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authorAntonio Vazquez <blendergit@gmail.com>2021-05-26 13:43:03 +0300
committerAntonio Vazquez <blendergit@gmail.com>2021-05-26 13:43:03 +0300
commit8a6604f253e22bbade3dcf60b9a1c437ace44151 (patch)
treefee875d0a0b09fbe0df52aa83094159144048205 /source/blender/draw/engines/eevee/shaders
parentedf1b833674a6e54df7a16c14f0c6193fbbb482e (diff)
parentafec66c024dc2b75447537d45406c06342ec201e (diff)
Merge branch 'master' into temp-gpencil-maskingtemp-gpencil-masking
Conflicts: source/blender/blenloader/intern/versioning_300.c
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl93
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl60
4 files changed, 115 insertions, 42 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
index b554fd113df..94dd1a439db 100644
--- a/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_eval_lib.glsl
@@ -51,53 +51,72 @@
closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, sub_data, out_##t2##_2); \
closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, sub_data, out_##t3##_3);
+#ifndef DEPTH_SHADER
/* Inputs are inout so that callers can get the final inputs used for evaluation. */
-#define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
- void closure_##name##_eval(ClosureInputCommon in_common, \
- inout ClosureInput##t0 in_##t0##_0, \
- inout ClosureInput##t1 in_##t1##_1, \
- inout ClosureInput##t2 in_##t2##_2, \
- inout ClosureInput##t3 in_##t3##_3, \
- out ClosureOutput##t0 out_##t0##_0, \
- out ClosureOutput##t1 out_##t1##_1, \
- out ClosureOutput##t2 out_##t2##_2, \
- out ClosureOutput##t3 out_##t3##_3) \
- { \
- CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
+# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
+ void closure_##name##_eval(ClosureInputCommon in_common, \
+ inout ClosureInput##t0 in_##t0##_0, \
+ inout ClosureInput##t1 in_##t1##_1, \
+ inout ClosureInput##t2 in_##t2##_2, \
+ inout ClosureInput##t3 in_##t3##_3, \
+ out ClosureOutput##t0 out_##t0##_0, \
+ out ClosureOutput##t1 out_##t1##_1, \
+ out ClosureOutput##t2 out_##t2##_2, \
+ out ClosureOutput##t3 out_##t3##_3) \
+ { \
+ CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
\
- /* Starts at 1 because 0 is world cubemap. */ \
- for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \
- i++) { \
- ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \
- if (cube.attenuation > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \
+ /* Starts at 1 because 0 is world cubemap. */ \
+ for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; \
+ i++) { \
+ ClosureCubemapData cube = closure_cubemap_eval_init(i, cl_common); \
+ if (cube.attenuation > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \
+ } \
} \
- } \
\
- /* Starts at 1 because 0 is world irradiance. */ \
- for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; i++) { \
- ClosureGridData grid = closure_grid_eval_init(i, cl_common); \
- if (grid.attenuation > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \
+ /* Starts at 1 because 0 is world irradiance. */ \
+ for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; \
+ i++) { \
+ ClosureGridData grid = closure_grid_eval_init(i, cl_common); \
+ if (grid.attenuation > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \
+ } \
} \
- } \
\
- CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \
+ CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \
\
- ClosurePlanarData planar = closure_planar_eval_init(cl_common); \
- if (planar.attenuation > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \
- } \
+ ClosurePlanarData planar = closure_planar_eval_init(cl_common); \
+ if (planar.attenuation > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \
+ } \
\
- for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \
- ClosureLightData light = closure_light_eval_init(cl_common, i); \
- if (light.vis > 1e-8) { \
- CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \
+ for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \
+ ClosureLightData light = closure_light_eval_init(cl_common, i); \
+ if (light.vis > 1e-8) { \
+ CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \
+ } \
} \
- } \
\
- CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \
- }
+ CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \
+ }
+
+#else
+/* Inputs are inout so that callers can get the final inputs used for evaluation. */
+# define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \
+ void closure_##name##_eval(ClosureInputCommon in_common, \
+ inout ClosureInput##t0 in_##t0##_0, \
+ inout ClosureInput##t1 in_##t1##_1, \
+ inout ClosureInput##t2 in_##t2##_2, \
+ inout ClosureInput##t3 in_##t3##_3, \
+ out ClosureOutput##t0 out_##t0##_0, \
+ out ClosureOutput##t1 out_##t1##_1, \
+ out ClosureOutput##t2 out_##t2##_2, \
+ out ClosureOutput##t3 out_##t3##_3) \
+ { \
+ CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \
+ }
+#endif
#define CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) \
closure_##name##_eval(in_common, \
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
index faac216480b..dac53719149 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -136,7 +136,7 @@ const float layer_offset_fg = 0.5 + 1.0;
/* Extra offset for convolution layers to avoid light leaking from background. */
const float layer_offset = 0.5 + 0.5;
-#define DOF_MAX_SLIGHT_FOCUS_RADIUS 5
+#define DOF_MAX_SLIGHT_FOCUS_RADIUS 16
float dof_layer_weight(float coc, const bool is_foreground)
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index cd69a0e2ab1..32841b7749c 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -40,7 +40,7 @@ void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_wei
DofGatherData fg_accum = GATHER_DATA_INIT;
DofGatherData bg_accum = GATHER_DATA_INIT;
- int i_radius = clamp(int(radius), 0, int(layer_threshold));
+ int i_radius = clamp(int(radius + 0.5), 0, int(layer_threshold));
const int resolve_ring_density = DOF_SLIGHT_FOCUS_DENSITY;
ivec2 texel = ivec2(gl_FragCoord.xy);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
index 737ef7dc509..356ed102928 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -183,16 +183,70 @@ vec3 light_translucent(LightData ld, vec3 P, vec3 N, vec4 l_vector, vec2 rand, f
#undef scube
#undef scsmd
+/* Similar to https://atyuwen.github.io/posts/normal-reconstruction/.
