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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl63
1 files changed, 46 insertions, 17 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
index 269911189fa..461fb2fb130 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_deferred_composite_frag.glsl
@@ -1,16 +1,24 @@
out vec4 fragColor;
+uniform mat4 ProjectionMatrix;
+
uniform usampler2D objectId;
uniform sampler2D colorBuffer;
uniform sampler2D specularBuffer;
uniform sampler2D normalBuffer;
/* normalBuffer contains viewport normals */
+uniform sampler2D cavityBuffer;
+
uniform vec2 invertedViewportSize;
+uniform vec4 viewvecs[3];
uniform float shadowMultiplier;
uniform float lightMultiplier;
uniform float shadowShift = 0.1;
uniform mat3 normalWorldMatrix;
+#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+uniform sampler2D matcapImage;
+#endif
layout(std140) uniform world_block {
WorldData world_data;
@@ -43,47 +51,68 @@ void main()
#endif /* !V3D_SHADING_OBJECT_OUTLINE */
vec4 diffuse_color = texelFetch(colorBuffer, texel, 0);
+
/* Do we need normals */
#ifdef NORMAL_VIEWPORT_PASS_ENABLED
-#ifdef WORKBENCH_ENCODE_NORMALS
+# ifdef WORKBENCH_ENCODE_NORMALS
vec3 normal_viewport = normal_decode(texelFetch(normalBuffer, texel, 0).rg);
- if (diffuse_color.a == 1.0) {
+ if (diffuse_color.a == 0.0) {
normal_viewport = -normal_viewport;
}
-#else /* WORKBENCH_ENCODE_NORMALS */
+# else /* WORKBENCH_ENCODE_NORMALS */
vec3 normal_viewport = texelFetch(normalBuffer, texel, 0).rgb;
-#endif /* WORKBENCH_ENCODE_NORMALS */
+# endif /* WORKBENCH_ENCODE_NORMALS */
+#endif
+
+ vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);
+
+#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+ bool flipped = world_data.matcap_orientation != 0;
+ vec2 matcap_uv = matcap_uv_compute(I_vs, normal_viewport, flipped);
+ diffuse_color = textureLod(matcapImage, matcap_uv, 0.0);
#endif
#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- /* XXX Should calculate the correct VS Incoming direction */
- vec3 I_vs = vec3(0.0, 0.0, 1.0);
vec4 specular_data = texelFetch(specularBuffer, texel, 0);
vec3 specular_color = get_world_specular_lights(world_data, specular_data, normal_viewport, I_vs);
#else
vec3 specular_color = vec3(0.0);
#endif
+#ifdef V3D_LIGHTING_FLAT
+ vec3 diffuse_light = vec3(1.0);
+#endif
+
+#ifdef V3D_LIGHTING_MATCAP
+ vec3 diffuse_light = texelFetch(specularBuffer, texel, 0).rgb;
+#endif
+
#ifdef V3D_LIGHTING_STUDIO
- #ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+# ifdef STUDIOLIGHT_ORIENTATION_CAMERA
vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
- #endif
+# endif
- #ifdef STUDIOLIGHT_ORIENTATION_WORLD
+# ifdef STUDIOLIGHT_ORIENTATION_WORLD
vec3 normal_world = normalWorldMatrix * normal_viewport;
vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
- #endif
+# endif
+#endif
vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
-#else /* V3D_LIGHTING_STUDIO */
- vec3 shaded_color = diffuse_color.rgb + specular_color;
-
-#endif /* V3D_LIGHTING_STUDIO */
+#ifdef V3D_SHADING_CAVITY
+ vec2 cavity = texelFetch(cavityBuffer, texel, 0).rg;
+ shaded_color *= 1.0 - cavity.x;
+ shaded_color *= 1.0 + cavity.y;
+#endif
#ifdef V3D_SHADING_SHADOW
- float shadow_mix = step(-shadowShift, dot(normal_viewport, world_data.light_direction_vs.xyz));
- float light_multiplier;
- light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
+ float light_factor = -dot(normal_viewport, world_data.light_direction_vs.xyz);
+ /* The step function might be ok for meshes but it's
+ * clearly not the case for hairs. Do smoothstep in this case. */
+ float shadow_mix = (diffuse_color.a == 1.0 || diffuse_color.a == 0.0)
+ ? step(-shadowShift, -light_factor)
+ : smoothstep(1.0, shadowShift, light_factor);
+ float light_multiplier = mix(lightMultiplier, shadowMultiplier, shadow_mix);
#else /* V3D_SHADING_SHADOW */
float light_multiplier = 1.0;