diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl | 92 |
1 files changed, 0 insertions, 92 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl index 94e41b4bcd4..e69de29bb2d 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl @@ -1,92 +0,0 @@ - -uniform vec4 materialColorAndMetal; -uniform float materialRoughness; - -#ifdef TEXTURE_IMAGE_ARRAY -uniform sampler2DArray image_tile_array; -uniform sampler1DArray image_tile_data; -#else -uniform sampler2D image; -#endif -uniform float ImageTransparencyCutoff = 0.1; -uniform bool imageNearest; -uniform bool imagePremultiplied; - -#ifdef NORMAL_VIEWPORT_PASS_ENABLED -in vec3 normal_viewport; -#endif - -#ifdef V3D_SHADING_TEXTURE_COLOR -in vec2 uv_interp; -#endif -#ifdef V3D_SHADING_VERTEX_COLOR -in vec3 vertexColor; -#endif - -#ifdef HAIR_SHADER -flat in float hair_rand; -#endif - -#ifdef MATDATA_PASS_ENABLED -layout(location = 0) out vec4 materialData; -#endif -#ifdef OBJECT_ID_PASS_ENABLED -layout(location = 1) out uint objectId; -#endif -#ifdef NORMAL_VIEWPORT_PASS_ENABLED -layout(location = 2) out WB_Normal normalViewport; -#endif - -void main() -{ -#ifdef MATDATA_PASS_ENABLED - float metallic, roughness; - vec4 color; - -# if defined(V3D_SHADING_TEXTURE_COLOR) -# ifdef TEXTURE_IMAGE_ARRAY - color = workbench_sample_texture_array( - image_tile_array, image_tile_data, uv_interp, imageNearest, imagePremultiplied); -# else - color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied); -# endif - if (color.a < ImageTransparencyCutoff) { - discard; - } -# elif defined(V3D_SHADING_VERTEX_COLOR) - color.rgb = vertexColor; -# else - color.rgb = materialColorAndMetal.rgb; -# endif - -# ifdef V3D_LIGHTING_MATCAP - /* Encode front facing in metallic channel. */ - metallic = float(gl_FrontFacing); - roughness = 0.0; -# else - metallic = materialColorAndMetal.a; - roughness = materialRoughness; -# endif - -# ifdef HAIR_SHADER - /* Add some variation to the hairs to avoid uniform look. */ - float hair_variation = hair_rand * 0.1; - color = clamp(color - hair_variation, 0.0, 1.0); - metallic = clamp(materialColorAndMetal.a - hair_variation, 0.0, 1.0); - roughness = clamp(materialRoughness - hair_variation, 0.0, 1.0); -# endif - - materialData.rgb = color.rgb; - materialData.a = workbench_float_pair_encode(roughness, metallic); -#endif /* MATDATA_PASS_ENABLED */ - -#ifdef OBJECT_ID_PASS_ENABLED - objectId = uint(resource_id + 1) & 0xFFu; -#endif - -#ifdef NORMAL_VIEWPORT_PASS_ENABLED - vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport; - n = normalize(n); - normalViewport = workbench_normal_encode(n); -#endif -} |