Created
January 19, 2021 16:55
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//Copyright (c) 2020 BlenderNPR and contributors. MIT license. | |
#include "Pipelines/NPR_Pipeline.glsl" | |
uniform sampler1D color_gradient; | |
uniform vec4 line_color = vec4(0.0,0.0,0.0,1.0); | |
uniform float line_id_boundary_width = 1.0; | |
void COMMON_PIXEL_SHADER(Surface S, inout PixelOutput PO) | |
{ | |
vec3 diffuse = get_diffuse_gradient(color_gradient); | |
#ifdef PRE_PASS | |
{ | |
int shadow = 0; | |
for (int i = 0; i < LIGHTS.lights_count; i++) | |
{ | |
Light L = LIGHTS.lights[i]; | |
LitSurface LS = NPR_lit_surface(S.position, S.normal, S.id, L, i); | |
if(LS.shadow) shadow++; | |
} | |
PO.id += 1000*shadow; | |
} | |
#endif | |
float line = get_line_advanced(line_id_boundary_width,0,0,0,0,0,0,0,0); | |
PO.color.rgb = diffuse; | |
PO.line_color = line_color; | |
PO.line_width = line; | |
} | |
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