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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.glsl68
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
+}