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source/blender/gpu/shaders/gpu_shader_material.glsl
| Show First 20 Lines • Show All 1,929 Lines • ▼ Show 20 Lines | void shade_spec_t(float shadfac, float spec, float visifac, float specfac, out float t) | ||||
| t = shadfac*spec*visifac*specfac; | t = shadfac*spec*visifac*specfac; | ||||
| } | } | ||||
| void shade_add_spec(float t, vec3 lampcol, vec3 speccol, out vec3 outcol) | void shade_add_spec(float t, vec3 lampcol, vec3 speccol, out vec3 outcol) | ||||
| { | { | ||||
| outcol = t*lampcol*speccol; | outcol = t*lampcol*speccol; | ||||
| } | } | ||||
| void alpha_spec_correction(vec3 spec, float spectra, float alpha, out float outalpha) | |||||
| { | |||||
| if (spectra > 0.0) { | |||||
| float t = clamp(max(max(spec.r, spec.g), spec.b) * spectra, 0.0, 1.0); | |||||
| outalpha = (1.0 - t) * alpha + t; | |||||
| } | |||||
| else { | |||||
| outalpha = alpha; | |||||
| } | |||||
| } | |||||
| void shade_add(vec4 col1, vec4 col2, out vec4 outcol) | void shade_add(vec4 col1, vec4 col2, out vec4 outcol) | ||||
| { | { | ||||
| outcol = col1 + col2; | outcol = col1 + col2; | ||||
| } | } | ||||
| void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol) | void shade_madd(vec4 col, vec4 col1, vec4 col2, out vec4 outcol) | ||||
| { | { | ||||
| outcol = col + col1*col2; | outcol = col + col1*col2; | ||||
| ▲ Show 20 Lines • Show All 573 Lines • Show Last 20 Lines | |||||