Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl1
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl6
6 files changed, 12 insertions, 16 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
index d8cb4f86f7b..722dbdd0b5e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_cavity_lib.glsl
@@ -28,7 +28,7 @@ void cavity_compute(vec2 screenco,
return;
}
- vec3 position = view_position_from_depth(screenco, depth, world_data.viewvecs, ProjectionMatrix);
+ vec3 position = view_position_from_depth(screenco, depth, ViewVecs, ProjectionMatrix);
vec3 normal = workbench_normal_decode(texture(normalBuffer, screenco));
vec2 jitter_co = (screenco * world_data.viewport_size.xy) * world_data.cavity_jitter_scale;
@@ -68,8 +68,7 @@ void cavity_compute(vec2 screenco,
bool is_background = (s_depth == 1.0);
/* This trick provide good edge effect even if no neighbor is found. */
s_depth = (is_background) ? depth : s_depth;
- vec3 s_pos = view_position_from_depth(
- uvcoords, s_depth, world_data.viewvecs, ProjectionMatrix);
+ vec3 s_pos = view_position_from_depth(uvcoords, s_depth, ViewVecs, ProjectionMatrix);
if (is_background) {
s_pos.z -= world_data.cavity_distance;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 25eaf003e07..265d19f336f 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -68,17 +68,17 @@ void workbench_float_pair_decode(float data, out float v1, out float v2)
v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask));
}
-vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)
+vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[2], mat4 proj_mat)
{
if (proj_mat[3][3] == 0.0) {
- return normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz);
+ return normalize(vec3(viewvecs[0].xy + uv * viewvecs[1].xy, 1.0));
}
else {
return vec3(0.0, 0.0, 1.0);
}
}
-vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[3], mat4 proj_mat)
+vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[2], mat4 proj_mat)
{
if (proj_mat[3][3] == 0.0) {
/* Perspective */
@@ -86,7 +86,7 @@ vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[3], mat4
float zview = -proj_mat[3][2] / (d + proj_mat[2][2]);
- return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz);
+ return zview * vec3(viewvecs[0].xy + uvcoords * viewvecs[1].xy, 1.0);
}
else {
/* Orthographic */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
index cdb9823096c..f3a238fd112 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl
@@ -14,7 +14,7 @@ out vec4 fragColor;
void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
- vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, world_data.viewvecs, ProjectionMatrix);
+ vec3 I = view_vector_from_screen_uv(uvcoordsvar.st, ViewVecs, ProjectionMatrix);
vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st));
vec4 mat_data = texture(materialBuffer, uvcoordsvar.st);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index 5f3283e1643..a76a14fa750 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -5,7 +5,6 @@ struct LightData {
};
struct WorldData {
- vec4 viewvecs[3];
vec4 viewport_size;
vec4 object_outline_color;
vec4 shadow_direction_vs;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 3c2d1a9c0c7..ba8eeff1001 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -15,7 +15,7 @@ layout(location = 1) out vec4 revealageAccum;
layout(location = 2) out uint objectId;
/* Special function only to be used with calculate_transparent_weight(). */
-float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat)
+float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
{
if (proj_mat[3][3] == 0.0) {
float d = 2.0 * depth - 1.0;
@@ -33,7 +33,7 @@ float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat)
*/
float calculate_transparent_weight(void)
{
- float z = linear_zdepth(gl_FragCoord.z, world_data.viewvecs, ProjectionMatrix);
+ float z = linear_zdepth(gl_FragCoord.z, ViewVecs, ProjectionMatrix);
#if 0
/* Eq 10 : Good for surfaces with varying opacity (like particles) */
float a = min(1.0, alpha * 10.0) + 0.01;
@@ -57,7 +57,7 @@ void main()
{
/* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */
vec2 uv_viewport = gl_FragCoord.xy * world_data.viewport_size_inv;
- vec3 I = view_vector_from_screen_uv(uv_viewport, world_data.viewvecs, ProjectionMatrix);
+ vec3 I = view_vector_from_screen_uv(uv_viewport, ViewVecs, ProjectionMatrix);
vec3 N = normalize(normal_interp);
vec3 color = color_interp;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 2920a504062..6ab652cbf36 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -194,10 +194,8 @@ void main()
float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
float depth_end = min(depth, gl_FragCoord.z);
- vec3 vs_ray_end = view_position_from_depth(
- screen_uv, depth_end, world_data.viewvecs, ProjectionMatrix);
- vec3 vs_ray_ori = view_position_from_depth(
- screen_uv, 0.0, world_data.viewvecs, ProjectionMatrix);
+ vec3 vs_ray_end = view_position_from_depth(screen_uv, depth_end, ViewVecs, ProjectionMatrix);
+ vec3 vs_ray_ori = view_position_from_depth(screen_uv, 0.0, ViewVecs, ProjectionMatrix);
vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
vs_ray_dir /= abs(vs_ray_dir.z);