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blender-archive/source/blender/gpu/shaders/gpu_shader_basic_frag.glsl
Alexander Romanov 6798809c7e Flat shading for basic shader
The purpose of the patch is to replace deprecated  glShadeModel.

To decrease glShadeModel calls I've set GL_SMOOTH by default

Reviewers: merwin, brecht

Reviewed By: brecht

Subscribers: blueprintrandom, Evgeny_Rodygin, AlexKowel, yurikovelenov

Differential Revision: https://developer.blender.org/D1958
2016-06-10 05:38:17 +10:00

290 lines
8.2 KiB
GLSL

/* Options:
*
* USE_COLOR: use glColor for diffuse colors
* USE_TEXTURE: use texture for diffuse colors
* USE_TEXTURE_RECTANGLE: use GL_TEXTURE_RECTANGLE instead of GL_TEXTURE_2D
* USE_SCENE_LIGHTING: use lights (up to 8)
* USE_SOLID_LIGHTING: assume 3 directional lights for solid draw mode
* USE_TWO_SIDED: flip normal towards viewer
* NO_SPECULAR: use specular component
*/
#define NUM_SOLID_LIGHTS 3
#define NUM_SCENE_LIGHTS 8
/* Keep these in sync with GPU_basic_shader.h */
#define STIPPLE_HALFTONE 0
#define STIPPLE_QUARTTONE 1
#define STIPPLE_CHECKER_8PX 2
#define STIPPLE_HEXAGON 3
#define STIPPLE_DIAG_STRIPES 4
#define STIPPLE_DIAG_STRIPES_SWAP 5
#define STIPPLE_S3D_INTERLACE_ROW 6
#define STIPPLE_S3D_INTERLACE_ROW_SWAP 7
#define STIPPLE_S3D_INTERLACE_COLUMN 8
#define STIPPLE_S3D_INTERLACE_COLUMN_SWAP 9
#define STIPPLE_S3D_INTERLACE_CHECKERBOARD 10
#define STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP 11
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
#if defined(USE_FLAT_NORMAL)
varying vec3 eyespace_vert_pos;
#else
varying vec3 varying_normal;
#endif
#ifndef USE_SOLID_LIGHTING
varying vec3 varying_position;
#endif
#endif
#ifdef USE_COLOR
varying vec4 varying_vertex_color;
#endif
#ifdef USE_TEXTURE
#ifdef USE_TEXTURE_RECTANGLE
#define sampler2D_default sampler2DRect
#define texture2D_default texture2DRect
#else
#define sampler2D_default sampler2D
#define texture2D_default texture2D
#endif
varying vec2 varying_texture_coord;
uniform sampler2D_default texture_map;
#endif
#ifdef USE_STIPPLE
uniform int stipple_id;
#if defined(DRAW_LINE)
varying in float t;
uniform int stipple_pattern;
#endif
#endif
void main()
{
#if defined(USE_STIPPLE)
#if defined(DRAW_LINE)
/* GLSL 1.3 */
if (!bool((1 << int(mod(t, 16))) & stipple_pattern))
discard;
#else
/* We have to use mod function and integer casting.
* This can be optimized further with the bitwise operations
* when GLSL 1.3 is supported. */
if (stipple_id == STIPPLE_HALFTONE ||
stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD ||
stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
{
int result = int(mod(gl_FragCoord.x + gl_FragCoord.y, 2));
bool dis = result == 0;
if (stipple_id == STIPPLE_S3D_INTERLACE_CHECKERBOARD_SWAP)
dis = !dis;
if (dis)
discard;
}
else if (stipple_id == STIPPLE_QUARTTONE) {
int mody = int(mod(gl_FragCoord.y, 4));
int modx = int(mod(gl_FragCoord.x, 4));
if (mody == 0) {
if (modx != 2)
discard;
}
else if (mody == 2) {
if (modx != 0)
discard;
}
else
discard;
}
else if (stipple_id == STIPPLE_CHECKER_8PX) {
int result = int(mod(int(gl_FragCoord.x) / 8 + int(gl_FragCoord.y) / 8, 2));
if (result != 0)
discard;
}
else if (stipple_id == STIPPLE_DIAG_STRIPES) {
int mody = int(mod(gl_FragCoord.y, 16));
int modx = int(mod(gl_FragCoord.x, 16));
if ((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx)
discard;
}
else if (stipple_id == STIPPLE_DIAG_STRIPES_SWAP) {
int mody = int(mod(gl_FragCoord.y, 16));
int modx = int(mod(gl_FragCoord.x, 16));
if (!((16 - modx > mody && mody > 8 - modx) || mody > 24 - modx))
discard;
}
else if (stipple_id == STIPPLE_S3D_INTERLACE_ROW || stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP) {
int result = int(mod(gl_FragCoord.y, 2));
bool dis = result == 0;
if (stipple_id == STIPPLE_S3D_INTERLACE_ROW_SWAP)
dis = !dis;
if (dis)
discard;
}
else if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN || stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP) {
int result = int(mod(gl_FragCoord.x, 2));
bool dis = result != 0;
if (stipple_id == STIPPLE_S3D_INTERLACE_COLUMN_SWAP)
