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 | 68 |
1 files changed, 68 insertions, 0 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 new file mode 100644 index 00000000000..66b529fcf5e --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl @@ -0,0 +1,68 @@ +uniform mat4 ModelViewProjectionMatrix; +uniform mat4 ProjectionMatrix; +uniform mat4 ViewProjectionMatrix; +uniform mat4 ViewMatrixInverse; +uniform mat3 NormalMatrix; + +#ifndef HAIR_SHADER +in vec3 pos; +in vec3 nor; +in vec2 uv; +#else /* HAIR_SHADER */ +# ifdef V3D_SHADING_TEXTURE_COLOR +uniform samplerBuffer u; /* active texture 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 + +/* 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); +} + +void main() +{ +#ifdef HAIR_SHADER +# ifdef V3D_SHADING_TEXTURE_COLOR + 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), + 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); +#endif +#ifdef V3D_SHADING_TEXTURE_COLOR + uv_interp = uv; +#endif + +#ifdef NORMAL_VIEWPORT_PASS_ENABLED + normal_viewport = NormalMatrix * nor; +# ifndef HAIR_SHADER + normal_viewport = normalize(normal_viewport); +# endif +#endif +} |