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#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 = view_vector_from_screen_uv(uvcoordsvar.st, world_data.viewvecs, ProjectionMatrix);
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 backface 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;
}
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