diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/draw/engines/eevee/shaders/lights_lib.glsl | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff) |
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lights_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/lights_lib.glsl | 660 |
1 files changed, 332 insertions, 328 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl index e12d76596d3..d01daecba9a 100644 --- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl @@ -4,82 +4,84 @@ 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 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]; +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 +#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 +# 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 +# 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 +# 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) +# define get_depth_delta(dist, s) (dist - s.x) #else -#define get_depth_delta(dist, s) (dist - s) +# define get_depth_delta(dist, s) (dist - s) #endif -/* ----------------------------------------------------------- */ -/* ----------------------- Shadow tests ---------------------- */ -/* ----------------------------------------------------------- */ + /* ----------------------------------------------------------- */ + /* ----------------------- Shadow tests ---------------------- */ + /* ----------------------------------------------------------- */ #if defined(SHADOW_VSM) float shadow_test(ShadowSample moments, float dist, ShadowData sd) { - float p = 0.0; + float p = 0.0; - if (dist <= moments.x) { - p = 1.0; - } + if (dist <= moments.x) { + p = 1.0; + } - float variance = moments.y - (moments.x * moments.x); - variance = max(variance, sd.sh_bias / 10.0); + float 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); + 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); + /* 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); + 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))); + 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); + return step(0, z - dist + sd.sh_bias); } #endif @@ -90,61 +92,60 @@ float shadow_test(ShadowSample z, float dist, ShadowData sd) float shadow_cubemap(ShadowData sd, ShadowCubeData scd, float texid, vec3 W) { - vec3 cubevec = W - scd.position.xyz; - float dist = length(cubevec); + vec3 cubevec = W - scd.position.xyz; + float dist = length(cubevec); - cubevec /= dist; + cubevec /= dist; - ShadowSample s = sample_cube(cubevec, texid); - return shadow_test(s, dist, sd); + 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; - } + 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); - } + 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); + } } /* ----------------------------------------------------------- */ @@ -156,170 +157,169 @@ float shadow_cascade(ShadowData sd, int scd_id, float texid, vec3 W) * 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 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 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, +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); - } + 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 - } + /* 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; + 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)); - } + 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); - } + 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 @@ -329,123 +329,127 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector) #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; +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; +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); + 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; + 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 } |