diff options
author | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-16 17:42:30 +0300 |
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committer | Jeroen Bakker <j.bakker@atmind.nl> | 2018-05-16 17:43:10 +0300 |
commit | e862bcd6c8cb218c2213ac4a05a11dd13dbdecbf (patch) | |
tree | 317f98432815c99e5cffd52947b567fdc4a3c400 /source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl | |
parent | def1c3eb4b5c2926431a1c975839e7719f06b38e (diff) |
Workbench: World based studio lighting
Disabled shadows for now as the calculation of the light direction is
still to bogus.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl | 17 |
1 files changed, 14 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl index b6b13a117c5..6507f1ec707 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl @@ -2,8 +2,19 @@ vec3 get_world_diffuse_light(WorldData world_data, vec3 N) { vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0); result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0)); - result = mix(result, world_data.diffuse_light_y_pos, clamp( N.y, 0.0, 1.0)); - result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.y, 0.0, 1.0)); - result = mix(result, world_data.diffuse_light_z_pos, clamp( N.z, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_y_pos, clamp(-N.y, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_y_neg, clamp(N.y, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_z_pos, clamp(N.z, 0.0, 1.0)); return mix(result, world_data.diffuse_light_z_neg, clamp(-N.z, 0.0, 1.0)).xyz; } + +vec3 get_camera_diffuse_light(WorldData world_data, vec3 N) +{ + vec4 result = world_data.diffuse_light_x_pos * clamp(N.x, 0.0, 1.0); + result = mix(result, world_data.diffuse_light_x_neg, clamp(-N.x, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_z_pos, clamp( N.y, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_z_neg, clamp(-N.y, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_y_pos, clamp( N.z, 0.0, 1.0)); + result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0)); + return result.xyz; +} |