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authorJulian Eisel <julian@blender.org>2020-08-07 14:04:31 +0300
committerJulian Eisel <julian@blender.org>2020-08-07 14:04:31 +0300
commit0d2d4a6d4a75ac38c41f872c88255eab70e88ab7 (patch)
treeb7a7518af86dddba48e05a98b3c2be55e8804721 /source/blender/draw/engines/eevee/shaders
parent9b416c66fb714bdfd15a481489dbf650d0f389ea (diff)
parentcfc6f9eb18e701f5be601b95c45004e8cf7fbc81 (diff)
Merge branch 'master' into temp-ui-button-type-refactortemp-ui-button-type-refactor
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl14
-rw-r--r--source/blender/draw/engines/eevee/shaders/background_vert.glsl18
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl877
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl11
-rw-r--r--source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lib.glsl181
-rw-r--r--source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl (renamed from source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl)42
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl65
-rw-r--r--source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl265
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl51
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl12
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl38
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl9
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl29
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl13
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl80
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl31
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl3
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl20
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/lights_lib.glsl95
-rw-r--r--source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl (renamed from source/blender/draw/engines/eevee/shaders/default_world_frag.glsl)43
-rw-r--r--source/blender/draw/engines/eevee/shaders/ltc_lib.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl14
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_vert.glsl11
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl43
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl12
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl36
-rw-r--r--source/blender/draw/engines/eevee/shaders/ssr_lib.glsl7
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_frag.glsl89
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_geom.glsl46
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_lib.glsl43
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_vert.glsl (renamed from source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl)33
-rw-r--r--source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl5
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl8
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl22
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl8
60 files changed, 883 insertions, 1495 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
index 57b16418696..2f6f8327f58 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+
/* Based on Practical Realtime Strategies for Accurate Indirect Occlusion
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pdf
* http://blog.selfshadow.com/publications/s2016-shading-course/activision/s2016_pbs_activision_occlusion.pptx
@@ -24,12 +27,6 @@
#define MAX_SEARCH_ITER 32
#define MAX_LOD 6.0
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
uniform sampler2D horizonBuffer;
/* aoSettings flags */
@@ -243,6 +240,11 @@ float gtao_multibounce(float visibility, vec3 albedo)
return max(x, ((x * a + b) * x + c) * x);
}
+float specular_occlusion(float NV, float AO, float roughness)
+{
+ return saturate(pow(NV + AO, roughness) - 1.0 + AO);
+}
+
/* Use the right occlusion */
float occlusion_compute(vec3 N, vec3 vpos, float user_occlusion, vec4 rand, out vec3 bent_normal)
{
diff --git a/source/blender/draw/engines/eevee/shaders/background_vert.glsl b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
index aff8e0857f6..ab5d9a7ebe4 100644
--- a/source/blender/draw/engines/eevee/shaders/background_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/background_vert.glsl
@@ -1,17 +1,17 @@
-in vec2 pos;
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
-out vec3 viewPosition;
+in vec2 pos;
-#ifndef VOLUMETRICS
-/* necessary for compilation*/
-out vec3 worldPosition;
-out vec3 worldNormal;
-out vec3 viewNormal;
-#endif
+RESOURCE_ID_VARYING
void main()
{
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
+ PASS_RESOURCE_ID
+
gl_Position = vec4(pos, 1.0, 1.0);
viewPosition = vec3(pos, -1.0);
@@ -22,6 +22,6 @@ void main()
#endif
#ifdef USE_ATTR
- pass_attr(viewPosition);
+ pass_attr(viewPosition, NormalMatrix, ModelMatrixInverse);
#endif
}
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 a8b8566edec..deedde64194 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -1,487 +1,7 @@
-#define M_PI 3.14159265358979323846 /* pi */
