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authorJeroen Bakker <j.bakker@atmind.nl>2018-05-30 23:17:50 +0300
committerJeroen Bakker <j.bakker@atmind.nl>2018-05-30 23:19:10 +0300
commitfbd614f1faf805a09e260ebcd67f76a177418cf9 (patch)
treeee05f5ce89f0b30c4ac178e51ce885aac98fc9a7 /source/blender/draw
parent16d3f4db4cc663be928e9a33a6c659c6d3c95c3e (diff)
Workbench: Highlights
Made the highlights darker (using the defaults of blender 2.7 - sharpness = 50 - spec color = 0.025 (I bumped it to 0.1) - added a log2 to the frontal camera light to reveal more details of the mesh
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl6
-rw-r--r--source/blender/draw/engines/workbench/workbench_data.c2
2 files changed, 4 insertions, 4 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 6a64feb93de..7d1084c78b4 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
@@ -14,9 +14,9 @@ vec3 get_camera_diffuse_light(WorldData world_data, vec3 N)
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_pos, pow(clamp( N.z, 0.0, 1.0), 2.0));
result = mix(result, world_data.diffuse_light_y_neg, clamp(-N.z, 0.0, 1.0));
- return result.xyz;
+ return result.rgb;
}
/* N And I are in View Space. */
@@ -24,7 +24,7 @@ vec3 get_world_specular_light(WorldData world_data, vec3 N, vec3 I)
{
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
vec3 reflection_vector = reflect(I, N);
- vec3 specular_light = vec3(1.0);
+ vec3 specular_light = vec3(0.1);
/* Simple frontal specular highlights. */
float specular_influence = pow(max(0.0, dot(world_data.light_direction_vs.xyz, reflection_vector)), world_data.specular_sharpness);
vec3 specular_color = specular_light * specular_influence;
diff --git a/source/blender/draw/engines/workbench/workbench_data.c b/source/blender/draw/engines/workbench/workbench_data.c
index 03155b45a34..19bec9734e5 100644
--- a/source/blender/draw/engines/workbench/workbench_data.c
+++ b/source/blender/draw/engines/workbench/workbench_data.c
@@ -37,7 +37,7 @@ void workbench_private_data_init(WORKBENCH_PrivateData *wpd)
copy_v3_v3(wd->object_outline_color, wpd->shading.object_outline_color);
wd->object_outline_color[3] = 1.0f;
- wd->specular_sharpness = 100.0f - sqrtf(scene->display.roughness) * 100.0f;
+ wd->specular_sharpness = 100.0f - scene->display.roughness * 100.0f;
wpd->world_ubo = DRW_uniformbuffer_create(sizeof(WORKBENCH_UBO_World), &wpd->world_data);
}