diff options
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.glsl | 118 |
1 files changed, 0 insertions, 118 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 deleted file mode 100644 index 559dc07c107..00000000000 --- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl +++ /dev/null @@ -1,118 +0,0 @@ - -uniform float ImageTransparencyCutoff = 0.1; -#ifdef TEXTURE_IMAGE_ARRAY -uniform sampler2DArray image_tile_array; -uniform sampler1DArray image_tile_data; -#else -uniform sampler2D image; -#endif -uniform bool imageNearest; -uniform bool imagePremultiplied; - -uniform float alpha = 0.5; -uniform vec2 invertedViewportSize; -uniform vec4 viewvecs[3]; - -uniform vec4 materialColorAndMetal; -uniform float materialRoughness; - -uniform float shadowMultiplier = 0.5; -uniform float lightMultiplier = 1.0; -uniform float shadowShift = 0.1; -uniform float shadowFocus = 1.0; - -#ifdef NORMAL_VIEWPORT_PASS_ENABLED -in vec3 normal_viewport; -#endif /* NORMAL_VIEWPORT_PASS_ENABLED */ -#ifdef V3D_SHADING_TEXTURE_COLOR -in vec2 uv_interp; -#endif -#ifdef V3D_SHADING_VERTEX_COLOR -in vec3 vertexColor; -#endif -#ifdef V3D_LIGHTING_MATCAP -uniform sampler2D matcapDiffuseImage; -uniform sampler2D matcapSpecularImage; -#endif - -layout(std140) uniform world_block -{ - WorldData world_data; -}; - -layout(location = 0) out vec4 transparentAccum; -layout(location = 1) out - float revealageAccum; /* revealage actually stored in transparentAccum.a */ - -void main() -{ - vec4 base_color; - -#if defined(V3D_SHADING_TEXTURE_COLOR) -# ifdef TEXTURE_IMAGE_ARRAY - base_color = workbench_sample_texture_array( - image_tile_array, image_tile_data, uv_interp, imageNearest, imagePremultiplied); -# else - base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied); -# endif - if (base_color.a < ImageTransparencyCutoff) { - discard; - } -#elif defined(V3D_SHADING_VERTEX_COLOR) - base_color.rgb = vertexColor; -#else - base_color.rgb = materialColorAndMetal.rgb; -#endif /* V3D_SHADING_TEXTURE_COLOR */ - - vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; - vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); - -#ifdef NORMAL_VIEWPORT_PASS_ENABLED - vec3 nor = normalize(normal_viewport); -#endif - - /* -------- SHADING --------- */ -#ifdef V3D_LIGHTING_FLAT - vec3 shaded_color = base_color.rgb; - -#elif defined(V3D_LIGHTING_MATCAP) - bool flipped = world_data.matcap_orientation != 0; - vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped); - vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb; -# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT - vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb; -# else - vec3 matcap_specular = vec3(0.0); -# endif - vec3 shaded_color = matcap_diffuse * base_color.rgb + matcap_specular; - -#elif defined(V3D_LIGHTING_STUDIO) -# ifdef V3D_SHADING_SPECULAR_HIGHLIGHT - float metallic = materialColorAndMetal.a; - vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic); - vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic); -# else - vec3 specular_color = vec3(0.0); - vec3 diffuse_color = base_color.rgb; -# endif - - vec3 shaded_color = get_world_lighting( - world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs); -#endif - -#ifdef V3D_SHADING_SHADOW - float light_factor = -dot(nor, world_data.shadow_direction_vs.xyz); - float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor); - shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix); -#endif - - /* Based on : - * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of - * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013 - */ - /* Listing 4 */ - float z = linear_zdepth(gl_FragCoord.z, viewvecs, ProjectionMatrix); - float weight = calculate_transparent_weight(z, alpha); - transparentAccum = vec4(shaded_color * weight, alpha); - revealageAccum = weight; -} |