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authorCampbell Barton <ideasman42@gmail.com>2019-02-27 04:34:56 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-02-27 04:36:32 +0300
commit168d3fd528c419b1f877362ef9ffecfc8c790a8a (patch)
tree91df8996559512c6abb532f53c1c2c869cf686d9 /source/blender/draw/engines/eevee/shaders/lights_lib.glsl
parent1079742db92576d79ec89a28d95336aff847a82a (diff)
Cleanup: file rename lamp -> light
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lights_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl451
1 files changed, 451 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
new file mode 100644
index 00000000000..e12d76596d3
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
@@ -0,0 +1,451 @@
+
+uniform sampler2DArray shadowCubeTexture;
+uniform sampler2DArray shadowCascadeTexture;
+
+#define LAMPS_LIB
+
+layout(std140) uniform shadow_block {
+ ShadowData shadows_data[MAX_SHADOW];
+ ShadowCubeData shadows_cube_data[MAX_SHADOW_CUBE];
+ ShadowCascadeData shadows_cascade_data[MAX_SHADOW_CASCADE];
+};
+
+layout(std140) uniform light_block {
+ LightData lights_data[MAX_LIGHT];
+};
+
+/* type */
+#define POINT 0.0
+#define SUN 1.0
+#define SPOT 2.0
+#define AREA_RECT 4.0
+/* Used to define the area light shape, doesn't directly correspond to a Blender light type. */
+#define AREA_ELLIPSE 100.0
+
+#if defined(SHADOW_VSM)
+#define ShadowSample vec2
+#define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).rg
+#define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).rg
+#elif defined(SHADOW_ESM)
+#define ShadowSample float
+#define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).r
+#define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).r
+#else
+#define ShadowSample float
+#define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).r
+#define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).r
+#endif
+
+#if defined(SHADOW_VSM)
+#define get_depth_delta(dist, s) (dist - s.x)
+#else
+#define get_depth_delta(dist, s) (dist - s)
+#endif
+
+/* ----------------------------------------------------------- */
+/* ----------------------- Shadow tests ---------------------- */
+/* ----------------------------------------------------------- */
+
+#if defined(SHADOW_VSM)
+
+float shadow_test(ShadowSample moments, float dist, ShadowData sd)
+{
+ float p = 0.0;
+
+ if (dist <= moments.x) {
+ p = 1.0;
+ }
+
+ float variance = moments.y - (moments.x * moments.x);
+ variance = max(variance, sd.sh_bias / 10.0);
+
+ float d = moments.x - dist;
+ float p_max = variance / (variance + d * d);
+
+ /* Now reduce light-bleeding by removing the [0, x] tail and linearly rescaling (x, 1] */
+ p_max = clamp((p_max - sd.sh_bleed) / (1.0 - sd.sh_bleed), 0.0, 1.0);
+
+ return max(p, p_max);
+}
+
+#elif defined(SHADOW_ESM)
+
+float shadow_test(ShadowSample z, float dist, ShadowData sd)
+{
+ return saturate(exp(sd.sh_exp * (z - dist + sd.sh_bias)));
+}
+
+#else
+
+float shadow_test(ShadowSample z, float dist, ShadowData sd)
+{
+ return step(0, z - dist + sd.sh_bias);
+}
+
+#endif
+
+/* ----------------------------------------------------------- */
+/* ----------------------- Shadow types ---------------------- */
+/* ----------------------------------------------------------- */
+
+float shadow_cubemap(ShadowData sd, ShadowCubeData scd, float texid, vec3 W)
+{
+ vec3 cubevec = W - scd.position.xyz;
+ float dist = length(cubevec);
+
+ cubevec /= dist;
+
+ ShadowSample s = sample_cube(cubevec, texid);
+ return shadow_test(s, dist, sd);
+}
+
+float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float texid)