+ * This samples the depth buffer 4 time for each direction to get the most correct
+ * implicit normal reconstruction out of the depth buffer. */
+vec3 view_position_derivative_from_depth(vec2 uvs, vec2 ofs, vec3 vP, float depth_center)
+{
+ vec2 uv1 = uvs - ofs * 2.0;
+ vec2 uv2 = uvs - ofs;
+ vec2 uv3 = uvs + ofs;
+ vec2 uv4 = uvs + ofs * 2.0;
+ vec4 H;
+ H.x = textureLod(depthBuffer, uv1, 0.0).r;
+ H.y = textureLod(depthBuffer, uv2, 0.0).r;
+ H.z = textureLod(depthBuffer, uv3, 0.0).r;
+ H.w = textureLod(depthBuffer, uv4, 0.0).r;
+ /* Fix issue with depth precision. Take even larger diff. */
+ vec4 diff = abs(vec4(depth_center, H.yzw) - H.x);
+ if (max_v4(diff) < 2.4e-7 && all(lessThan(diff.xyz, diff.www))) {
+ return 0.25 * (get_view_space_from_depth(uv3, H.w) - get_view_space_from_depth(uv1, H.x));
+ }
+ /* Simplified (H.xw + 2.0 * (H.yz - H.xw)) - depth_center */
+ vec2 deltas = abs((2.0 * H.yz - H.xw) - depth_center);
+ if (deltas.x < deltas.y) {
+ return vP - get_view_space_from_depth(uv2, H.y);
+ }
+ else {
+ return get_view_space_from_depth(uv3, H.z) - vP;
+ }
+}
+
+/* TODO(fclem) port to a common place for other effects to use. */
+bool reconstruct_view_position_and_normal_from_depth(vec2 uvs, out vec3 vP, out vec3 vNg)
+{
+ vec2 texel_size = vec2(abs(dFdx(uvs.x)), abs(dFdy(uvs.y)));
+ float depth_center = textureLod(depthBuffer, uvs, 0.0).r;
+
+ vP = get_view_space_from_depth(uvs, depth_center);
+
+ vec3 dPdx = view_position_derivative_from_depth(uvs, texel_size * vec2(1, 0), vP, depth_center);
+ vec3 dPdy = view_position_derivative_from_depth(uvs, texel_size * vec2(0, 1), vP, depth_center);
+
+ vNg = safe_normalize(cross(dPdx, dPdy));
+
+ /* Background case. */
+ if (depth_center == 1.0) {
+ return false;
+ }
+
+ return true;
+}
+
void main(void)
{
vec2 uvs = uvcoordsvar.xy;
float sss_scale = texture(sssRadius, uvs).r;
- vec3 P = get_world_space_from_depth(uvs, texture(depthBuffer, uvs).r);
- vec3 N = normalize(cross(dFdx(P), dFdy(P)));
vec3 rand = texelfetch_noise_tex(gl_FragCoord.xy).zwy;
rand.xy *= fast_sqrt(rand.z);
+ vec3 vP, vNg;
+ reconstruct_view_position_and_normal_from_depth(uvs, vP, vNg);
+
+ vec3 P = point_view_to_world(vP);
+ vec3 Ng = normal_view_to_world(vNg);
+
vec3 accum = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
LightData ld = lights_data[i];
@@ -211,7 +265,7 @@ void main(void)
continue;
}
- accum += att * ld.l_color * light_translucent(ld, P, -N, l_vector, rand.xy, sss_scale);
+ accum += att * ld.l_color * light_translucent(ld, P, -Ng, l_vector, rand.xy, sss_scale);
}
FragColor = vec4(accum, 1.0);