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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-31 14:32:53 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-01 12:01:55 +0300
commitc450966e9562eb352b869f3b554d60a42dea2fa1 (patch)
tree8cdf507041087221dbf07c66f476b8618312872d /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent3b2d3a3cd11d07945b18252359378ffadddfe3bd (diff)
Workbench: Material specific settings for the specular
- Uses the roughness setting of the basic eevee material - renamed gloss_mir to roughness - set default of roughness to 0.25 - renamed ray_mirror to metallic - cleaned up material rna (BI mirror struct) - use BLINN phong model - normalize incoming/outgoing specular light - when using camera oriented studiolight, the SolidLight will be used for specular highlights - EXPERIMENT: when in world oriented studiolight only the shadow direction will be used. - change the settings of the internal light to make scenes more readable
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.glsl21
1 files changed, 11 insertions, 10 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 d0e3305cc70..88b32cb9b20 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
@@ -1,4 +1,3 @@
-uniform vec4 color = vec4(0.0, 0.0, 1.0, 1.0);
#ifdef OB_TEXTURE
uniform sampler2D image;
#endif
@@ -15,6 +14,10 @@ layout(std140) uniform world_block {
WorldData world_data;
};
+layout(std140) uniform material_block {
+ MaterialData material_data;
+};
+
layout(location=0) out vec4 transparentAccum;
@@ -22,12 +25,18 @@ void main()
{
vec4 diffuse_color;
#ifdef OB_SOLID
- diffuse_color = color;
+ diffuse_color = material_data.diffuse_color;
#endif /* OB_SOLID */
#ifdef OB_TEXTURE
diffuse_color = texture(image, uv_interp);
#endif /* OB_TEXTURE */
+#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
+ vec3 specular_color = vec3(0.0);
+#endif
+
#ifdef V3D_LIGHTING_STUDIO
#ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
@@ -37,19 +46,11 @@ void main()
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
#endif
- vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
#else /* V3D_LIGHTING_STUDIO */
- #ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- vec3 specular_color = get_world_specular_light(world_data, normal_viewport, vec3(0.0, 0.0, 1.0));
vec3 shaded_color = diffuse_color.rgb + specular_color;
- #else /* V3D_SHADING_SPECULAR_HIGHLIGHT */
- vec3 shaded_color = diffuse_color.rgb;
-
- #endif /* V3D_SHADING_SPECULAR_HIGHLIGHT */
-
#endif /* V3D_LIGHTING_STUDIO */
float alpha = 0.5 ;