#pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(workbench_common_lib.glsl) #pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl) #pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl) uniform sampler2D materialBuffer; uniform sampler2D normalBuffer; in vec4 uvcoordsvar; out vec4 fragColor; void main() { /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ vec3 I = get_view_vector_from_screen_uv(uvcoordsvar.st); vec3 N = workbench_normal_decode(texture(normalBuffer, uvcoordsvar.st)); vec4 mat_data = texture(materialBuffer, uvcoordsvar.st); vec3 base_color = mat_data.rgb; float roughness, metallic; workbench_float_pair_decode(mat_data.a, roughness, metallic); #ifdef V3D_LIGHTING_MATCAP /* When using matcaps, mat_data.a is the back-face sign. */ N = (mat_data.a > 0.0) ? N : -N; fragColor.rgb = get_matcap_lighting(base_color, N, I); #endif #ifdef V3D_LIGHTING_STUDIO fragColor.rgb = get_world_lighting(base_color, roughness, metallic, N, I); #endif #ifdef V3D_LIGHTING_FLAT fragColor.rgb = base_color; #endif fragColor.rgb *= get_shadow(N); fragColor.a = 1.0; }