+{
+ vec4 shpos = shadowmat * vec4(W, 1.0);
+ float dist = shpos.z * range;
+
+ ShadowSample s = sample_cascade(shpos.xy, texid);
+ float vis = shadow_test(s, dist, sd);
+
+ /* If fragment is out of shadowmap range, do not occlude */
+ if (shpos.z < 1.0 && shpos.z > 0.0) {
+ return vis;
+ }
+ else {
+ return 1.0;
+ }
+}
+
+float shadow_cascade(ShadowData sd, int scd_id, float texid, vec3 W)
+{
+ vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
+ vec4 weights = smoothstep(
+ shadows_cascade_data[scd_id].split_end_distances,
+ shadows_cascade_data[scd_id].split_start_distances.yzwx,
+ view_z);
+
+ weights.yzw -= weights.xyz;
+
+ vec4 vis = vec4(1.0);
+ float range = abs(sd.sh_far - sd.sh_near); /* Same factor as in get_cascade_world_distance(). */
+
+ /* Branching using (weights > 0.0) is reaally slooow on intel so avoid it for now. */
+ /* TODO OPTI: Only do 2 samples and blend. */
+ vis.x = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[0], W, range, texid + 0);
+ vis.y = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[1], W, range, texid + 1);
+ vis.z = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[2], W, range, texid + 2);
+ vis.w = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[3], W, range, texid + 3);
+
+ float weight_sum = dot(vec4(1.0), weights);
+ if (weight_sum > 0.9999) {
+ float vis_sum = dot(vec4(1.0), vis * weights);
+ return vis_sum / weight_sum;
+ }
+ else {
+ float vis_sum = dot(vec4(1.0), vis * step(0.001, weights));
+ return mix(1.0, vis_sum, weight_sum);
+ }
+}
+
+/* ----------------------------------------------------------- */
+/* --------------------- Light Functions --------------------- */
+/* ----------------------------------------------------------- */
+
+/* From Frostbite PBR Course
+ * Distance based attenuation
+ * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
+float distance_attenuation(float dist_sqr, float inv_sqr_influence)
+{
+ float factor = dist_sqr * inv_sqr_influence;
+ float fac = saturate(1.0 - factor * factor);
+ return fac * fac;
+}
+
+float spot_attenuation(LightData ld, vec3 l_vector)
+{
+ float z = dot(ld.l_forward, l_vector.xyz);
+ vec3 lL = l_vector.xyz / z;
+ float x = dot(ld.l_right, lL) / ld.l_sizex;
+ float y = dot(ld.l_up, lL) / ld.l_sizey;
+ float ellipse = inversesqrt(1.0 + x * x + y * y);
+ float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
+ return spotmask;
+}
+
+float light_visibility(LightData ld, vec3 W,
+#ifndef VOLUMETRICS
+ vec3 viewPosition,
+ vec3 viewNormal,
+#endif
+ vec4 l_vector)
+{
+ float vis = 1.0;
+
+ if (ld.l_type == SPOT) {
+ vis *= spot_attenuation(ld, l_vector.xyz);
+ }
+ if (ld.l_type >= SPOT) {
+ vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
+ }
+ if (ld.l_type != SUN) {
+ vis *= distance_attenuation(l_vector.w * l_vector.w, ld.l_influence);
+ }
+
+#if !defined(VOLUMETRICS) || defined(VOLUME_SHADOW)
+ /* shadowing */
+ if (ld.l_shadowid >= 0.0 && vis > 0.001) {
+ ShadowData data = shadows_data[int(ld.l_shadowid)];
+
+ if (ld.l_type == SUN) {
+ vis *= shadow_cascade(
+ data, int(data.sh_data_start),
+ data.sh_tex_start, W);
+ }
+ else {
+ vis *= shadow_cubemap(
+ data, shadows_cube_data[int(data.sh_data_start)],
+ data.sh_tex_start, W);
+ }
+
+#ifndef VOLUMETRICS
+ /* Only compute if not already in shadow. */
+ if (data.sh_contact_dist > 0.0) {
+ vec4 L = (ld.l_type != SUN) ? l_vector : vec4(-ld.l_forward, 1.0);
+ float trace_distance = (ld.l_type != SUN) ? min(data.sh_contact_dist, l_vector.w) : data.sh_contact_dist;
+
+ vec3 T, B;
+ make_orthonormal_basis(L.xyz / L.w, T, B);
+
