diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-07-19 16:39:37 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-07-24 16:28:27 +0300 |
commit | b1a8803c24d83c30bf98a992848a94eafefe533d (patch) | |
tree | 39a924e8cfb4ada5fbc81cebb036214c193edd0c /source/blender/draw/engines/eevee/shaders | |
parent | 7938848b636335b0d59cc7cbb42c223ec309c0d7 (diff) |
Eevee: SSR: Add roughness random rays.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | 25 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl | 21 |
2 files changed, 32 insertions, 14 deletions
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 3997de7a22d..5caf3c17e82 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -6,11 +6,14 @@ uniform float invSampleCount; vec2 jitternoise = vec2(0.0); +#ifdef NOISE_SIZE void setup_noise(void) { jitternoise = texture(texJitter, gl_FragCoord.xy / NOISE_SIZE).rg; /* Global variable */ } +#endif +#ifdef HAMMERSLEY_SIZE vec3 hammersley_3d(float i, float invsamplenbr) { vec3 Xi; /* Theta, cos(Phi), sin(Phi) */ @@ -29,6 +32,7 @@ vec3 hammersley_3d(float i) { return hammersley_3d(i, invSampleCount); } +#endif /* -------------- BSDFS -------------- */ @@ -42,22 +46,26 @@ float pdf_hemisphere() return 0.5 * M_1_PI; } -vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B) +vec3 sample_ggx(vec3 rand, float a2, vec3 N, vec3 T, vec3 B) { - vec3 Xi = hammersley_3d(nsample); - /* Theta is the aperture angle of the cone */ - float z = sqrt( (1.0 - Xi.x) / ( 1.0 + a2 * Xi.x - Xi.x ) ); /* cos theta */ + float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */ float r = sqrt( 1.0 - z * z ); /* sin theta */ - float x = r * Xi.y; - float y = r * Xi.z; + float x = r * rand.y; + float y = r * rand.z; /* Microfacet Normal */ vec3 Ht = vec3(x, y, z); - return tangent_to_world(Ht, N, T, B); } +#ifdef HAMMERSLEY_SIZE +vec3 sample_ggx(float nsample, float a2, vec3 N, vec3 T, vec3 B) +{ + vec3 Xi = hammersley_3d(nsample); + return sample_ggx(Xi, a2, N, T, B); +} + vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B) { vec3 Xi = hammersley_3d(nsample); @@ -70,4 +78,5 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B) vec3 Ht = vec3(x, y, z); return tangent_to_world(Ht, N, T, B); -}
\ No newline at end of file +} +#endif
\ No newline at end of file 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 e51edec5ddf..9e3d3fc64bb 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl @@ -1,7 +1,16 @@ -vec3 generate_ray(vec3 V, vec3 N) +#ifndef UTIL_TEX +#define UTIL_TEX +uniform sampler2DArray utilTex; +#endif /* UTIL_TEX */ + +vec3 generate_ray(ivec2 pix, vec3 V, vec3 N, float roughnessSquared) { - return -reflect(-V, N); + vec3 T, B; + make_orthonormal_basis(N, T, B); /* Generate tangent space */ + vec3 rand = texelFetch(utilTex, ivec3(pix % LUT_SIZE, 2), 0).rba; + vec3 H = sample_ggx(rand, roughnessSquared, N, T, B); /* Microfacet normal */ + return -reflect(-V, H); } #ifdef STEP_RAYTRACE @@ -19,7 +28,7 @@ void main() ivec2 halfres_texel = ivec2(gl_FragCoord.xy); float depth = texelFetch(depthBuffer, fullres_texel, 0).r; - /* Early discard */ + /* Early out */ if (depth == 1.0) discard; @@ -36,7 +45,7 @@ void main() float roughnessSquared = roughness * roughness; /* Generate Ray */ - vec3 R = generate_ray(V, N); + vec3 R = generate_ray(halfres_texel, V, N, roughnessSquared); /* Search for the planar reflection affecting this pixel */ /* If no planar is found, fallback to screen space */ @@ -164,7 +173,7 @@ void main() float depth = textureLod(depthBuffer, uvs, 0.0).r; - /* Early discard */ + /* Early out */ if (depth == 1.0) discard; @@ -182,7 +191,7 @@ void main() /* We generate the same rays that has been generated in the raycast step. * But we add this ray from our resolve pixel position, increassing accuracy. */ - vec3 R = generate_ray(-V, N); + vec3 R = generate_ray(halfres_texel, -V, N, roughnessSquared); float ray_length = texelFetch(hitBuffer, halfres_texel, 0).r; if (ray_length != -1.0) { |