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 | 38 |
1 files changed, 26 insertions, 12 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 index 3f271ec439b..e954aa5e9f5 100644 --- 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 @@ -1,8 +1,11 @@ #ifdef OB_TEXTURE uniform sampler2D image; #endif +uniform mat4 ProjectionMatrix; uniform mat3 normalWorldMatrix; uniform float alpha = 0.5; +uniform vec2 invertedViewportSize; +uniform vec4 viewvecs[3]; #ifdef NORMAL_VIEWPORT_PASS_ENABLED in vec3 normal_viewport; @@ -10,6 +13,9 @@ in vec3 normal_viewport; #ifdef OB_TEXTURE in vec2 uv_interp; #endif +#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL +uniform sampler2D matcapImage; +#endif layout(std140) uniform world_block { WorldData world_data; @@ -25,6 +31,7 @@ layout(location=0) out vec4 transparentAccum; void main() { vec4 diffuse_color; + vec3 diffuse_light = vec3(1.0); #ifdef OB_SOLID diffuse_color = material_data.diffuse_color; #endif /* OB_SOLID */ @@ -32,28 +39,35 @@ void main() diffuse_color = texture(image, uv_interp); #endif /* OB_TEXTURE */ + vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize; + vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix); + + vec3 nor = normalize(normal_viewport); + +#ifdef V3D_LIGHTING_MATCAP + bool flipped = world_data.matcap_orientation != 0; + vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped); + diffuse_light = texture(matcapImage, matcap_uv).rgb; +#endif + #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)); + vec3 specular_color = get_world_specular_lights(world_data, vec4(material_data.specular_color.rgb, material_data.roughness), nor, I_vs; #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); +# ifdef STUDIOLIGHT_ORIENTATION_CAMERA + diffuse_light = get_camera_diffuse_light(world_data, nor); +# endif +# ifdef STUDIOLIGHT_ORIENTATION_WORLD + vec3 normal_world = normalWorldMatrix * nor; + diffuse_light = get_world_diffuse_light(world_data, normal_world); +# 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 */ - vec4 premultiplied = vec4(shaded_color.rgb * alpha, alpha); transparentAccum = calculate_transparent_accum(premultiplied); } |