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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.glsl38
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);
}