Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl57
1 files changed, 28 insertions, 29 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
index 3a5f6171a16..c568b4d94be 100644
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -7,41 +7,40 @@ uniform float roughness;
Closure nodetree_exec(void)
{
#ifdef HAIR_SHADER
- vec3 B = normalize(cross(worldNormal, hairTangent));
- float cos_theta;
- if (hairThicknessRes == 1) {
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
- /* Random cosine normal distribution on the hair surface. */
- cos_theta = rand.x * 2.0 - 1.0;
- }
- else {
- /* Shade as a cylinder. */
- cos_theta = hairThickTime / hairThickness;
- }
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));
- vec3 N = normalize(worldNormal * sin_theta + B * cos_theta);
- vec3 vN = mat3(ViewMatrix) * N;
+ vec3 B = normalize(cross(worldNormal, hairTangent));
+ float cos_theta;
+ if (hairThicknessRes == 1) {
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ /* Random cosine normal distribution on the hair surface. */
+ cos_theta = rand.x * 2.0 - 1.0;
+ }
+ else {
+ /* Shade as a cylinder. */
+ cos_theta = hairThickTime / hairThickness;
+ }
+ float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
+ vec3 N = normalize(worldNormal * sin_theta + B * cos_theta);
+ vec3 vN = mat3(ViewMatrix) * N;
#else
- vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
- vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal);
+ vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
+ vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal);
#endif
- vec3 dielectric = vec3(0.034) * specular * 2.0;
- vec3 albedo = mix(basecol, vec3(0.0), metallic);
- vec3 f0 = mix(dielectric, basecol, metallic);
- vec3 out_diff, out_spec, ssr_spec;
- eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
+ vec3 dielectric = vec3(0.034) * specular * 2.0;
+ vec3 albedo = mix(basecol, vec3(0.0), metallic);
+ vec3 f0 = mix(dielectric, basecol, metallic);
+ vec3 out_diff, out_spec, ssr_spec;
+ eevee_closure_default(N, albedo, f0, 1, roughness, 1.0, out_diff, out_spec, ssr_spec);
- Closure result = Closure(
- out_spec + out_diff * albedo,
- 1.0,
- vec4(ssr_spec, roughness),
- normal_encode(vN, viewCameraVec),
- 0);
+ Closure result = Closure(out_spec + out_diff * albedo,
+ 1.0,
+ vec4(ssr_spec, roughness),
+ normal_encode(vN, viewCameraVec),
+ 0);
#ifdef LOOKDEV
- gl_FragDepth = 0.0;
+ gl_FragDepth = 0.0;
#endif
- return result;
+ return result;
}