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

workbench_forward_transparent_accum_frag.glsl « shaders « workbench « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 559dc07c1073895868cf46fe9da8c19171263b97 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118

uniform float ImageTransparencyCutoff = 0.1;
#ifdef TEXTURE_IMAGE_ARRAY
uniform sampler2DArray image_tile_array;
uniform sampler1DArray image_tile_data;
#else
uniform sampler2D image;
#endif
uniform bool imageNearest;
uniform bool imagePremultiplied;

uniform float alpha = 0.5;
uniform vec2 invertedViewportSize;
uniform vec4 viewvecs[3];

uniform vec4 materialColorAndMetal;
uniform float materialRoughness;

uniform float shadowMultiplier = 0.5;
uniform float lightMultiplier = 1.0;
uniform float shadowShift = 0.1;
uniform float shadowFocus = 1.0;

#ifdef NORMAL_VIEWPORT_PASS_ENABLED
in vec3 normal_viewport;
#endif /* NORMAL_VIEWPORT_PASS_ENABLED */
#ifdef V3D_SHADING_TEXTURE_COLOR
in vec2 uv_interp;
#endif
#ifdef V3D_SHADING_VERTEX_COLOR
in vec3 vertexColor;
#endif
#ifdef V3D_LIGHTING_MATCAP
uniform sampler2D matcapDiffuseImage;
uniform sampler2D matcapSpecularImage;
#endif

layout(std140) uniform world_block
{
  WorldData world_data;
};

layout(location = 0) out vec4 transparentAccum;
layout(location = 1) out
    float revealageAccum; /* revealage actually stored in transparentAccum.a */

void main()
{
  vec4 base_color;

#if defined(V3D_SHADING_TEXTURE_COLOR)
#  ifdef TEXTURE_IMAGE_ARRAY
  base_color = workbench_sample_texture_array(
      image_tile_array, image_tile_data, uv_interp, imageNearest, imagePremultiplied);
#  else
  base_color = workbench_sample_texture(image, uv_interp, imageNearest, imagePremultiplied);
#  endif
  if (base_color.a < ImageTransparencyCutoff) {
    discard;
  }
#elif defined(V3D_SHADING_VERTEX_COLOR)
  base_color.rgb = vertexColor;
#else
  base_color.rgb = materialColorAndMetal.rgb;
#endif /* V3D_SHADING_TEXTURE_COLOR */

  vec2 uv_viewport = gl_FragCoord.xy * invertedViewportSize;
  vec3 I_vs = view_vector_from_screen_uv(uv_viewport, viewvecs, ProjectionMatrix);

#ifdef NORMAL_VIEWPORT_PASS_ENABLED
  vec3 nor = normalize(normal_viewport);
#endif

  /* -------- SHADING --------- */
#ifdef V3D_LIGHTING_FLAT
  vec3 shaded_color = base_color.rgb;

#elif defined(V3D_LIGHTING_MATCAP)
  bool flipped = world_data.matcap_orientation != 0;
  vec2 matcap_uv = matcap_uv_compute(I_vs, nor, flipped);
  vec3 matcap_diffuse = textureLod(matcapDiffuseImage, matcap_uv, 0.0).rgb;
#  ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
  vec3 matcap_specular = textureLod(matcapSpecularImage, matcap_uv, 0.0).rgb;
#  else
  vec3 matcap_specular = vec3(0.0);
#  endif
  vec3 shaded_color = matcap_diffuse * base_color.rgb + matcap_specular;

#elif defined(V3D_LIGHTING_STUDIO)
#  ifdef V3D_SHADING_SPECULAR_HIGHLIGHT
  float metallic = materialColorAndMetal.a;
  vec3 specular_color = mix(vec3(0.05), base_color.rgb, metallic);
  vec3 diffuse_color = mix(base_color.rgb, vec3(0.0), metallic);
#  else
  vec3 specular_color = vec3(0.0);
  vec3 diffuse_color = base_color.rgb;
#  endif

  vec3 shaded_color = get_world_lighting(
      world_data, diffuse_color, specular_color, materialRoughness, nor, I_vs);
#endif

#ifdef V3D_SHADING_SHADOW
  float light_factor = -dot(nor, world_data.shadow_direction_vs.xyz);
  float shadow_mix = smoothstep(shadowFocus, shadowShift, light_factor);
  shaded_color *= mix(lightMultiplier, shadowMultiplier, shadow_mix);
#endif

  /* Based on :
   * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of
   * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013
   */
  /* Listing 4 */
  float z = linear_zdepth(gl_FragCoord.z, viewvecs, ProjectionMatrix);
  float weight = calculate_transparent_weight(z, alpha);
  transparentAccum = vec4(shaded_color * weight, alpha);
  revealageAccum = weight;
}