Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2017-10-24 15:49:00 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-10-27 23:49:15 +0300
commit66d8f82b832b58cba3273c0a4196fae6db0e1efd (patch)
tree682a3aba8fbd23ccd72a4e4f2a02fb36ad0a0d01 /source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
parent1c0c63ce5b3914be2d0828260e5ac777a7596d36 (diff)
Eevee: Overhaul the volumetric system.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering. See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details. On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl25
1 files changed, 25 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
new file mode 100644
index 00000000000..f944184058d
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -0,0 +1,25 @@
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices=3) out;
+
+in vec4 vPos[];
+
+flat out int slice;
+
+/* This is just a pass-through geometry shader that send the geometry
+ * to the layer corresponding to it's depth. */
+
+void main() {
+ gl_Layer = slice = int(vPos[0].z);
+
+ gl_Position = vPos[0].xyww;
+ EmitVertex();
+
+ gl_Position = vPos[1].xyww;
+ EmitVertex();
+
+ gl_Position = vPos[2].xyww;
+ EmitVertex();
+
+ EndPrimitive();
+} \ No newline at end of file