diff options
author | Dontsov Valentin <@blend4web.com> | 2014-11-09 17:22:44 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2014-11-09 17:35:08 +0300 |
commit | 8c712eaa297162669fc0be849da115dd8db400d5 (patch) | |
tree | a1cc56d8250943caafbe9dc53caed19c49d373ca /source/blender/gpu/shaders | |
parent | aac2db33df448f87431629b794c47c7ad1da044e (diff) |
GLSL: specular transparency support for Blender internal materials
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D781
Diffstat (limited to 'source/blender/gpu/shaders')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 11 |
1 files changed, 11 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index d5bc65eff4f..a737741975e 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -1935,6 +1935,17 @@ void shade_add_spec(float t, vec3 lampcol, vec3 speccol, out vec3 outcol) outcol = t*lampcol*speccol; } +void alpha_spec_correction(vec3 spec, float spectra, float alpha, out float outalpha) +{ + if (spectra > 0.0) { + float t = clamp(max(max(spec.r, spec.g), spec.b) * spectra, 0.0, 1.0); + outalpha = (1.0 - t) * alpha + t; + } + else { + outalpha = alpha; + } +} + void shade_add(vec4 col1, vec4 col2, out vec4 outcol) { outcol = col1 + col2; |