diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-05 09:15:30 +0300 |
---|---|---|
committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-06-05 12:38:33 +0300 |
commit | a3815f87773c7d45740c98c888718424d736870b (patch) | |
tree | 4cd46cb327fe76e1dfcde04dcdd99d1cc4a2e9b5 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | |
parent | ade710500df4f333077daa96e3ab72eb2cdc3b94 (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.glsl | 17 |
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); } |