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authorPhil Gosch <phil@saphirestudio.at>2017-09-27 14:29:26 +0300
committerPhil Gosch <phil@saphirestudio.at>2017-09-27 14:29:26 +0300
commit5cdd4388ffaad5ade916dba3c18e2bc679e19747 (patch)
tree1f97d9db29a22d6b75d9b6debe42f400eaf2296c /source/blender/gpu/shaders/gpu_shader_material.glsl
parent99c3d1106e3ff73e2111781d8e38307b2164d57c (diff)
parent0f793ee6060301ad97e8c4c1ffe8f0913fc990ea (diff)
Merge remote-tracking branch 'origin/master' into soc-2016-uv_tools
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl27
1 files changed, 13 insertions, 14 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index ef2060122e0..f14db57a26a 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2625,7 +2625,7 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
{
/* ambient light */
// TODO: set ambient light to an appropriate value
- vec3 L = vec3(mix(0.1, 0.03, metallic)) * base_color.rgb;
+ vec3 L = mix(0.1, 0.03, metallic) * mix(base_color.rgb, subsurface_color.rgb, subsurface * (1.0 - metallic));
float eta = (2.0 / (1.0 - sqrt(0.08 * specular))) - 1.0;
@@ -2636,14 +2636,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
vec3 Tangent = T;
if (T == vec3(0.0)) {
// if no tangent is set, use a default tangent
- Tangent = vec3(1.0, 0.0, 0.0);
- if (N.x != 0.0 || N.y != 0.0) {
- vec3 N_xz = normalize(vec3(N.x, 0.0, N.z));
-
- vec3 axis = normalize(cross(vec3(0.0, 0.0, 1.0), N_xz));
- float angle = acos(dot(vec3(0.0, 0.0, 1.0), N_xz));
-
- Tangent = normalize(rotate_vector(vec3(1.0, 0.0, 0.0), axis, angle));
+ if(N.x != N.y || N.x != N.z) {
+ Tangent = vec3(N.z-N.y, N.x-N.z, N.y-N.x); // (1,1,1) x N
+ }
+ else {
+ Tangent = vec3(N.z-N.y, N.x+N.z, -N.y-N.x); // (-1,1,1) x N
}
}
@@ -2663,10 +2660,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
/* directional lights */
for (int i = 0; i < NUM_LIGHTS; i++) {
vec3 light_position_world = gl_LightSource[i].position.xyz;
- vec3 light_position = normalize(gl_NormalMatrix * light_position_world);
+ vec3 light_position = normalize(light_position_world);
vec3 H = normalize(light_position + V);
+ vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
vec3 light_specular = gl_LightSource[i].specular.rgb;
float NdotL = dot(N, light_position);
@@ -2711,8 +2709,9 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
// sheen
vec3 Fsheen = schlick_fresnel(LdotH) * sheen * Csheen;
- diffuse_and_specular_bsdf = (M_1_PI * mix(Fd, ss, subsurface) * base_color.rgb + Fsheen)
- * (1.0 - metallic) + Gs * Fs * Ds;
+ vec3 diffuse_bsdf = (mix(Fd * base_color.rgb, ss * subsurface_color.rgb, subsurface) + Fsheen) * light_diffuse;
+ vec3 specular_bsdf = Gs * Fs * Ds * light_specular;
+ diffuse_and_specular_bsdf = diffuse_bsdf * (1.0 - metallic) + specular_bsdf;
}
diffuse_and_specular_bsdf *= max(NdotL, 0.0);
@@ -2729,11 +2728,11 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
float Fr = fresnel_dielectric_cos(LdotH, 1.5); //mix(0.04, 1.0, FH);
float Gr = smithG_GGX(CNdotL, 0.25) * smithG_GGX(CNdotV, 0.25);
- clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25);
+ clearcoat_bsdf = clearcoat * Gr * Fr * Dr * vec3(0.25) * light_specular;
}
clearcoat_bsdf *= max(CNdotL, 0.0);
- L += light_specular * (diffuse_and_specular_bsdf + clearcoat_bsdf);
+ L += diffuse_and_specular_bsdf + clearcoat_bsdf;
}
result = vec4(L, 1.0);