dis = !dis;
if (dis)
discard;
}
else if (stipple_id == STIPPLE_HEXAGON) {
int mody = int(mod(gl_FragCoord.y, 2));
int modx = int(mod(gl_FragCoord.x, 4));
if (mody != 0) {
if (modx != 1)
discard;
}
else {
if (modx != 3)
discard;
}
}
#endif /* !DRAW_LINE */
#endif /* USE_STIPPLE */
#if defined(USE_SOLID_LIGHTING) || defined(USE_SCENE_LIGHTING)
/* compute normal */
#if defined(USE_FLAT_NORMAL)
vec3 N = normalize(cross(dFdx(eyespace_vert_pos), dFdy(eyespace_vert_pos)));
#else
vec3 N = normalize(varying_normal);
#endif
#ifdef USE_TWO_SIDED
if (!gl_FrontFacing)
N = -N;
#endif
/* compute diffuse and specular lighting */
vec3 L_diffuse = vec3(0.0);
#ifndef NO_SPECULAR
vec3 L_specular = vec3(0.0);
#endif
#ifdef USE_SOLID_LIGHTING
/* assume 3 directional lights */
for (int i = 0; i < NUM_SOLID_LIGHTS; i++) {
vec3 light_direction = gl_LightSource[i].position.xyz;
/* diffuse light */
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse * diffuse_bsdf;
#ifndef NO_SPECULAR
/* specular light */
vec3 light_specular = gl_LightSource[i].specular.rgb;
vec3 H = gl_LightSource[i].halfVector.xyz;
float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
L_specular += light_specular * specular_bsdf;
#endif
}
#else
/* all 8 lights, makes no assumptions, potentially slow */
#ifndef NO_SPECULAR
/* view vector computation, depends on orthographics or perspective */
vec3 V = (gl_ProjectionMatrix[3][3] == 0.0) ? normalize(varying_position) : vec3(0.0, 0.0, -1.0);
#endif
for (int i = 0; i < NUM_SCENE_LIGHTS; i++) {
/* todo: this is a slow check for disabled lights */
if (gl_LightSource[i].specular.a == 0.0)
continue;
float intensity = 1.0;
vec3 light_direction;
if (gl_LightSource[i].position.w == 0.0) {
/* directional light */
light_direction = gl_LightSource[i].position.xyz;
}
else {
/* point light */
vec3 d = gl_LightSource[i].position.xyz - varying_position;
light_direction = normalize(d);
/* spot light cone */
if (gl_LightSource[i].spotCutoff < 90.0) {
float cosine = max(dot(light_direction, -gl_LightSource[i].spotDirection), 0.0);
intensity = pow(cosine, gl_LightSource[i].spotExponent);
intensity *= step(gl_LightSource[i].spotCosCutoff, cosine);
}
/* falloff */
float distance = length(d);
intensity /= gl_LightSource[i].constantAttenuation +
gl_LightSource[i].linearAttenuation * distance +
gl_LightSource[i].quadraticAttenuation * distance * distance;
}
/* diffuse light */
vec3 light_diffuse = gl_LightSource[i].diffuse.rgb;
float diffuse_bsdf = max(dot(N, light_direction), 0.0);
L_diffuse += light_diffuse * diffuse_bsdf * intensity;
#ifndef NO_SPECULAR
/* specular light */
vec3 light_specular = gl_LightSource[i].specular.rgb;
vec3 H = normalize(light_direction - V);
float specular_bsdf = pow(max(dot(N, H), 0.0), gl_FrontMaterial.shininess);
L_specular += light_specular * specular_bsdf * intensity;
#endif
}
#endif
/* compute diffuse color, possibly from texture or vertex colors */
float alpha;
#if defined(USE_TEXTURE) && defined(USE_COLOR)
vec4 texture_color = texture2D_default(texture_map, varying_texture_coord);
L_diffuse *= texture_color.rgb * varying_vertex_color.rgb;
alpha = texture_color.a * varying_vertex_color.a;
#elif defined(USE_TEXTURE)
vec4 texture_color = texture2D_default(texture_map, varying_texture_coord);
L_diffuse *= texture_color.rgb;
alpha = texture_color.a;
#elif defined(USE_COLOR)
L_diffuse *= varying_vertex_color.rgb;
alpha = varying_vertex_color.a;
#else
L_diffuse *= gl_FrontMaterial.diffuse.rgb;
alpha = gl_FrontMaterial.diffuse.a;
#endif
/* sum lighting */
vec3 L = gl_FrontLightModelProduct.sceneColor.rgb + L_diffuse;
#ifndef NO_SPECULAR
L += L_specular * gl_FrontMaterial.specular.rgb;
#endif
/* write out fragment color */
gl_FragColor = vec4(L, alpha);
#else
/* no lighting */
#if defined(USE_TEXTURE) && defined(USE_COLOR)
gl_FragColor = texture2D_default(texture_map, varying_texture_coord) * varying_vertex_color;
#elif defined(USE_TEXTURE)
gl_FragColor = texture2D_default(texture_map, varying_texture_coord);
#elif defined(USE_COLOR)
gl_FragColor = varying_vertex_color;
#else
gl_FragColor = gl_FrontMaterial.diffuse;
#endif
#endif
}