diff options
Diffstat (limited to 'source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl | 70 |
1 files changed, 70 insertions, 0 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl new file mode 100644 index 00000000000..f3026c32fc8 --- /dev/null +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl @@ -0,0 +1,70 @@ +uniform mat4 ProjectionMatrix; +uniform mat4 ViewMatrix; + +uniform sampler2D strokeColor; +uniform sampler2D strokeDepth; +uniform vec2 Viewport; +uniform vec4 loc; +uniform float energy; +uniform float ambient; + +uniform float pixsize; /* rv3d->pixsize */ +uniform float pixelsize; /* U.pixelsize */ +uniform float pixfactor; + +out vec4 FragColor; + +float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); + +#define height loc.w + +/* project 3d point to 2d on screen space */ +vec2 toScreenSpace(vec4 vertex) +{ + /* need to calculate ndc because this is not done by vertex shader */ + vec3 ndc = vec3(vertex).xyz / vertex.w; + + vec2 sc; + sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x; + sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y; + + return sc; +} + +void main() +{ + float stroke_depth; + vec4 objcolor; + + vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); + vec2 light2d = toScreenSpace(light_loc); + + /* calc pixel scale */ + float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize); + pxscale = max(pxscale, 0.000001); + + /* the height over plane is received in the w component of the loc + * and needs a factor to adapt to pixels + */ + float peak = height * 10.0 * pxscale; + vec3 light3d = vec3(light2d.x, light2d.y, peak); + + vec2 uv = vec2(gl_FragCoord.xy); + vec3 frag_loc = vec3(uv.x, uv.y, 0); + vec3 norm = vec3(0, 0, 1.0); /* always z-up */ + + ivec2 iuv = ivec2(uv.x, uv.y); + stroke_depth = texelFetch(strokeDepth, iuv, 0).r; + objcolor = texelFetch(strokeColor, iuv, 0); + + /* diffuse light */ + vec3 lightdir = normalize(light3d - frag_loc); + float diff = max(dot(norm, lightdir), 0.0); + float dist = length(light3d - frag_loc) / pxscale; + float factor = diff * ((energy * 100.0) / (dist * dist)); + + vec3 result = factor * max(ambient, 0.1) * vec3(objcolor); + + gl_FragDepth = stroke_depth; + FragColor = vec4(result.r, result.g, result.b, objcolor.a); +} |