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authorClément Foucault <foucault.clem@gmail.com>2019-05-31 02:45:41 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-09-13 18:32:18 +0300
commitce34a6b0d727bbde6ae373afa8ec6c42bc8980ce (patch)
treef8cc84f7e2038f2a81ac0141d79205f1df649e4e /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parentf7e8b580989ec70d1cf8f15a11d4f09e6b36f407 (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.glsl28
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