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authorClément Foucault <foucault.clem@gmail.com>2019-05-10 01:18:52 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-10 13:25:12 +0300
commit6006f86e07c5732f72015d500ce3e066464e2baa (patch)
tree8133714cf3110d88a6d0381d8344a5cffdbecf65 /source/blender/draw/engines/workbench/shaders
parent7f87e6e18f5164db82e636c6b5b449d39cc4300c (diff)
Workbench: Use common_view_lib.glsl
This removes ModelViewProjectionMatrix usage
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl34
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl6
2 files changed, 23 insertions, 17 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index bb4c4fe4177..2955bcb9cca 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -1,8 +1,6 @@
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
-uniform mat4 ModelViewProjectionMatrix;
-
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
@@ -47,6 +45,18 @@ vec3 srgb_to_linear_attr(vec3 c)
}
#endif
+vec3 workbench_hair_hair_normal(vec3 tan, vec3 binor, float rand)
+{
+ /* To "simulate" anisotropic shading, randomize hair normal per strand. */
+ tan = normalize(tan);
+ vec3 nor = normalize(cross(binor, tan));
+ // nor = normalize(mix(nor, -tan, rand * 0.1));
+ // float cos_theta = (rand * 2.0 - 1.0) * 0.2;
+ // float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
+ // nor = nor * sin_theta + binor * cos_theta;
+ return nor;
+}
+
void main()
{
#ifdef HAIR_SHADER
@@ -54,29 +64,25 @@ void main()
vec2 uv = hair_get_customdata_vec2(u);
# endif
float time, thick_time, thickness;
- vec3 pos, tan, binor;
+ vec3 world_pos, tan, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
- pos,
+ world_pos,
tan,
binor,
time,
thickness,
thick_time);
- /* To "simulate" anisotropic shading, randomize hair normal per strand. */
+
hair_rand = integer_noise(hair_get_strand_id());
- tan = normalize(tan);
- vec3 nor = normalize(cross(binor, tan));
- nor = normalize(mix(nor, -tan, hair_rand * 0.10));
- float cos_theta = (hair_rand * 2.0 - 1.0) * 0.20;
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
- nor = nor * sin_theta + binor * cos_theta;
- gl_Position = ViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 nor = workbench_hair_hair_normal(tan, binor, hair_rand);
#else
- gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0);
+ vec3 world_pos = point_object_to_world(pos);
#endif
+ gl_Position = point_world_to_ndc(world_pos);
+
#ifdef V3D_SHADING_TEXTURE_COLOR
uv_interp = uv;
#endif
@@ -95,6 +101,6 @@ void main()
#endif
#ifdef USE_WORLD_CLIP_PLANES
- world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz);
+ world_clip_planes_calc_clip_distance(world_pos);
#endif
}
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
index afd704a7d3a..85145a2dcdc 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl
@@ -1,6 +1,6 @@
#define INFINITE 1000.0
-uniform mat4 ModelViewProjectionMatrix;
+uniform mat4 ModelMatrix;
uniform vec3 lightDirection = vec3(0.57, 0.57, -0.57);
uniform float lightDistance = 1e4;
@@ -18,6 +18,6 @@ vData;
void main()
{
vData.pos = pos;
- vData.frontPosition = ModelViewProjectionMatrix * vec4(pos, 1.0);
- vData.backPosition = ModelViewProjectionMatrix * vec4(pos + lightDirection * lightDistance, 1.0);
+ vData.frontPosition = point_object_to_ndc(pos);
+ vData.backPosition = point_object_to_ndc(pos + lightDirection * lightDistance);
}