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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.glsl83
1 files changed, 83 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..1b3737193b0
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -0,0 +1,83 @@
+#ifdef V3D_SHADING_TEXTURE_COLOR
+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;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+#ifdef V3D_SHADING_TEXTURE_COLOR
+in vec2 uv_interp;
+#endif
+#ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+uniform sampler2D matcapImage;
+#endif
+
+layout(std140) uniform world_block {
+ WorldData world_data;
+};
+
+layout(std140) uniform material_block {
+ MaterialData material_data;
+};
+
+layout(location=0) out vec4 transparentAccum;
+layout(location=1) out float revealageAccum; /* revealage actually stored in transparentAccum.a */
+
+void main()
+{
+ vec4 diffuse_color;
+ vec3 diffuse_light = vec3(1.0);
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
+ diffuse_color = texture(image, uv_interp);
+#else
+ diffuse_color = material_data.diffuse_color;
+#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
+
+#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), nor, I_vs);
+#else
+ vec3 specular_color = vec3(0.0);
+#endif
+
+#ifdef V3D_LIGHTING_STUDIO
+# 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;
+
+ /* 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;
+}
+