diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/default_frag.glsl | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl new file mode 100644 index 00000000000..c5dbf29a3f4 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl @@ -0,0 +1,47 @@ + +uniform vec3 basecol; +uniform float metallic; +uniform float specular; +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; +#else + 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); + + 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; +#endif + + return result; +} |