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Diffstat (limited to 'intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl')
-rw-r--r--intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl166
1 files changed, 166 insertions, 0 deletions
diff --git a/intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl b/intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl
new file mode 100644
index 00000000000..76a18df8c32
--- /dev/null
+++ b/intern/opensubdiv/shader/gpu_shader_opensubdiv_fragment.glsl
@@ -0,0 +1,166 @@
+/*
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ */
+
+struct VertexData {
+ vec4 position;
+ vec3 normal;
+ vec2 uv;
+};
+
+#define MAX_LIGHTS 8
+#define NUM_SOLID_LIGHTS 3
+
+struct LightSource {
+ vec4 position;
+ vec4 ambient;
+ vec4 diffuse;
+ vec4 specular;
+ vec4 spotDirection;
+#ifdef SUPPORT_COLOR_MATERIAL
+ float constantAttenuation;
+ float linearAttenuation;
+ float quadraticAttenuation;
+ float spotCutoff;
+ float spotExponent;
+ float spotCosCutoff;
+ float pad, pad2;
+#endif
+};
+
+layout(std140) uniform Lighting {
+ LightSource lightSource[MAX_LIGHTS];
+ int num_enabled_lights;
+};
+
+uniform vec4 diffuse;
+uniform vec4 specular;
+uniform float shininess;
+
+uniform sampler2D texture_buffer;
+
+in block {
+ VertexData v;
+} inpt;
+
+void main()
+{
+#ifdef WIREFRAME
+ gl_FragColor = diffuse;
+#else
+ vec3 N = inpt.v.normal;
+
+ if (!gl_FrontFacing)
+ N = -N;
+
+ /* Compute diffuse and specular lighting. */
+ vec3 L_diffuse = vec3(0.0);
+ vec3 L_specular = vec3(0.0);
+
+#ifdef USE_LIGHTING
+#ifndef USE_COLOR_MATERIAL
+ /* Assume NUM_SOLID_LIGHTS directional lights. */
+ for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
+ vec4 Plight = lightSource[i].position;
+#ifdef USE_DIRECTIONAL_LIGHT
+ vec3 l = (Plight.w == 0.0)
+ ? normalize(Plight.xyz)
+ : normalize(inpt.v.position.xyz);
+#else /* USE_DIRECTIONAL_LIGHT */
+ /* TODO(sergey): We can normalize it outside of the shader. */
+ vec3 l = normalize(Plight.xyz);
+#endif /* USE_DIRECTIONAL_LIGHT */
+ vec3 h = normalize(l + vec3(0, 0, 1));
+ float d = max(0.0, dot(N, l));
+ float s = pow(max(0.0, dot(N, h)), shininess);
+ L_diffuse += d * lightSource[i].diffuse.rgb;
+ L_specular += s * lightSource[i].specular.rgb;
+ }
+#else /* USE_COLOR_MATERIAL */
+ vec3 varying_position = inpt.v.position.xyz;
+ vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ?
+ normalize(varying_position) : vec3(0.0, 0.0, -1.0);
+ for (int i = 0; i < num_enabled_lights; i++) {
+ /* todo: this is a slow check for disabled lights */
+ if (lightSource[i].specular.a == 0.0)
+ continue;
+
+ float intensity = 1.0;
+ vec3 light_direction;
+
+ if (lightSource[i].position.w == 0.0) {
+ /* directional light */
+ light_direction = lightSource[i].position.xyz;
+ }
+ else {
+ /* point light */
+ vec3 d = lightSource[i].position.xyz - varying_position;
+ light_direction = normalize(d);
+
+ /* spot light cone */
+ if (lightSource[i].spotCutoff < 90.0) {
+ float cosine = max(dot(light_direction,
+ -lightSource[i].spotDirection.xyz),
+ 0.0);
+ intensity = pow(cosine, lightSource[i].spotExponent);
+ intensity *= step(lightSource[i].spotCosCutoff, cosine);
+ }
+
+ /* falloff */
+ float distance = length(d);
+
+ intensity /= lightSource[i].constantAttenuation +
+ lightSource[i].linearAttenuation * distance +
+ lightSource[i].quadraticAttenuation * distance * distance;
+ }
+
+ /* diffuse light */
+ vec3 light_diffuse = lightSource[i].diffuse.rgb;
+ float diffuse_bsdf = max(dot(N, light_direction), 0.0);
+ L_diffuse += light_diffuse * diffuse_bsdf * intensity;
+
+ /* specular light */
+ vec3 light_specular = lightSource[i].specular.rgb;
+ vec3 H = normalize(light_direction - V);
+
+ float specular_bsdf = pow(max(dot(N, H), 0.0),
+ gl_FrontMaterial.shininess);
+ L_specular += light_specular * specular_bsdf * intensity;
+ }
+#endif /* USE_COLOR_MATERIAL */
+#else /* USE_LIGHTING */
+ L_diffuse = vec3(1.0);
+#endif
+
+ /* Compute diffuse color. */
+#ifdef USE_TEXTURE_2D
+ L_diffuse *= texture2D(texture_buffer, inpt.v.uv).rgb;
+#else
+ L_diffuse *= diffuse.rgb;
+#endif
+
+ /* Sum lighting. */
+ vec3 L = L_diffuse;
+ if (shininess != 0) {
+ L += L_specular * specular.rgb;
+ }
+
+ /* Write out fragment color. */
+ gl_FragColor = vec4(L, diffuse.a);
+#endif
+}