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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff)
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine. The features remain unchanged but the code quality is greatly improved. Hair shading is brighter but also more correct. This also introduce the concept of `DRWShaderLibrary` to make a simple include system inside the GLSL files. Differential Revision: https://developer.blender.org/D7060
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.glsl118
1 files changed, 0 insertions, 118 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
deleted file mode 100644
index 559dc07c107..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ /dev/null
@@ -1,118 +0,0 @@
-
-uniform float ImageTransparencyCutoff = 0.1;
-#ifdef TEXTURE_IMAGE_ARRAY
-uniform sampler2DArray image_tile_array;
-uniform sampler1DArray image_tile_data;
-#else
-uniform sampler2D image;
-#endif
-uniform bool imageNearest;
-uniform bool imagePremultiplied;
-
-uniform float alpha = 0.5;
-uniform vec2 invertedViewportSize;
-uniform vec4 viewvecs[3];
-
-uniform vec4 materialColorAndMetal;
-uniform float materialRoughness;
-
-uniform float shadowMultiplier = 0.5;
-uniform float lightMultiplier = 1.0;
-uniform float shadowShift = 0.1;
-uniform float shadowFocus = 1.0;
-
-#ifdef NORMAL_VIEWPORT_PASS_ENABLED
-in vec3 normal_viewport;
-#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
-#ifdef V3D_SHADING_TEXTURE_COLOR
-in vec2 uv_interp;
-#endif
-#ifdef V3D_SHADING_VERTEX_COLOR
-in vec3 vertexColor;
-#endif
-#ifdef V3D_LIGHTING_MATCAP
-uniform sampler2D matcapDiffuseImage;
-uniform sampler2D matcapSpecularImage;
-#endif
-
-layout(std140) uniform world_block
-{
- WorldData world_data;
-};
-
-layout(location = 0) out vec4 transparentAccum;
-layout(location = 1) out
- float revealageAccum; /* revealage actually stored in transparentAccum.a */
-
-void main()
-{
- vec4 base_color;
-
-#if defined(V3D_SHADING_TEXTURE_COLOR)
-# ifdef TEXTURE_IMAGE_ARRAY
- base_color = workbench_sample_texture_array(
- image_tile_array, image_tile_data, uv_interp, imageNearest, imagePremultiplied);
-# else
- base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
-# endif
- if (base_color.a < ImageTransparencyCutoff) {
- discard;
- }
-#elif defined(V3D_SHADING_VERTEX_COLOR)
- base_color.rgb = vertexColor;
-#else
- base_color.rgb = materialColorAndMetal.rgb;
-#endif /* V3D_SHADING_TEXTURE_COLOR */
-
- vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
- vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
-
-#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- vec3 nor = normalize(normal_viewport);
-#endif
-
- /* -------- SHADING --------- */
-#ifdef V3D_LIGHTING_FLAT
- vec3 shaded_color = base_color.rgb;
-
-#elif defined(V3D_LIGHTING_MATCAP)
- bool flipped = world_data.matcap_orientation != 0;
- vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped);
- vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb;
-# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb;
-# else
- vec3 matcap_specular = vec3(0.0);
-# endif
- vec3 shaded_color = matcap_diffuse * base_color.rgb + matcap_specular;
-
-#elif defined(V3D_LIGHTING_STUDIO)
-# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- float metallic = materialColorAndMetal.a;
- vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
- vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
-# else
- vec3 specular_color = vec3(0.0);
- vec3 diffuse_color = base_color.rgb;
-# endif
-
- vec3 shaded_color = get_world_lighting(
- world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs);
-#endif
-
-#ifdef V3D_SHADING_SHADOW
- float light_factor = -dot(nor, world_data.shadow_direction_vs.xyz);
- float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor);
- shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix);
-#endif
-
- /* Based on :
- * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
- * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013
- */
- /* Listing 4 */
- float z = linear_zdepth(gl_FragCoord.z, viewvecs, ProjectionMatrix);
- float weight = calculate_transparent_weight(z, alpha);
- transparentAccum = vec4(shaded_color * weight, alpha);
- revealageAccum = weight;
-}