Changeset View
Changeset View
Standalone View
Standalone View
source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
| #pragma BLENDER_REQUIRE(common_math_lib.glsl) | #pragma BLENDER_REQUIRE(common_math_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(common_view_lib.glsl) | #pragma BLENDER_REQUIRE(common_view_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(lightprobe_lib.glsl) | #pragma BLENDER_REQUIRE(lightprobe_lib.glsl) | ||||
| #pragma BLENDER_REQUIRE(surface_lib.glsl) | #pragma BLENDER_REQUIRE(surface_lib.glsl) | ||||
| uniform sampler2D studioLight; | |||||
| uniform float backgroundAlpha; | |||||
| uniform mat3 StudioLightMatrix; | |||||
| uniform float studioLightIntensity; /* Default 1.0; */ | |||||
| uniform float studioLightBlur; /* Default 0.0; */ | |||||
| out vec4 FragColor; | |||||
| vec3 background_transform_to_world(vec3 viewvec) | vec3 background_transform_to_world(vec3 viewvec) | ||||
| { | { | ||||
| vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); | vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); | ||||
| vec4 co_homogeneous = (ProjectionMatrixInverse * v); | vec4 co_homogeneous = (ProjectionMatrixInverse * v); | ||||
| vec4 co = vec4(co_homogeneous.xyz / co_homogeneous.w, 0.0); | vec4 co = vec4(co_homogeneous.xyz / co_homogeneous.w, 0.0); | ||||
| return (ViewMatrixInverse * co).xyz; | return (ViewMatrixInverse * co).xyz; | ||||
| } | } | ||||
| Show All 29 Lines | |||||