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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/default_world_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_world_frag.glsl34
1 files changed, 17 insertions, 17 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
index 1f0ef76da0c..126f2d9610a 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
@@ -1,27 +1,27 @@
-#define M_PI 3.14159265358979323846
-
uniform float backgroundAlpha;
+uniform vec3 color;
+
+out vec4 FragColor;
+
+#ifdef LOOKDEV
uniform mat4 ProjectionMatrix;
uniform mat4 ProjectionMatrixInverse;
uniform mat4 ViewMatrixInverse;
-#ifdef LOOKDEV
uniform mat3 StudioLightMatrix;
uniform sampler2D image;
uniform float studioLightBackground = 1.0;
in vec3 viewPosition;
-#endif
-uniform vec3 color;
-out vec4 FragColor;
+#define M_PI 3.14159265358979323846
-void background_transform_to_world(vec3 viewvec, out vec3 worldvec)
+vec3 background_transform_to_world(vec3 viewvec)
{
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
- worldvec = (ViewMatrixInverse * co).xyz;
+ return (ViewMatrixInverse * co).xyz;
}
float hypot(float x, float y)
@@ -29,7 +29,7 @@ float hypot(float x, float y)
return sqrt(x * x + y * y);
}
-void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color)
+vec4 node_tex_environment_equirectangular(vec3 co, sampler2D ima)
{
vec3 nco = normalize(co);
float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
@@ -44,19 +44,19 @@ void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color
/* This is caused by texture filtering, since uv don't have smooth derivatives
* at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
* texels. So we force the highest mipmap and don't do anisotropic filtering. */
- color = textureLod(ima, vec2(u, v), 0.0);
+ return textureLod(ima, vec2(u, v), 0.0);
}
+#endif
void main() {
+ vec3 background_color;
#ifdef LOOKDEV
- vec3 worldvec;
- vec4 background_color;
- background_transform_to_world(viewPosition, worldvec);
- node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image, background_color);
- background_color.rgb = mix(color, background_color.rgb, studioLightBackground);
+ vec3 worldvec = background_transform_to_world(viewPosition);
+ background_color = node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image).rgb;
+ background_color = mix(color, background_color, studioLightBackground);
#else
- vec3 background_color = color;
+ background_color = color;
#endif
- FragColor = vec4(clamp(background_color.rgb, vec3(0.0), vec3(1e10)), backgroundAlpha);
+ FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), backgroundAlpha);
}