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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.glsl76
1 files changed, 76 insertions, 0 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
new file mode 100644
index 00000000000..6aeb912377c
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -0,0 +1,76 @@
+uniform int object_id = 0;
+
+layout(std140) uniform material_block {
+ MaterialData material_data;
+};
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
+uniform sampler2D image;
+#endif
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+in vec3 normal_viewport;
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
+in vec2 uv_interp;
+#endif /* V3D_SHADING_TEXTURE_COLOR */
+
+#ifdef HAIR_SHADER
+flat in float hair_rand;
+#endif
+
+layout(location=0) out uint objectId;
+layout(location=1) out vec4 diffuseColor;
+layout(location=2) out vec4 specularColor;
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+# ifdef WORKBENCH_ENCODE_NORMALS
+layout(location=3) out vec2 normalViewport;
+# else /* WORKBENCH_ENCODE_NORMALS */
+layout(location=3) out vec3 normalViewport;
+# endif /* WORKBENCH_ENCODE_NORMALS */
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+
+void main()
+{
+ objectId = uint(object_id);
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+ vec3 n = (gl_FrontFacing) ? normal_viewport : -normal_viewport;
+ n = normalize(n);
+#endif
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
+ diffuseColor = texture(image, uv_interp);
+#else
+ diffuseColor = vec4(material_data.diffuse_color.rgb, 0.0);
+# ifdef STUDIOLIGHT_ORIENTATION_VIEWNORMAL
+ specularColor = vec4(material_data.diffuse_color.rgb, 0.0);
+
+# endif
+#endif /* V3D_SHADING_TEXTURE_COLOR */
+
+#ifdef HAIR_SHADER
+ float hair_color_variation = hair_rand * 0.1;
+ diffuseColor.rgb = clamp(diffuseColor.rgb - hair_color_variation, 0.0, 1.0);
+#endif
+
+#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
+ specularColor = vec4(material_data.specular_color.rgb, material_data.roughness);
+# ifdef HAIR_SHADER
+ specularColor.rgb = clamp(specularColor.rgb - hair_color_variation, 0.0, 1.0);
+# endif
+#endif
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+# ifdef WORKBENCH_ENCODE_NORMALS
+ diffuseColor.a = float(gl_FrontFacing);
+ normalViewport = normal_encode(n);
+# else /* WORKBENCH_ENCODE_NORMALS */
+ normalViewport = n;
+# endif /* WORKBENCH_ENCODE_NORMALS */
+# ifdef HAIR_SHADER
+ diffuseColor.a = 0.5;
+# endif
+#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
+}