-#define M_2PI 6.28318530717958647692 /* 2*pi */
-#define M_PI_2 1.57079632679489661923 /* pi/2 */
-#define M_1_PI 0.318309886183790671538 /* 1/pi */
-#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
-#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
-#define FLT_MAX 3.402823e+38
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
-#define LUT_SIZE 64
-
-/* Buffers */
-uniform sampler2D colorBuffer;
-uniform sampler2D depthBuffer;
-uniform sampler2D maxzBuffer;
-uniform sampler2D minzBuffer;
-uniform sampler2DArray planarDepth;
-
-#define cameraForward ViewMatrixInverse[2].xyz
-#define cameraPos ViewMatrixInverse[3].xyz
-#define cameraVec \
- ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
-#define viewCameraVec \
- ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0))
-
-/* ------- Structures -------- */
-
-/* ------ Lights ----- */
-struct LightData {
- vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */
- vec4 color_spec; /* w : Spec Intensity */
- vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
- vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
- vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
- vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
-};
-
-/* convenience aliases */
-#define l_color color_spec.rgb
-#define l_spec color_spec.a
-#define l_position position_influence.xyz
-#define l_influence position_influence.w
-#define l_sizex rightvec_sizex.w
-#define l_sizey upvec_sizey.w
-#define l_right rightvec_sizex.xyz
-#define l_up upvec_sizey.xyz
-#define l_forward forwardvec_type.xyz
-#define l_type forwardvec_type.w
-#define l_spot_size spotdata_radius_shadow.x
-#define l_spot_blend spotdata_radius_shadow.y
-#define l_radius spotdata_radius_shadow.z
-#define l_shadowid spotdata_radius_shadow.w
-
-/* ------ Shadows ----- */
-#ifndef MAX_CASCADE_NUM
-# define MAX_CASCADE_NUM 4
-#endif
-
-struct ShadowData {
- vec4 near_far_bias_id;
- vec4 contact_shadow_data;
-};
-
-struct ShadowCubeData {
- mat4 shadowmat;
- vec4 position;
-};
-
-struct ShadowCascadeData {
- mat4 shadowmat[MAX_CASCADE_NUM];
- vec4 split_start_distances;
- vec4 split_end_distances;
- vec4 shadow_vec_id;
-};
-
-/* convenience aliases */
-#define sh_near near_far_bias_id.x
-#define sh_far near_far_bias_id.y
-#define sh_bias near_far_bias_id.z
-#define sh_data_index near_far_bias_id.w
-#define sh_contact_dist contact_shadow_data.x
-#define sh_contact_offset contact_shadow_data.y
-#define sh_contact_spread contact_shadow_data.z
-#define sh_contact_thickness contact_shadow_data.w
-#define sh_shadow_vec shadow_vec_id.xyz
-#define sh_tex_index shadow_vec_id.w
-
-/* ------ Render Passes ----- */
-layout(std140) uniform renderpass_block
-{
- bool renderPassDiffuse;
- bool renderPassDiffuseLight;
- bool renderPassGlossy;
- bool renderPassGlossyLight;
- bool renderPassEmit;
- bool renderPassSSSColor;
- bool renderPassEnvironment;
-};
-
-vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light)
-{
- return renderPassDiffuse ? (renderPassDiffuseLight ? diffuse_light : diffuse_color) : vec3(0.0);
-}
-
-vec3 render_pass_sss_mask(vec3 sss_color)
-{
- return renderPassSSSColor ? sss_color : vec3(0.0);
-}
-
-vec3 render_pass_glossy_mask(vec3 specular_color, vec3 specular_light)
-{
- return renderPassGlossy ? (renderPassGlossyLight ? specular_light : specular_color) : vec3(0.0);
-}
-
-vec3 render_pass_emission_mask(vec3 emission_light)
-{
- return renderPassEmit ? emission_light : vec3(0.0);
-}
-
-/* ------- Convenience functions --------- */
-
-vec3 mul(mat3 m, vec3 v)
-{
- return m * v;
-}
-mat3 mul(mat3 m1, mat3 m2)
-{
- return m1 * m2;
-}
-vec3 transform_direction(mat4 m, vec3 v)
-{
- return mat3(m) * v;
-}
-vec3 transform_point(mat4 m, vec3 v)
-{
- return (m * vec4(v, 1.0)).xyz;
-}
-vec3 project_point(mat4 m, vec3 v)
-{
- vec4 tmp = m * vec4(v, 1.0);
- return tmp.xyz / tmp.w;
-}
-
-#define min3(a, b, c) min(a, min(b, c))
-#define min4(a, b, c, d) min(a, min3(b, c, d))
-#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
-#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
-#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
-#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
-#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
-
-#define max3(a, b, c) max(a, max(b, c))
-#define max4(a, b, c, d) max(a, max3(b, c, d))
-#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
-#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
-#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
-#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
-#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
-
-#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
-#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
-#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
-#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
-#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
-#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
