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/lookdev_world_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl52
1 files changed, 0 insertions, 52 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
deleted file mode 100644
index 9077b414026..00000000000
--- a/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-
-#pragma BLENDER_REQUIRE(common_math_lib.glsl)
-#pragma BLENDER_REQUIRE(common_view_lib.glsl)
-#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
-#pragma BLENDER_REQUIRE(surface_lib.glsl)
-
-uniform sampler2D studioLight;
-
-uniform float backgroundAlpha;
-uniform mat3 StudioLightMatrix;
-uniform float studioLightIntensity = 1.0;
-uniform float studioLightBlur = 0.0;
-
-out vec4 FragColor;
-
-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);
- return (ViewMatrixInverse * co).xyz;
-}
-
-float hypot(float x, float y)
-{
- return sqrt(x * x + y * y);
-}
-
-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;
- float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
- return textureLod(ima, vec2(u, v), 0.0);
-}
-
-void main()
-{
- vec3 worldvec = background_transform_to_world(viewPosition);
-
- vec3 background_color;
-#if defined(LOOKDEV_BG)
- background_color = probe_evaluate_world_spec(worldvec, studioLightBlur).rgb;
-#else
- worldvec = StudioLightMatrix * worldvec;
- background_color = node_tex_environment_equirectangular(worldvec, studioLight).rgb;
- background_color *= studioLightIntensity;
-#endif
-
- FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha;
-}