diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-31 02:45:41 +0300 |
---|---|---|
committer | Clément Foucault <foucault.clem@gmail.com> | 2019-09-13 18:32:18 +0300 |
commit | ce34a6b0d727bbde6ae373afa8ec6c42bc8980ce (patch) | |
tree | f8cc84f7e2038f2a81ac0141d79205f1df649e4e /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl | |
parent | f7e8b580989ec70d1cf8f15a11d4f09e6b36f407 (diff) |
DRW: Refactor to support draw call batching
Reviewers: brecht
Differential Revision: D4997
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 | 28 |
1 files changed, 18 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 3333dfeff38..f799ce41cb2 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 @@ -8,8 +8,7 @@ uniform float alpha = 0.5; uniform vec2 invertedViewportSize; uniform vec4 viewvecs[3]; -uniform vec3 materialDiffuseColor; -uniform vec3 materialSpecularColor; +uniform vec4 materialColorAndMetal; uniform float materialRoughness; uniform float shadowMultiplier = 0.5; @@ -42,17 +41,17 @@ layout(location = 1) out void main() { - vec4 diffuse_color; + vec4 base_color; #if defined(V3D_SHADING_TEXTURE_COLOR) - diffuse_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied); - if (diffuse_color.a < ImageTransparencyCutoff) { + base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied); + if (base_color.a < ImageTransparencyCutoff) { discard; } #elif defined(V3D_SHADING_VERTEX_COLOR) - diffuse_color = vec4(vertexColor, 1.0); + base_color.rgb = vertexColor; #else - diffuse_color = vec4(materialDiffuseColor, 1.0); + base_color.rgb = materialColorAndMetal.rgb; #endif /* V3D_SHADING_TEXTURE_COLOR */ vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; @@ -64,7 +63,7 @@ void main() /* -------- SHADING --------- */ #ifdef V3D_LIGHTING_FLAT - vec3 shaded_color = diffuse_color.rgb; + vec3 shaded_color = base_color.rgb; #elif defined(V3D_LIGHTING_MATCAP) bool flipped = world_data.matcap_orientation != 0; @@ -75,11 +74,20 @@ void main() # else vec3 matcap_specular = vec3(0.0); # endif - vec3 shaded_color = matcap_diffuse * diffuse_color.rgb + matcap_specular; + 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.rgb, materialSpecularColor, materialRoughness, nor, I_vs); + world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs); #endif #ifdef V3D_SHADING_SHADOW |