diff options
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.glsl | 129 |
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) +} |