diff options
Diffstat (limited to 'source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl | 144 |
1 files changed, 144 insertions, 0 deletions
diff --git a/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl b/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl new file mode 100644 index 00000000000..980a1e4690d --- /dev/null +++ b/source/blender/draw/engines/clay/shaders/clay_particle_strand_frag.glsl @@ -0,0 +1,144 @@ + +/* Material Parameters packed in an UBO */ +struct Material { + vec4 one; + vec4 two; +}; + +layout(std140) uniform material_block { + Material shader_param[MAX_MATERIAL]; +}; + +uniform mat4 ProjectionMatrix; +uniform sampler2DArray matcaps; +uniform int mat_id; + +#define randomness shader_param[mat_id].one.x +#define matcap_index shader_param[mat_id].one.y +#define matcap_rotation shader_param[mat_id].one.zw +#define matcap_hsv shader_param[mat_id].two.xyz + +in vec3 tangent; +in vec3 viewPosition; +flat in float colRand; +out vec4 fragColor; + +vec3 rotate(vec3 norm, vec3 ortho, float ang) +{ + return norm * cos(ang) + ortho * sin(ang); +} + +void rgb_to_hsv(vec3 rgb, out vec3 outcol) +{ + float cmax, cmin, h, s, v, cdelta; + vec3 c; + + cmax = max(rgb[0], max(rgb[1], rgb[2])); + cmin = min(rgb[0], min(rgb[1], rgb[2])); + cdelta = cmax - cmin; + + v = cmax; + if (cmax != 0.0) + s = cdelta / cmax; + else { + s = 0.0; + h = 0.0; + } + + if (s == 0.0) { + h = 0.0; + } + else { + c = (vec3(cmax, cmax, cmax) - rgb.xyz) / cdelta; + + if (rgb.x == cmax) h = c[2] - c[1]; + else if (rgb.y == cmax) h = 2.0 + c[0] - c[2]; + else h = 4.0 + c[1] - c[0]; + + h /= 6.0; + + if (h < 0.0) + h += 1.0; + } + + outcol = vec3(h, s, v); +} + +void hsv_to_rgb(vec3 hsv, out vec3 outcol) +{ + float i, f, p, q, t, h, s, v; + vec3 rgb; + + h = hsv[0]; + s = hsv[1]; + v = hsv[2]; + + if (s == 0.0) { + rgb = vec3(v, v, v); + } + else { + if (h == 1.0) + h = 0.0; + + h *= 6.0; + i = floor(h); + f = h - i; + rgb = vec3(f, f, f); + p = v * (1.0 - s); + q = v * (1.0 - (s * f)); + t = v * (1.0 - (s * (1.0 - f))); + + if (i == 0.0) rgb = vec3(v, t, p); + else if (i == 1.0) rgb = vec3(q, v, p); + else if (i == 2.0) rgb = vec3(p, v, t); + else if (i == 3.0) rgb = vec3(p, q, v); + else if (i == 4.0) rgb = vec3(t, p, v); + else rgb = vec3(v, p, q); + } + + outcol = rgb; +} + +void hue_sat(float hue, float sat, float value, inout vec3 col) +{ + vec3 hsv; + + rgb_to_hsv(col, hsv); + + hsv.x += hue; + hsv.x -= floor(hsv.x); + hsv.y *= sat; + hsv.y = clamp(hsv.y, 0.0, 1.0); + hsv.z *= value; + hsv.z = clamp(hsv.z, 0.0, 1.0); + + hsv_to_rgb(hsv, col); +} + +void main() +{ + vec3 viewvec = (ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0); + vec3 ortho = normalize(cross(viewvec, tangent)); + vec3 norm = normalize(cross(ortho, tangent)); + + vec3 col = vec3(0); + + vec2 rotY = vec2(-matcap_rotation.y, matcap_rotation.x); + + for (int i = 0; i < 9; i++) { + vec3 rotNorm = rotate(norm, ortho, -0.5 + (i * 0.125)); + vec3 ray = reflect(viewvec, rotNorm); + vec2 texco = abs(vec2(dot(ray.xy, matcap_rotation), dot(ray.xy, rotY)) * .49 + 0.5); + + col += texture(matcaps, vec3(texco, matcap_index)).rgb / 9.0; + } + + hue_sat(matcap_hsv.x, matcap_hsv.y, matcap_hsv.z, col); + + float maxChan = max(max(col.r, col.g), col.b); + + col += (colRand * maxChan * randomness * 1.5) - (maxChan * randomness * 0.75); + + fragColor.rgb = col; + fragColor.a = 1.0; +} |