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>2017-08-04 19:47:17 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-10 16:43:47 +0300
commitaaa469a403bc726715cd3f30e122d6bf52fed3ab (patch)
treea155c60254e38244ceb715dd5d2d28eeaebdc841 /source/blender/draw/engines/eevee/shaders
parent8e36089e411391243617808413d4d2b550aeb3b3 (diff)
Eevee: Small code codestyle and fixes.
Rename get_specular_dominant_dir to get_specular_reflection_dominant_dir. Add Zero length N check everywhere.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl10
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl74
6 files changed, 70 insertions, 25 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index e80835ee498..61ccfe665fc 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -281,7 +281,7 @@ vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
}
-vec3 get_specular_dominant_dir(vec3 N, vec3 V, float roughness)
+vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
{
vec3 R = -reflect(V, N);
float smoothness = 1.0 - roughness;
@@ -334,7 +334,7 @@ vec3 F_area(vec3 f0, vec2 lut)
return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac.y + fac.x * f0;
}
-/* Fresnel approximation for LTC area lights (not MRP) */
+/* Fresnel approximation for IBL */
vec3 F_ibl(vec3 f0, vec2 lut)
{
/* Unreal specular matching : if specular color is below 2% intensity,
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
index 5ab572e03ea..352cd60de3c 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
@@ -105,7 +105,7 @@ vec3 direct_ggx_sun(LightData ld, vec3 N, vec3 V, float roughness, vec3 f0)
vec3 direct_ggx_sphere(LightData ld, vec3 N, vec3 V, vec4 l_vector, float roughness, vec3 f0)
{
vec3 L = l_vector.xyz / l_vector.w;
- vec3 spec_dir = get_specular_dominant_dir(N, V, roughness);
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughness);
vec3 P = line_aligned_plane_intersect(vec3(0.0), spec_dir, l_vector.xyz);
vec3 Px = normalize(P - l_vector.xyz) * ld.l_radius;
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
index c7daea77782..f58dac6c0a0 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -6,12 +6,16 @@ uniform float invSampleCount;
vec2 jitternoise = vec2(0.0);
-#ifdef NOISE_SIZE
+#ifndef UTIL_TEX
+#define UTIL_TEX
+uniform sampler2DArray utilTex;
+#endif /* UTIL_TEX */
+
void setup_noise(void)
{
- jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */
+ jitternoise = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).rg; /* Global variable */
+ jitternoise.g = (jitternoise.g - 0.5) * 2.0;
}
-#endif
#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index 8e5ffb37e2e..0374a4f9aa5 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -191,7 +191,7 @@ out vec4 fragColor;
void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSquared, inout vec4 spec_accum)
{
/* Specular probes */
- vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = get_specular_reflection_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) {
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 0200b32d969..73524cae950 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -167,8 +167,7 @@ vec3 probe_evaluate_world_spec(vec3 R, float roughness)
vec3 probe_evaluate_planar(
float id, PlanarData pd, vec3 W, vec3 N, vec3 V,
- float rand, float roughness,
- inout float fade)
+ float roughness, inout float fade)
{
/* Find view vector / reflection plane intersection. */
vec3 point_on_plane = line_plane_intersect(W, V, pd.pl_plane_eq);
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 21202a10fb0..71c327940ae 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -45,8 +45,6 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
vec3 V = cameraVec;
- vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
-
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
@@ -99,13 +97,13 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
/* Specular probes */
- vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = get_specular_reflection_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) {
@@ -126,6 +124,8 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao,
}
}
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
@@ -178,11 +178,27 @@ vec3 eevee_surface_clearcoat_lit(
C_roughness = clamp(C_roughness, 1e-8, 0.9999);
float C_roughnessSquared = C_roughness * C_roughness;
- vec3 V = cameraVec;
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
N = normalize(N);
C_N = normalize(C_N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
- vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+ len = length(C_N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ C_N /= len;
+ }
+#endif
+
+ vec3 V = cameraVec;
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
@@ -239,18 +255,18 @@ vec3 eevee_surface_clearcoat_lit(
if (fade > 0.0) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
- vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.r, C_roughness, fade);
+ vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
}
}
/* Specular probes */
- vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
- vec3 C_spec_dir = get_specular_dominant_dir(C_N, V, C_roughnessSquared);
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+ vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_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) {
@@ -280,6 +296,8 @@ vec3 eevee_surface_clearcoat_lit(
accumulate_light(C_spec, 1.0, C_spec_accum);
}
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
@@ -330,9 +348,19 @@ vec3 eevee_surface_clearcoat_lit(
vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
{
vec3 V = cameraVec;
- N = normalize(N);
- vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
+ }
+#endif
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
@@ -371,6 +399,8 @@ vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
@@ -410,9 +440,19 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
float roughnessSquared = roughness * roughness;
vec3 V = cameraVec;
- N = normalize(N);
- vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
+ }
+#endif
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
@@ -462,13 +502,13 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
if (fade > 0.0) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, roughness, fade);
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
}
/* Specular probes */
- vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = get_specular_reflection_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) {
@@ -489,6 +529,8 @@ vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ss
}
}
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
/* Ambient Occlusion */
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);