Differential D2889 Diff 11446 source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
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source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_light_frag.glsl
- This file was added.
| uniform mat4 ProjectionMatrix; | |||||
| uniform mat4 ViewMatrix; | |||||
| uniform sampler2D strokeColor; | |||||
| uniform sampler2D strokeDepth; | |||||
| uniform vec2 Viewport; | |||||
| uniform vec4 loc; | |||||
| uniform float energy; | |||||
| uniform float ambient; | |||||
| uniform float pixsize; /* rv3d->pixsize */ | |||||
| uniform float pixelsize; /* U.pixelsize */ | |||||
| uniform float pixfactor; | |||||
| out vec4 FragColor; | |||||
| float defaultpixsize = pixsize * pixelsize * (1000.0 / pixfactor); | |||||
| #define height loc.w | |||||
| /* project 3d point to 2d on screen space */ | |||||
| vec2 toScreenSpace(vec4 vertex) | |||||
| { | |||||
| /* need to calculate ndc because this is not done by vertex shader */ | |||||
| vec3 ndc = vec3(vertex).xyz / vertex.w; | |||||
| vec2 sc; | |||||
| sc.x = ((ndc.x + 1.0) / 2.0) * Viewport.x; | |||||
| sc.y = ((ndc.y + 1.0) / 2.0) * Viewport.y; | |||||
| return sc; | |||||
| } | |||||
| void main() | |||||
| { | |||||
| float stroke_depth; | |||||
| vec4 objcolor; | |||||
| vec4 light_loc = ProjectionMatrix * ViewMatrix * vec4(loc.xyz, 1.0); | |||||
| vec2 light2d = toScreenSpace(light_loc); | |||||
| /* calc pixel scale */ | |||||
| float pxscale = (ProjectionMatrix[3][3] == 0.0) ? (10.0 / (light_loc.z * defaultpixsize)) : (10.0 / defaultpixsize); | |||||
| pxscale = max(pxscale, 0.000001); | |||||
| /* the height over plane is received in the w component of the loc | |||||
| * and needs a factor to adapt to pixels | |||||
| */ | |||||
| float peak = height * 10.0 * pxscale; | |||||
| vec3 light3d = vec3(light2d.x, light2d.y, peak); | |||||
| vec2 uv = vec2(gl_FragCoord.xy); | |||||
| vec3 frag_loc = vec3(uv.x, uv.y, 0); | |||||
| vec3 norm = vec3(0, 0, 1.0); /* always z-up */ | |||||
| ivec2 iuv = ivec2(uv.x, uv.y); | |||||
| stroke_depth = texelFetch(strokeDepth, iuv, 0).r; | |||||
| objcolor = texelFetch(strokeColor, iuv, 0); | |||||
| /* diffuse light */ | |||||
| vec3 lightdir = normalize(light3d - frag_loc); | |||||
| float diff = max(dot(norm, lightdir), 0.0); | |||||
| float dist = length(light3d - frag_loc) / pxscale; | |||||
| float factor = diff * ((energy * 100.0) / (dist * dist)); | |||||
| vec3 result = factor * max(ambient, 0.1) * vec3(objcolor); | |||||
| gl_FragDepth = stroke_depth; | |||||
| FragColor = vec4(result.r, result.g, result.b, objcolor.a); | |||||
| } | |||||