diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl | 58 |
1 files changed, 31 insertions, 27 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl index 66372f82b89..dd737063f61 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl @@ -10,7 +10,7 @@ uniform mat3 NormalMatrix; in vec3 pos; in vec3 nor; in vec2 u; /* active texture layer */ -#define uv u +# define uv u #else /* HAIR_SHADER */ # ifdef V3D_SHADING_TEXTURE_COLOR uniform samplerBuffer u; /* active texture layer */ @@ -29,49 +29,53 @@ out vec2 uv_interp; /* 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); + n = (n >> 13) ^ n; + int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return (float(nn) / 1073741824.0); } void main() { #ifdef HAIR_SHADER # ifdef V3D_SHADING_TEXTURE_COLOR - vec2 uv = hair_get_customdata_vec2(u); + vec2 uv = hair_get_customdata_vec2(u); # endif - float time, thick_time, thickness; - vec3 pos, tan, binor; - hair_get_pos_tan_binor_time( - (ProjectionMatrix[3][3] == 0.0), - ModelMatrixInverse, - ViewMatrixInverse[3].xyz, ViewMatrixInverse[2].xyz, - pos, tan, binor, time, thickness, thick_time); - /* To "simulate" anisotropic shading, randomize hair normal per strand. */ - hair_rand = integer_noise(hair_get_strand_id()); - tan = normalize(tan); - vec3 nor = normalize(cross(binor, tan)); - nor = normalize(mix(nor, -tan, hair_rand * 0.10)); - float cos_theta = (hair_rand*2.0 - 1.0) * 0.20; - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta)); - nor = nor * sin_theta + binor * cos_theta; - gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); + float time, thick_time, thickness; + vec3 pos, tan, binor; + hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0), + ModelMatrixInverse, + ViewMatrixInverse[3].xyz, + ViewMatrixInverse[2].xyz, + pos, + tan, + binor, + time, + thickness, + thick_time); + /* To "simulate" anisotropic shading, randomize hair normal per strand. */ + hair_rand = integer_noise(hair_get_strand_id()); + tan = normalize(tan); + vec3 nor = normalize(cross(binor, tan)); + nor = normalize(mix(nor, -tan, hair_rand * 0.10)); + float cos_theta = (hair_rand * 2.0 - 1.0) * 0.20; + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta)); + nor = nor * sin_theta + binor * cos_theta; + gl_Position = ViewProjectionMatrix * vec4(pos, 1.0); #else - gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); + gl_Position = ModelViewProjectionMatrix * vec4(pos, 1.0); #endif #ifdef V3D_SHADING_TEXTURE_COLOR - uv_interp = uv; + uv_interp = uv; #endif #ifdef NORMAL_VIEWPORT_PASS_ENABLED - normal_viewport = NormalMatrix * nor; + normal_viewport = NormalMatrix * nor; # ifndef HAIR_SHADER - normal_viewport = normalize(normal_viewport); + normal_viewport = normalize(normal_viewport); # endif #endif #ifdef USE_WORLD_CLIP_PLANES - world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); + world_clip_planes_calc_clip_distance((ModelMatrix * vec4(pos, 1.0)).xyz); #endif - } |