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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.glsl92
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
-}