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authorClément Foucault <foucault.clem@gmail.com>2017-06-29 02:20:35 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-06-29 02:47:59 +0300
commit8d57f4e3c6f1fd2a0281f309110a0f12362d3afd (patch)
treed0bc708e7540c4455b4f938410ef367c38b23b38 /source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
parent21173347370f75ed5292445aead1de384081d8e4 (diff)
Eevee: Remove ShadingData struct.
That was a bad idea after all.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl42
1 files changed, 20 insertions, 22 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 3dc20d536c7..38ce8680bab 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -22,21 +22,23 @@ in vec3 worldNormal;
in vec3 viewNormal;
#endif
+/* ----------- default ----------- */
-vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, float ao)
+vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
- ShadingData sd = ShadingData(cameraVec, normalize(world_normal));
+ vec3 V = cameraVec;
+ N = normalize(N);
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
- vec3 norm_view = cross(sd.V, sd.N);
- norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 diff = vec3(0.0);
@@ -53,16 +55,13 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
#ifdef HAIR_SHADER
vec3 norm_lamp, view_vec;
float occlu_trans, occlu;
- light_hair_common(ld, sd, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
- ShadingData hsd = sd;
- hsd.N = -norm_lamp;
- diff += l_color_vis * light_diffuse(ld, hsd, l_vector) * occlu_trans;
- hsd.V = view_vec;
- spec += l_color_vis * light_specular(ld, hsd, l_vector, roughnessSquared, f0) * occlu;
+ diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
#else
- diff += l_color_vis * light_diffuse(ld, sd, l_vector);
- spec += l_color_vis * light_specular(ld, sd, l_vector, roughnessSquared, f0);
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
#endif
}
@@ -70,14 +69,11 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
vec3 out_light = diff * albedo + spec * float(specToggle);
#ifdef HAIR_SHADER
- sd.N = -norm_view;
+ N = -norm_view;
#endif
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
- /* Envmaps */
- vec3 spec_dir = get_specular_dominant_dir(sd.N, sd.V, roughnessSquared);
-
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 spec_accum = vec4(0.0);
@@ -85,15 +81,17 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
- float fade = probe_attenuation_planar(pd, worldPosition, sd.N);
+ float fade = probe_attenuation_planar(pd, worldPosition, N);
if (fade > 0.0) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, sd.N, sd.V, rand.a, cameraPos, roughness, fade);
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
/* Specular probes */
+ vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
+
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
CubeData cd = probes_data[i];
@@ -107,20 +105,20 @@ vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness,
}
/* World Specular */
- if (spec_accum.a < 1.0) {
+ if (spec_accum.a < 0.999) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
/* Ambient Occlusion */
vec3 bent_normal;
- float final_ao = occlusion_compute(sd.N, viewPosition, ao, rand.rg, bent_normal);
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
/* Get Brdf intensity */
- vec2 uv = lut_coords(dot(sd.N, sd.V), roughness);
+ vec2 uv = lut_coords(dot(N, V), roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
- out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(sd.N, sd.V), final_ao, roughness) * float(specToggle);
+ out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */