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authorClément Foucault <foucault.clem@gmail.com>2017-06-04 17:50:22 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-04 17:50:22 +0300
commit819b8adb94f5ab617a0b2bcac37678eb4874dfbd (patch)
treec332ee04fd4431fe4c7ac7f5baf53bf8b363eb07 /source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
parent28b597b6df46b6d2581d7948578922bb3566d242 (diff)
Eevee: Move Spherical Harmonics to a new Probe UBO.
Keep data packing tight to prevent use of padding floats
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl47
1 files changed, 32 insertions, 15 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 8963ad2b93e..b0b11c489b6 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -9,6 +9,23 @@
/* ------- Structures -------- */
+struct ProbeData {
+ vec4 position_influence; /* w : InfluenceRadius */
+ vec4 shcoefs[7];
+};
+
+#define p_position position_influence.xyz
+#define p_spec position_influence.w
+#define shcoef0 shcoefs[0].rgb
+#define shcoef1 vec3(shcoefs[0].a, shcoefs[1].rg)
+#define shcoef2 vec3(shcoefs[1].ba, shcoefs[2].r)
+#define shcoef3 shcoefs[2].gba
+#define shcoef4 shcoefs[3].rgb
+#define shcoef5 vec3(shcoefs[3].a, shcoefs[4].rg)
+#define shcoef6 vec3(shcoefs[4].ba, shcoefs[5].r)
+#define shcoef7 shcoefs[5].gba
+#define shcoef8 shcoefs[6].rgb
+
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
vec4 color_spec; /* w : Spec Intensity */
@@ -172,34 +189,34 @@ float buffer_depth(bool is_persp, float z, float zf, float zn)
#define spherical_harmonics spherical_harmonics_L2
/* http://seblagarde.wordpress.com/2012/01/08/pi-or-not-to-pi-in-game-lighting-equation/ */
-vec3 spherical_harmonics_L1(vec3 N, vec3 shcoefs[9])
+vec3 spherical_harmonics_L1(vec3 N, vec4 shcoefs[3])
{
vec3 sh = vec3(0.0);
- sh += 0.282095 * shcoefs[0];
+ sh += 0.282095 * shcoef0;
- sh += -0.488603 * N.z * shcoefs[1];
- sh += 0.488603 * N.y * shcoefs[2];
- sh += -0.488603 * N.x * shcoefs[3];
+ sh += -0.488603 * N.z * shcoef1;
+ sh += 0.488603 * N.y * shcoef2;
+ sh += -0.488603 * N.x * shcoef3;
return sh;
}
-vec3 spherical_harmonics_L2(vec3 N, vec3 shcoefs[9])
+vec3 spherical_harmonics_L2(vec3 N, vec4 shcoefs[7])
{
vec3 sh = vec3(0.0);
- sh += 0.282095 * shcoefs[0];
+ sh += 0.282095 * shcoef0;
- sh += -0.488603 * N.z * shcoefs[1];
- sh += 0.488603 * N.y * shcoefs[2];
- sh += -0.488603 * N.x * shcoefs[3];
+ sh += -0.488603 * N.z * shcoef1;
+ sh += 0.488603 * N.y * shcoef2;
+ sh += -0.488603 * N.x * shcoef3;
- sh += 1.092548 * N.x * N.z * shcoefs[4];
- sh += -1.092548 * N.z * N.y * shcoefs[5];
- sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoefs[6];
- sh += -1.092548 * N.x * N.y * shcoefs[7];
- sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoefs[8];
+ sh += 1.092548 * N.x * N.z * shcoef4;
+ sh += -1.092548 * N.z * N.y * shcoef5;
+ sh += 0.315392 * (3.0 * N.y * N.y - 1.0) * shcoef6;
+ sh += -1.092548 * N.x * N.y * shcoef7;
+ sh += 0.546274 * (N.x * N.x - N.z * N.z) * shcoef8;
return sh;
}