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
+ rand.zw *= fast_sqrt(rand.y) * data.sh_contact_spread;
+
+ /* We use the full l_vector.xyz so that the spread is minimize
+ * if the shading point is further away from the light source */
+ vec3 ray_dir = L.xyz + T * rand.z + B * rand.w;
+ ray_dir = transform_direction(ViewMatrix, ray_dir);
+ ray_dir = normalize(ray_dir);
+
+ vec3 ray_ori = viewPosition;
+
+ if (dot(viewNormal, ray_dir) <= 0.0) {
+ return vis;
+ }
+
+ float bias = 0.5; /* Constant Bias */
+ bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependent bias */
+ bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset;
+
+ vec3 nor_bias = viewNormal * bias;
+ ray_ori += nor_bias;
+
+ ray_dir *= trace_distance;
+ ray_dir -= nor_bias;
+
+ vec3 hit_pos = raycast(-1, ray_ori, ray_dir, data.sh_contact_thickness, rand.x,
+ 0.1, 0.001, false);
+
+ if (hit_pos.z > 0.0) {
+ hit_pos = get_view_space_from_depth(hit_pos.xy, hit_pos.z);
+ float hit_dist = distance(viewPosition, hit_pos);
+ float dist_ratio = hit_dist / trace_distance;
+ return vis * saturate(dist_ratio * dist_ratio * dist_ratio);
+ }
+ }
+#endif
+ }
+#endif
+
+ return vis;
+}
+
+#ifdef USE_LTC
+float light_diffuse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
+{
+ if (ld.l_type == AREA_RECT) {
+ vec3 corners[4];
+ corners[0] = normalize((l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * ld.l_sizey);
+ corners[1] = normalize((l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * -ld.l_sizey);
+ corners[2] = normalize((l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * -ld.l_sizey);
+ corners[3] = normalize((l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * ld.l_sizey);
+
+ return ltc_evaluate_quad(corners, N);
+ }
+ else if (ld.l_type == AREA_ELLIPSE) {
+ vec3 points[3];
+ points[0] = (l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * -ld.l_sizey;
+ points[1] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * -ld.l_sizey;
+ points[2] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * ld.l_sizey;
+
+ return ltc_evaluate_disk(N, V, mat3(1.0), points);
+ }
+ else {
+ float radius = ld.l_radius;
+ radius /= (ld.l_type == SUN) ? 1.0 : l_vector.w;
+ vec3 L = (ld.l_type == SUN) ? -ld.l_forward : (l_vector.xyz / l_vector.w);
+
+ return ltc_evaluate_disk_simple(radius, dot(N, L));
+ }
+}
+
+float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
+{
+ if (ld.l_type == AREA_RECT) {
+ vec3 corners[4];
+ corners[0] = (l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * ld.l_sizey;
+ corners[1] = (l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * -ld.l_sizey;
+ corners[2] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * -ld.l_sizey;
+ corners[3] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * ld.l_sizey;
+
+ ltc_transform_quad(N, V, ltc_matrix(ltc_mat), corners);
+
+ return ltc_evaluate_quad(corners, vec3(0.0, 0.0, 1.0));
+ }
+ else {
+ bool is_ellipse = (ld.l_type == AREA_ELLIPSE);
+ float radius_x = is_ellipse ? ld.l_sizex : ld.l_radius;
+ float radius_y = is_ellipse ? ld.l_sizey : ld.l_radius;
+
+ vec3 L = (ld.l_type == SUN) ? -ld.l_forward : l_vector.xyz;
+ vec3 Px = ld.l_right;
+ vec3 Py = ld.l_up;
+
+ if (ld.l_type == SPOT || ld.l_type == POINT) {
+ make_orthonormal_basis(l_vector.xyz / l_vector.w, Px, Py);
+ }
+
+ vec3 points[3];
+ points[0] = (L + Px * -radius_x) + Py * -radius_y;
+ points[1] = (L + Px * radius_x) + Py * -radius_y;
+ points[2] = (L + Px * radius_x) + Py * radius_y;
+
+ return ltc_evaluate_disk(N, V, ltc_matrix(ltc_mat), points);
+ }
+}
+#endif
+
+#define MAX_SSS_SAMPLES 65
+#define SSS_LUT_SIZE 64.0
