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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl57
1 files changed, 57 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
new file mode 100644
index 00000000000..a9c84e11aa6
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -0,0 +1,57 @@
+#ifdef OB_TEXTURE
+uniform sampler2D image;
+#endif
+uniform mat3 normalWorldMatrix;
+uniform float alpha = 0.5;
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 normal_viewport;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef OB_TEXTURE
+in vec2 uv_interp;
+#endif
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+layout(std140) uniform material_block {
+ MaterialData material_data;
+};
+
+layout(location=0) out vec4 transparentAccum;
+
+
+void main()
+{
+ vec4 diffuse_color;
+#ifdef OB_SOLID
+ diffuse_color = material_data.diffuse_color;
+#endif /* OB_SOLID */
+#ifdef OB_TEXTURE
+ diffuse_color = texture(image, uv_interp);
+#endif /* OB_TEXTURE */
+
+#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), normal_viewport, vec3(0.0, 0.0, 1.0));
+#else
+ vec3 specular_color = vec3(0.0);
+#endif
+
+#ifdef V3D_LIGHTING_STUDIO
+# ifdef STUDIOLIGHT_ORIENTATION_CAMERA
+ vec3 diffuse_light = get_camera_diffuse_light(world_data, normal_viewport);
+# endif
+# ifdef STUDIOLIGHT_ORIENTATION_WORLD
+ vec3 normal_world = normalWorldMatrix * normal_viewport;
+ vec3 diffuse_light = get_world_diffuse_light(world_data, normal_world);
+# endif
+ vec3 shaded_color = diffuse_light * diffuse_color.rgb + specular_color;
+#else
+ vec3 shaded_color = diffuse_color.rgb + specular_color;
+#endif
+
+ vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha);
+ transparentAccum = calculate_transparent_accum(premultiplied);
+}
+