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author | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2019-12-02 03:40:58 +0300 |
commit | a35c635edb3db548e11555024ec3a384f93ce352 (patch) | |
tree | ae0c0c9435c2e7daed4cbd916e0be90df7898b51 /source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl | |
parent | 7164e63fefcfa26caf387a2ad04a8c51b533c32b (diff) | |
parent | f1ac64921b49eaea8658d144754a1a532198c720 (diff) |
Merge branch 'master' into tmp-overlay-enginetmp-overlay-engine
# Conflicts:
# source/blender/draw/modes/paint_texture_mode.c
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl | 64 |
1 files changed, 64 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl new file mode 100644 index 00000000000..5a738d0f130 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl @@ -0,0 +1,64 @@ +#define SCE_PASS_Z (1 << 1) +#define SCE_PASS_AO (1 << 6) +#define SCE_PASS_NORMAL (1 << 8) +#define SCE_PASS_MIST (1 << 14) +#define SCE_PASS_SUBSURFACE_DIRECT (1 << 28) +#define SCE_PASS_SUBSURFACE_COLOR (1 << 30) + +#define ACCUMULATED_COLOR_PASSES (SCE_PASS_SUBSURFACE_DIRECT | SCE_PASS_SUBSURFACE_COLOR) +#define ACCUMULATED_VALUE_PASSES (SCE_PASS_MIST) +uniform int renderpassType; +uniform int currentSample; +uniform sampler2D inputBuffer; + +out vec4 fragColor; + +void main() +{ + ivec2 texel = ivec2(gl_FragCoord.xy); + + if (renderpassType == SCE_PASS_Z) { + float depth = texelFetch(depthBuffer, texel, 0).r; + if (depth == 1.0f) { + depth = 1e10; + } + else { + depth = -get_view_z_from_depth(depth); + } + fragColor.r = depth; + } + + else if (renderpassType == SCE_PASS_AO) { + float ao_accum = texelFetch(inputBuffer, texel, 0).r; + fragColor = vec4(vec3(min(1.0, ao_accum / currentSample)), 1.0); + } + + else if (renderpassType == SCE_PASS_NORMAL) { + float depth = texelFetch(depthBuffer, texel, 0).r; + vec2 encoded_normal = texelFetch(inputBuffer, texel, 0).rg; + /* decode the normals only when they are valid. otherwise the result buffer will be filled with + * NaN's */ + if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) { + vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0)); + vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal; + fragColor = vec4(world_normal, 1.0); + } + else { + fragColor = vec4(0.0, 0.0, 0.0, 1.0); + } + } + + else if ((renderpassType & ACCUMULATED_VALUE_PASSES) != 0) { + float accumulated_value = texelFetch(inputBuffer, texel, 0).r; + fragColor = vec4(vec3(accumulated_value / currentSample), 1.0); + } + + else if ((renderpassType & ACCUMULATED_COLOR_PASSES) != 0) { + vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb; + fragColor = vec4(accumulated_color / currentSample, 1.0); + } + + else { + fragColor = vec4(1.0, 0.0, 1.0, 1.0); + } +}
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