+#define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE))
+#define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE))
+
+#ifdef USE_TRANSLUCENCY
+layout(std140) uniform sssProfile {
+ vec4 kernel[MAX_SSS_SAMPLES];
+ vec4 radii_max_radius;
+ int sss_samples;
+};
+
+uniform sampler1D sssTexProfile;
+
+vec3 sss_profile(float s) {
+ s /= radii_max_radius.w;
+ return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
+}
+#endif
+
+vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
+{
+#if !defined(USE_TRANSLUCENCY) || defined(VOLUMETRICS)
+ return vec3(0.0);
+#else
+ vec3 vis = vec3(1.0);
+
+ if (ld.l_type == SPOT) {
+ vis *= spot_attenuation(ld, l_vector.xyz);
+ }
+ if (ld.l_type >= SPOT) {
+ vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
+ }
+ if (ld.l_type != SUN) {
+ vis *= distance_attenuation(l_vector.w * l_vector.w, ld.l_influence);
+ }
+
+ /* Only shadowed light can produce translucency */
+ if (ld.l_shadowid >= 0.0 && vis.x > 0.001) {
+ ShadowData data = shadows_data[int(ld.l_shadowid)];
+ float delta;
+
+ vec4 L = (ld.l_type != SUN) ? l_vector : vec4(-ld.l_forward, 1.0);
+
+ vec3 T, B;
+ make_orthonormal_basis(L.xyz / L.w, T, B);
+
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
+ rand.zw *= fast_sqrt(rand.y) * data.sh_blur;
+
+ /* We use the full l_vector.xyz so that the spread is minimize
+ * if the shading point is further away from the light source */
+ W = W + T * rand.z + B * rand.w;
+
+ if (ld.l_type == SUN) {
+ int scd_id = int(data.sh_data_start);
+ vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
+
+ vec4 weights = step(shadows_cascade_data[scd_id].split_end_distances, view_z);
+ float id = abs(4.0 - dot(weights, weights));
+
+ if (id > 3.0) {
+ return vec3(0.0);
+ }
+
+ float range = abs(data.sh_far - data.sh_near); /* Same factor as in get_cascade_world_distance(). */
+
+ vec4 shpos = shadows_cascade_data[scd_id].shadowmat[int(id)] * vec4(W, 1.0);
+ float dist = shpos.z * range;
+
+ if (shpos.z > 1.0 || shpos.z < 0.0) {
+ return vec3(0.0);
+ }
+
+ ShadowSample s = sample_cascade(shpos.xy, data.sh_tex_start + id);
+ delta = get_depth_delta(dist, s);
+ }
+ else {
+ vec3 cubevec = W - shadows_cube_data[int(data.sh_data_start)].position.xyz;
+ float dist = length(cubevec);
+ cubevec /= dist;
+
+ ShadowSample s = sample_cube(cubevec, data.sh_tex_start);
+ delta = get_depth_delta(dist, s);
+ }
+
+ /* XXX : Removing Area Power. */
+ /* TODO : put this out of the shader. */
+ float falloff;
+ if (ld.l_type == AREA_RECT || ld.l_type == AREA_ELLIPSE) {
+ vis *= (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0);
+ if (ld.l_type == AREA_ELLIPSE) {
+ vis *= M_PI * 0.25;
+ }
+ vis *= 0.3 * 20.0 * max(0.0, dot(-ld.l_forward, l_vector.xyz / l_vector.w)); /* XXX ad hoc, empirical */
+ vis /= (l_vector.w * l_vector.w);
+ falloff = dot(N, l_vector.xyz / l_vector.w);
+ }
+ else if (ld.l_type == SUN) {
+ vis /= 1.0f + (ld.l_radius * ld.l_radius * 0.5f);
+ vis *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power*/
+ vis *= M_2PI * 0.78; /* Matching cycles with point light. */
+ vis *= 0.082; /* XXX ad hoc, empirical */
+ falloff = dot(N, -ld.l_forward);
+ }
+ else {
+ vis *= (4.0 * ld.l_radius * ld.l_radius) * (1.0 /10.0);
+ vis *= 1.5; /* XXX ad hoc, empirical */
+ vis /= (l_vector.w * l_vector.w);
+ falloff = dot(N, l_vector.xyz / l_vector.w);
+ }
+ // vis *= M_1_PI; /* Normalize */
+
+ /* Applying profile */
+ vis *= sss_profile(abs(delta) / scale);
+
+ /* No transmittance at grazing angle (hide artifacts) */
+ vis *= saturate(falloff * 2.0);
+ }
+ else {
+ vis = vec3(0.0);
+ }
+
+ return vis;
+#endif
+}