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authorClément Foucault <foucault.clem@gmail.com>2020-07-30 14:55:13 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-07-30 17:44:58 +0300
commitda741013a1e1b2e7c4f61a9486588253a457afd2 (patch)
treeb491c53eadf1fcc07e2a326d000b1c94fbf07f48 /source/blender/draw/engines/eevee/shaders/surface_lib.glsl
parent55401fbb3d0daa82c999e388c2b5b87e7113b091 (diff)
EEVEE: GLSL refactor/cleanup
- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/surface_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl43
1 files changed, 43 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
new file mode 100644
index 00000000000..b93a3a23eff
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -0,0 +1,43 @@
+/** This describe the entire interface of the shader. */
+
+/* Samplers */
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+/* Uniforms */
+uniform float refractionDepth;
+
+#define SURFACE_INTERFACE \
+ vec3 worldPosition; \
+ vec3 viewPosition; \
+ vec3 worldNormal; \
+ vec3 viewNormal;
+
+#ifdef GPU_GEOMETRY_SHADER
+in ShaderStageInterface{SURFACE_INTERFACE} dataIn[];
+
+out ShaderStageInterface{SURFACE_INTERFACE} dataOut;
+
+# define PASS_SURFACE_INTERFACE(vert) \
+ dataOut.worldPosition = dataIn[vert].worldPosition; \
+ dataOut.viewPosition = dataIn[vert].viewPosition; \
+ dataOut.worldNormal = dataIn[vert].worldNormal; \
+ dataOut.viewNormal = dataIn[vert].viewNormal;
+
+#else
+
+IN_OUT ShaderStageInterface{SURFACE_INTERFACE};
+
+#endif
+
+#ifdef HAIR_SHADER
+IN_OUT ShaderHairInterface
+{
+ /* world space */
+ vec3 hairTangent;
+ float hairThickTime;
+ float hairThickness;
+ float hairTime;
+ flat int hairStrandID;
+};
+#endif