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authorClément Foucault <foucault.clem@gmail.com>2018-07-03 13:29:48 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-07-03 14:36:04 +0300
commit967b84534a746ea2f5b37ad0c80ad680362b571a (patch)
tree230a97a3c1ff5cc79455ae3b42cc697f0015000f /source/blender/draw/engines/workbench/shaders
parente30f25ba22efae0c749c3dcecf6fb4ecf60e853e (diff)
Workbench: Fix wrong shading shadoow direction.
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl1
3 files changed, 3 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 99bacea4b27..eadc5e4b0d0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -8,7 +8,7 @@ struct WorldData {
vec4 background_color_low;
vec4 background_color_high;
vec4 object_outline_color;
- vec4 light_direction_vs;
+ vec4 shadow_direction_vs;
LightData lights[3];
int num_lights;
int matcap_orientation;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index c72df6b677d..bf856fbb212 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -106,12 +106,10 @@ void main()
#endif
#ifdef V3D_SHADING_SHADOW
- float light_factor = -dot(normal_viewport, world_data.lights[0].light_direction_vs.xyz);
+ float light_factor = -dot(normal_viewport, world_data.shadow_direction_vs.xyz);
/* The step function might be ok for meshes but it's
* clearly not the case for hairs. Do smoothstep in this case. */
- float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0)
- ? step(-shadowShift, -light_factor)
- : smoothstep(1.0, shadowShift, light_factor);
+ float shadow_mix = smoothstep(1.0, shadowShift, light_factor);
float light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
#else /* V3D_SHADING_SHADOW */
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 3eda4455487..82d0d1fcd02 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
@@ -89,7 +89,6 @@ vec3 get_world_specular_light(vec4 specular_data, LightData light_data, vec3 N,
vec3 get_world_specular_lights(WorldData world_data, vec4 specular_data, vec3 N, vec3 I)
{
vec3 specular_light = vec3(0.0);
- specular_light += get_world_specular_light(specular_data, world_data.lights[0], N, I);
for (int i = 0 ; i < world_data.num_lights ; i ++) {
specular_light += get_world_specular_light(specular_data, world_data.lights[i], N, I);
}