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authorJeroen Bakker <j.bakker@atmind.nl>2018-06-05 09:15:30 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-06-05 12:38:33 +0300
commita3815f87773c7d45740c98c888718424d736870b (patch)
tree4cd46cb327fe76e1dfcde04dcdd99d1cc4a2e9b5 /source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
parentade710500df4f333077daa96e3ab72eb2cdc3b94 (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_prepass_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl22
1 files changed, 15 insertions, 7 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index bc7741f853c..5931a11f184 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -24,19 +24,29 @@ layout(location=0) out uint objectId;
layout(location=1) out vec4 diffuseColor;
layout(location=2) out vec4 specularColor;
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- #ifdef WORKBENCH_ENCODE_NORMALS
+# ifdef WORKBENCH_ENCODE_NORMALS
layout(location=3) out vec2 normalViewport;
- #else /* WORKBENCH_ENCODE_NORMALS */
+# else /* WORKBENCH_ENCODE_NORMALS */
layout(location=3) out vec3 normalViewport;
- #endif /* WORKBENCH_ENCODE_NORMALS */
+# endif /* WORKBENCH_ENCODE_NORMALS */
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
void main()
{
objectId = uint(object_id);
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+ vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
+ n = normalize(n);
+#endif
+
#ifdef OB_SOLID
diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
+# ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+ specularColor = vec4(material_data.diffuse_color.rgb, material_data.matcap_texture_index);
+# endif
#endif /* OB_SOLID */
+
#ifdef OB_TEXTURE
diffuseColor = texture(image, uv_interp);
#endif /* OB_TEXTURE */
@@ -47,14 +57,12 @@ void main()
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
specularColor = vec4(material_data.specular_color.rgb, material_data.roughness);
-#ifdef HAIR_SHADER
+# ifdef HAIR_SHADER
specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0);
-#endif
+# endif
#endif
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
- vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
- n = normalize(n);
# ifdef WORKBENCH_ENCODE_NORMALS
diffuseColor.a = float(gl_FrontFacing);
normalViewport = normal_encode(n);