diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl | 25 |
1 files changed, 19 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl index 531ed461057..20053b8917c 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_world_light_lib.glsl @@ -64,22 +64,35 @@ vec3 get_world_lighting(vec3 base_color, float roughness, float metallic, vec3 N if (world_data.use_specular) { /* Prepare Specular computation. Eval 4 lights at once. */ vec3 R = -reflect(I, N); + +#ifdef GPU_METAL + /* Split vectors into arrays of floats. Partial vector references are unsupported by MSL. */ + float spec_angle[4], spec_NL[4], wrap_NL[4]; +# define AS_VEC4(a) vec4(a[0], a[1], a[2], a[3]) +#else vec4 spec_angle, spec_NL, wrap_NL; - prep_specular(world_data.lights[0].direction.xyz, I, N, R, spec_NL.x, wrap_NL.x, spec_angle.x); - prep_specular(world_data.lights[1].direction.xyz, I, N, R, spec_NL.y, wrap_NL.y, spec_angle.y); - prep_specular(world_data.lights[2].direction.xyz, I, N, R, spec_NL.z, wrap_NL.z, spec_angle.z); - prep_specular(world_data.lights[3].direction.xyz, I, N, R, spec_NL.w, wrap_NL.w, spec_angle.w); +# define AS_VEC4(a) a +#endif + prep_specular( + world_data.lights[0].direction.xyz, I, N, R, spec_NL[0], wrap_NL[0], spec_angle[0]); + prep_specular( + world_data.lights[1].direction.xyz, I, N, R, spec_NL[1], wrap_NL[1], spec_angle[1]); + prep_specular( + world_data.lights[2].direction.xyz, I, N, R, spec_NL[2], wrap_NL[2], spec_angle[2]); + prep_specular( + world_data.lights[3].direction.xyz, I, N, R, spec_NL[3], wrap_NL[3], spec_angle[3]); vec4 gloss = vec4(1.0 - roughness); /* Reduce gloss for smooth light. (simulate bigger light) */ gloss *= 1.0 - wrap; vec4 shininess = exp2(10.0 * gloss + 1.0); - vec4 spec_light = blinn_specular(shininess, spec_angle, spec_NL); + vec4 spec_light = blinn_specular(shininess, AS_VEC4(spec_angle), AS_VEC4(spec_NL)); /* Simulate Env. light. */ vec4 w = mix(wrap, vec4(1.0), roughness); - vec4 spec_env = wrapped_lighting(wrap_NL, w); + vec4 spec_env = wrapped_lighting(AS_VEC4(wrap_NL), w); +#undef AS_VEC4 spec_light = mix(spec_light, spec_env, wrap * wrap); |