diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2018-01-21 19:25:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-01-22 01:16:59 +0300 |
commit | a507c251b23f2fd6ef7758e443939ce0c5c09e61 (patch) | |
tree | 9fe4e1ac28c23cb52e334cd0ec7b92c83f4ffd5a /source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl | |
parent | 790025c01ed76c06e69e6054f1a718ca57771e28 (diff) |
Eevee: Put all constant uniforms in a global UBO.
This is an optimization / cleanup commit.
The use of a global ubo remove lots of uniform lookups and only transfert data when needed.
Lots of renaming for more consistent codestyle.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl | 28 |
1 files changed, 10 insertions, 18 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl index e12554bfabc..1a8167c2830 100644 --- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl @@ -2,22 +2,16 @@ /* Based on Frosbite Unified Volumetric. * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */ -uniform float volume_light_clamp; - -uniform vec3 volume_param; /* Parameters to the volume Z equation */ - -uniform vec2 volume_uv_ratio; /* To convert volume uvs to screen uvs */ - /* Volume slice to view space depth. */ float volume_z_to_view_z(float z) { if (ProjectionMatrix[3][3] == 0.0) { /* Exponential distribution */ - return (exp2(z / volume_param.z) - volume_param.x) / volume_param.y; + return (exp2(z / volDepthParameters.z) - volDepthParameters.x) / volDepthParameters.y; } else { /* Linear distribution */ - return mix(volume_param.x, volume_param.y, z); + return mix(volDepthParameters.x, volDepthParameters.y, z); } } @@ -25,11 +19,11 @@ float view_z_to_volume_z(float depth) { if (ProjectionMatrix[3][3] == 0.0) { /* Exponential distribution */ - return volume_param.z * log2(depth * volume_param.y + volume_param.x); + return volDepthParameters.z * log2(depth * volDepthParameters.y + volDepthParameters.x); } else { /* Linear distribution */ - return (depth - volume_param.x) * volume_param.z; + return (depth - volDepthParameters.x) * volDepthParameters.z; } } @@ -38,7 +32,7 @@ vec3 volume_to_ndc(vec3 cos) { cos.z = volume_z_to_view_z(cos.z); cos.z = get_depth_from_view_z(cos.z); - cos.xy /= volume_uv_ratio; + cos.xy /= volCoordScale.xy; return cos; } @@ -46,7 +40,7 @@ vec3 ndc_to_volume(vec3 cos) { cos.z = get_view_z_from_depth(cos.z); cos.z = view_z_to_volume_z(cos.z); - cos.xy *= volume_uv_ratio; + cos.xy *= volCoordScale.xy; return cos; } @@ -90,15 +84,13 @@ vec3 light_volume(LightData ld, vec4 l_vector) power /= (l_vector.w * l_vector.w); - lum = min(lum * power, volume_light_clamp); + lum = min(lum * power, volLightClamp); return tint * lum; } #define VOLUMETRIC_SHADOW_MAX_STEP 32.0 -uniform float volume_shadows_steps; - vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction) { /* Waiting for proper volume shadowmaps and out of frustum shadow map. */ @@ -113,11 +105,11 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D v { #if defined(VOLUME_SHADOW) /* Heterogeneous volume shadows */ - float dd = l_vector.w / volume_shadows_steps; + float dd = l_vector.w / volShadowSteps; vec3 L = l_vector.xyz * l_vector.w; vec3 shadow = vec3(1.0); - for (float s = 0.5; s < VOLUMETRIC_SHADOW_MAX_STEP && s < (volume_shadows_steps - 0.1); s += 1.0) { - vec3 pos = ray_wpos + L * (s / volume_shadows_steps); + for (float s = 0.5; s < VOLUMETRIC_SHADOW_MAX_STEP && s < (volShadowSteps - 0.1); s += 1.0) { + vec3 pos = ray_wpos + L * (s / volShadowSteps); vec3 s_extinction = participating_media_extinction(pos, volume_extinction); shadow *= exp(-s_extinction * dd); } |