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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_basic_frag.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_basic_frag.glsl169
1 files changed, 169 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
new file mode 100644
index 00000000000..94c73d9e248
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
@@ -0,0 +1,169 @@
+
+/* Options:
+ *
+ * USE_COLOR: use glColor for diffuse colors
+ * USE_TEXTURE: use texture for diffuse colors
+ * USE_SCENE_LIGHTING: use lights (up to 8)
+ * USE_SOLID_LIGHTING: assume 3 directional lights for solid draw mode
+ * USE_TWO_SIDED: flip normal towards viewer
+ * NO_SPECULAR: use specular component
+ */
+
+#define NUM_SOLID_LIGHTS 3
+#define NUM_SCENE_LIGHTS 8
+
+#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
+varying vec3 varying_normal;
+
+#ifndef USE_SOLID_LIGHTING
+varying vec3 varying_position;
+#endif
+#endif
+
+#ifdef USE_COLOR
+varying vec4 varying_vertex_color;
+#endif
+
+#ifdef USE_TEXTURE
+varying vec2 varying_texture_coord;
+uniform sampler2D texture_map;
+#endif
+
+void main()
+{
+#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
+ /* compute normal */
+ vec3 N = normalize(varying_normal);
+
+#ifdef USE_TWO_SIDED
+ if (!gl_FrontFacing)
+ N = -N;
+#endif
+
+ /* compute diffuse and specular lighting */
+ vec3 L_diffuse = vec3(0.0);
+#ifndef NO_SPECULAR
+ vec3 L_specular = vec3(0.0);
+#endif
+
+#ifdef USE_SOLID_LIGHTING
+ /* assume 3 directional lights */
+ for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
+ vec3 light_direction = gl_LightSource[i].position.xyz;
+
+ /* diffuse light */
+ vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
+ float diffuse_bsdf = max(dot(N, light_direction), 0.0);
+ L_diffuse += light_diffuse*diffuse_bsdf;
+
+#ifndef NO_SPECULAR
+ /* specular light */
+ vec3 light_specular = gl_LightSource[i].specular.rgb;
+ vec3 H = gl_LightSource[i].halfVector.xyz;
+
+ float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
+ L_specular += light_specular*specular_bsdf;
+#endif
+ }
+#else
+ /* all 8 lights, makes no assumptions, potentially slow */
+
+#ifndef NO_SPECULAR
+ /* view vector computation, depends on orthographics or perspective */
+ vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position): vec3(0.0, 0.0, -1.0);
+#endif
+
+ for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {
+ /* todo: this is a slow check for disabled lights */
+ if (gl_LightSource[i].specular.a == 0.0)
+ continue;
+
+ float intensity = 1.0;
+ vec3 light_direction;
+
+ if (gl_LightSource[i].position.w == 0.0) {
+ /* directional light */
+ light_direction = gl_LightSource[i].position.xyz;
+ }
+ else {
+ /* point light */
+ vec3 d = gl_LightSource[i].position.xyz - varying_position;
+ light_direction = normalize(d);
+
+ /* spot light cone */
+ if (gl_LightSource[i].spotCutoff < 90.0) {
+ float cosine = max(dot(light_direction, -gl_LightSource[i].spotDirection), 0.0);
+ intensity = pow(cosine, gl_LightSource[i].spotExponent);
+ intensity *= step(gl_LightSource[i].spotCosCutoff, cosine);
+ }
+
+ /* falloff */
+ float distance = length(d);
+
+ intensity /= gl_LightSource[i].constantAttenuation +
+ gl_LightSource[i].linearAttenuation * distance +
+ gl_LightSource[i].quadraticAttenuation * distance * distance;
+ }
+
+ /* diffuse light */
+ vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
+ float diffuse_bsdf = max(dot(N, light_direction), 0.0);
+ L_diffuse += light_diffuse*diffuse_bsdf*intensity;
+
+#ifndef NO_SPECULAR
+ /* specular light */
+ vec3 light_specular = gl_LightSource[i].specular.rgb;
+ vec3 H = normalize(light_direction - V);
+
+ float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
+ L_specular += light_specular*specular_bsdf*intensity;
+#endif
+ }
+#endif
+
+ /* compute diffuse color, possibly from texture or vertex colors */
+ float alpha;
+
+#if defined(USE_TEXTURE) && defined(USE_COLOR)
+ vec4 texture_color = texture2D(texture_map, varying_texture_coord);
+
+ L_diffuse *= texture_color.rgb * varying_vertex_color.rgb;
+ alpha = texture_color.a * varying_vertex_color.a;
+#elif defined(USE_TEXTURE)
+ vec4 texture_color = texture2D(texture_map, varying_texture_coord);
+
+ L_diffuse *= texture_color.rgb;
+ alpha = texture_color.a;
+#elif defined(USE_COLOR)
+ L_diffuse *= varying_vertex_color.rgb;
+ alpha = varying_vertex_color.a;
+#else
+ L_diffuse *= gl_FrontMaterial.diffuse.rgb;
+ alpha = gl_FrontMaterial.diffuse.a;
+#endif
+
+ /* sum lighting */
+ vec3 L = gl_FrontLightModelProduct.sceneColor.rgb + L_diffuse;
+
+#ifndef NO_SPECULAR
+ L += L_specular*gl_FrontMaterial.specular.rgb;
+#endif
+
+ /* write out fragment color */
+ gl_FragColor = vec4(L, alpha);
+#else
+
+ /* no lighting */
+#if defined(USE_TEXTURE) && defined(USE_COLOR)
+ gl_FragColor = texture2D(texture_map, varying_texture_coord) * varying_vertex_color;
+#elif defined(USE_TEXTURE)
+ gl_FragColor = texture2D(texture_map, varying_texture_coord);
+#elif defined(USE_COLOR)
+ gl_FragColor = varying_vertex_color;
+#else
+ gl_FragColor = gl_FrontMaterial.diffuse;
+#endif
+
+#endif
+}
+