcap only possible in solid mode - also works for X-Ray mode As the old matcaps are still in used by the clay engine I didn't remove it yet.
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.glsl17
1 files changed, 12 insertions, 5 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 a9c84e11aa6..e04bffdeea5 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
@@ -10,6 +10,9 @@ in vec3 normal_viewport;
#ifdef OB_TEXTURE
in vec2 uv_interp;
#endif
+#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+uniform sampler2D matcapImage;
+#endif
layout(std140) uniform world_block {
WorldData world_data;
@@ -25,6 +28,7 @@ layout(location=0) out vec4 transparentAccum;
void main()
{
vec4 diffuse_color;
+ vec3 diffuse_light = vec3(1.0);
#ifdef OB_SOLID
diffuse_color = material_data.diffuse_color;
#endif /* OB_SOLID */
@@ -32,6 +36,10 @@ void main()
diffuse_color = texture(image, uv_interp);
#endif /* OB_TEXTURE */
+#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));
#else
@@ -40,17 +48,16 @@ void main()
#ifdef V3D_LIGHTING_STUDIO
# ifdef STUDIOLIGHT_ORIENTATION_CAMERA
- vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+ diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
# endif
# ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
- vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
+ diffuse_light = get_world_diffuse_light(world_data, normal_world);
# endif
- vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
-#else
- vec3 shaded_color = diffuse_color.rgb + specular_color;
#endif
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
+
vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
transparentAccum = calculate_transparent_accum(premultiplied);
}