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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl129
1 files changed, 129 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
new file mode 100644
index 00000000000..4252c20a551
--- /dev/null
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -0,0 +1,129 @@
+
+#ifndef HAIR_SHADER
+in vec3 pos;
+in vec3 nor;
+in vec2 au; /* active texture layer */
+# ifdef V3D_SHADING_VERTEX_COLOR
+in vec4 ac; /* active color */
+# endif
+# define uv au
+#else /* HAIR_SHADER */
+
+# ifdef V3D_SHADING_TEXTURE_COLOR
+uniform samplerBuffer au; /* active texture layer */
+# endif
+# ifdef V3D_SHADING_VERTEX_COLOR
+uniform samplerBuffer ac; /* active color layer */
+# endif
+
+flat out float hair_rand;
+#endif /* HAIR_SHADER */
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+out vec3 normal_viewport;
+#endif
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
+out vec2 uv_interp;
+#endif
+#ifdef V3D_SHADING_VERTEX_COLOR
+out vec3 vertexColor;
+#endif
+
+#ifdef OBJECT_ID_PASS_ENABLED
+RESOURCE_ID_VARYING
+#endif
+
+/* From http://libnoise.sourceforge.net/noisegen/index.html */
+float integer_noise(int n)
+{
+ n = (n >> 13) ^ n;
+ int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
+ return (float(nn) / 1073741824.0);
+}
+
+vec3 workbench_hair_hair_normal(vec3 tan, vec3 binor, float rand)
+{
+ /* To "simulate" anisotropic shading, randomize hair normal per strand. */
+ vec3 nor = cross(tan, binor);
+ nor = normalize(mix(nor, -tan, rand * 0.1));
+ float cos_theta = (rand * 2.0 - 1.0) * 0.2;
+ float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
+ nor = nor * sin_theta + binor * cos_theta;
+ return nor;
+}
+
+void main()
+{
+#ifdef HAIR_SHADER
+# ifdef V3D_SHADING_TEXTURE_COLOR
+ vec2 uv = hair_get_customdata_vec2(au);
+# endif
+ float time, thick_time, thickness;
+ vec3 world_pos, tan, binor;
+ hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
+ ModelMatrixInverse,
+ ViewMatrixInverse[3].xyz,
+ ViewMatrixInverse[2].xyz,
+ world_pos,
+ tan,
+ binor,
+ time,
+ thickness,
+ thick_time);
+
+ hair_rand = integer_noise(hair_get_strand_id());
+ vec3 nor = workbench_hair_hair_normal(tan, binor, hair_rand);
+#else
+ vec3 world_pos = point_object_to_world(pos);
+#endif
+ gl_Position = point_world_to_ndc(world_pos);
+
+#ifdef V3D_SHADING_TEXTURE_COLOR
+ uv_interp = uv;
+#endif
+
+#ifdef V3D_SHADING_VERTEX_COLOR
+# ifndef HAIR_SHADER
+ vertexColor = ac.rgb;
+# else
+ vertexColor = hair_get_customdata_vec4(ac).rgb;
+# endif
+#endif
+
+#ifdef NORMAL_VIEWPORT_PASS_ENABLED
+# ifndef HAIR_SHADER
+ normal_viewport = normal_object_to_view(nor);
+ normal_viewport = normalize(normal_viewport);
+# else
+ normal_viewport = normal_world_to_view(nor);
+# endif
+#endif
+
+#ifdef OBJECT_ID_PASS_ENABLED
+ PASS_RESOURCE_ID
+#endif
+
+#ifdef USE_WORLD_CLIP_PLANES
+ world_clip_planes_calc_clip_distance(world_pos);
+#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
+
+#ifdef V3D_LIGHTING_MATCAP
+ /* Encode front facing in metallic channel. */
+ metallic = float(gl_FrontFacing);
+ roughness = 0.0;
+#else
+ metallic = materialColorAndMetal.a;
+ roughness = materialRoughness;
+#endif
+
+ workbench_float_pair_encode(roughness, metallic)
+}