diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2019-05-10 01:18:52 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-05-10 13:25:12 +0300 |
commit | 6006f86e07c5732f72015d500ce3e066464e2baa (patch) | |
tree | 8133714cf3110d88a6d0381d8344a5cffdbecf65 /source/blender/draw/engines/workbench/shaders | |
parent | 7f87e6e18f5164db82e636c6b5b449d39cc4300c (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.glsl | 34 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_shadow_vert.glsl | 6 |
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); } |