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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.glsl88
1 files changed, 55 insertions, 33 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 690ce5d527f..81f6e651be0 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
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
+
/* [Drobot2014a] Low Level Optimizations for GCN */
vec4 fast_rcp(vec4 v)
{
@@ -41,9 +43,19 @@ vec4 wrapped_lighting(vec4 NL, vec4 w)
return clamp((NL + w) * denom, 0.0, 1.0);
}
-vec3 get_world_lighting(
- WorldData world_data, vec3 diffuse_color, vec3 specular_color, float roughness, vec3 N, vec3 I)
+vec3 get_world_lighting(vec3 base_color, float roughness, float metallic, vec3 N, vec3 I)
{
+ vec3 specular_color, diffuse_color;
+
+ if (world_data.use_specular) {
+ diffuse_color = mix(base_color, vec3(0.0), metallic);
+ specular_color = mix(vec3(0.05), base_color, metallic);
+ }
+ else {
+ diffuse_color = base_color;
+ specular_color = vec3(0.0);
+ }
+
vec3 specular_light = world_data.ambient_color.rgb;
vec3 diffuse_light = world_data.ambient_color.rgb;
vec4 wrap = vec4(world_data.lights[0].diffuse_color_wrap.a,
@@ -51,37 +63,37 @@ vec3 get_world_lighting(
world_data.lights[2].diffuse_color_wrap.a,
world_data.lights[3].diffuse_color_wrap.a);
-#ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
- /* Prepare Specular computation. Eval 4 lights at once. */
- vec3 R = -reflect(I, N);
- 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);
-
- 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);
-
- /* Simulate Env. light. */
- vec4 w = mix(wrap, vec4(1.0), roughness);
- vec4 spec_env = wrapped_lighting(wrap_NL, w);
-
- spec_light = mix(spec_light, spec_env, wrap * wrap);
-
- /* Multiply result by lights specular colors. */
- specular_light += spec_light.x * world_data.lights[0].specular_color.rgb;
- specular_light += spec_light.y * world_data.lights[1].specular_color.rgb;
- specular_light += spec_light.z * world_data.lights[2].specular_color.rgb;
- specular_light += spec_light.w * world_data.lights[3].specular_color.rgb;
-
- float NV = clamp(dot(N, I), 0.0, 1.0);
- specular_color = brdf_approx(specular_color, roughness, NV);
-#endif
+ if (world_data.use_specular) {
+ /* Prepare Specular computation. Eval 4 lights at once. */
+ vec3 R = -reflect(I, N);
+ 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);
+
+ 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);
+
+ /* Simulate Env. light. */
+ vec4 w = mix(wrap, vec4(1.0), roughness);
+ vec4 spec_env = wrapped_lighting(wrap_NL, w);
+
+ spec_light = mix(spec_light, spec_env, wrap * wrap);
+
+ /* Multiply result by lights specular colors. */
+ specular_light += spec_light.x * world_data.lights[0].specular_color.rgb;
+ specular_light += spec_light.y * world_data.lights[1].specular_color.rgb;
+ specular_light += spec_light.z * world_data.lights[2].specular_color.rgb;
+ specular_light += spec_light.w * world_data.lights[3].specular_color.rgb;
+
+ float NV = clamp(dot(N, I), 0.0, 1.0);
+ specular_color = brdf_approx(specular_color, roughness, NV);
+ }
specular_light *= specular_color;
/* Prepare diffuse computation. Eval 4 lights at once. */
@@ -107,3 +119,13 @@ vec3 get_world_lighting(
return diffuse_light + specular_light;
}
+
+uniform bool forceShadowing = false;
+
+float get_shadow(vec3 N)
+{
+ float light_factor = -dot(N, world_data.shadow_direction_vs.xyz);
+ float shadow_mix = smoothstep(world_data.shadow_shift, world_data.shadow_focus, light_factor);
+ shadow_mix *= forceShadowing ? 0.0 : world_data.shadow_mul;
+ return shadow_mix + world_data.shadow_add;
+} \ No newline at end of file