-#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
-
-float min_v2(vec2 v)
-{
- return min(v.x, v.y);
-}
-float min_v3(vec3 v)
-{
- return min(v.x, min(v.y, v.z));
-}
-float min_v4(vec4 v)
-{
- return min(min(v.x, v.y), min(v.z, v.w));
-}
-float max_v2(vec2 v)
-{
- return max(v.x, v.y);
-}
-float max_v3(vec3 v)
-{
- return max(v.x, max(v.y, v.z));
-}
-float max_v4(vec4 v)
-{
- return max(max(v.x, v.y), max(v.z, v.w));
-}
-
-float sum(vec2 v)
-{
- return dot(vec2(1.0), v);
-}
-float sum(vec3 v)
-{
- return dot(vec3(1.0), v);
-}
-float sum(vec4 v)
-{
- return dot(vec4(1.0), v);
-}
-
-float avg(vec2 v)
-{
- return dot(vec2(1.0 / 2.0), v);
-}
-float avg(vec3 v)
-{
- return dot(vec3(1.0 / 3.0), v);
-}
-float avg(vec4 v)
-{
- return dot(vec4(1.0 / 4.0), v);
-}
-
-float saturate(float a)
-{
- return clamp(a, 0.0, 1.0);
-}
-vec2 saturate(vec2 a)
-{
- return clamp(a, 0.0, 1.0);
-}
-vec3 saturate(vec3 a)
-{
- return clamp(a, 0.0, 1.0);
-}
-vec4 saturate(vec4 a)
-{
- return clamp(a, 0.0, 1.0);
-}
-
-float distance_squared(vec2 a, vec2 b)
-{
- a -= b;
- return dot(a, a);
-}
-float distance_squared(vec3 a, vec3 b)
-{
- a -= b;
- return dot(a, a);
-}
-float len_squared(vec3 a)
-{
- return dot(a, a);
-}
-
-float inverse_distance(vec3 V)
-{
- return max(1 / length(V), 1e-8);
-}
-
-vec2 mip_ratio_interp(float mip)
-{
- float low_mip = floor(mip);
- return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
-}
-
-/* ------- RNG ------- */
-
-float wang_hash_noise(uint s)
-{
- s = (s ^ 61u) ^ (s >> 16u);
- s *= 9u;
- s = s ^ (s >> 4u);
- s *= 0x27d4eb2du;
- s = s ^ (s >> 15u);
-
- return fract(float(s) / 4294967296.0);
-}
-
-/* ------- Fast Math ------- */
-
-/* [Drobot2014a] Low Level Optimizations for GCN */
-float fast_sqrt(float v)
-{
- return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
-}
-
-vec2 fast_sqrt(vec2 v)
-{
- return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
-}
-
-/* [Eberly2014] GPGPU Programming for Games and Science */
-float fast_acos(float v)
-{
- float res = -0.156583 * abs(v) + M_PI_2;
- res *= fast_sqrt(1.0 - abs(v));
- return (v >= 0) ? res : M_PI - res;
-}
-
-vec2 fast_acos(vec2 v)
-{
- vec2 res = -0.156583 * abs(v) + M_PI_2;
- res *= fast_sqrt(1.0 - abs(v));
- v.x = (v.x >= 0) ? res.x : M_PI - res.x;
- v.y = (v.y >= 0) ? res.y : M_PI - res.y;
- return v;
-}
-
-float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal)
-{
- return dot(planenormal, planeorigin - lineorigin);
-}
-
-float line_plane_intersect_dist(vec3 lineorigin,
- vec3 linedirection,
- vec3 planeorigin,
- vec3 planenormal)
-{
- return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection);
-}
-
-float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane)
-{
- vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz));
- vec3 h = lineorigin - plane_co;
- return -dot(plane.xyz, h) / dot(plane.xyz, linedirection);
-}
-
-vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal)
-{
- float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal);
- return lineorigin + linedirection * dist;
-}
-
-vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane)
-{
- float dist = line_plane_intersect_dist(lineorigin, linedirection, plane);
- return lineorigin + linedirection * dist;
-}
-
-float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
-{
- /* aligned plane normal */
- vec3 L = planeorigin - lineorigin;
- float diskdist = length(L);
- vec3 planenormal = -normalize(L);
- return -diskdist / dot(planenormal, linedirection);
-}
-
-vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin)
-{
- float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin);
- if (dist < 0) {
- /* if intersection is behind we fake the intersection to be
- * really far and (hopefully) not inside the radius of interest */
- dist = 1e16;
- }
- return lineorigin + linedirection * dist;
-}
-
-float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection)
-{
- float a = dot(linedirection, linedirection);
- float b = dot(linedirection, lineorigin);
- float c = dot(lineorigin, lineorigin) - 1;
-
- float dist = 1e15;
- float determinant = b * b - a * c;
- if (determinant >= 0) {
- dist = (sqrt(determinant) - b) / a;
- }
-
- return dist;
-}
-
-float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection)
-{
- /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
- */
- vec3 firstplane = (vec3(1.0) - lineorigin) / linedirection;
- vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection;
- vec3 furthestplane = max(firstplane, secondplane);
-
- return min_v3(furthestplane);
-}
-
-/* Return texture coordinates to sample Surface LUT */
-vec2 lut_coords(float cosTheta, float roughness)
-{
- float theta = acos(cosTheta);
- vec2 coords = vec2(roughness, theta / M_PI_2);
-
- /* scale and bias coordinates, for correct filtered lookup */
- return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
-}
-
-vec2 lut_coords_ltc(float cosTheta, float roughness)
-{
- vec2 coords = vec2(roughness, sqrt(1.0 - cosTheta));
-
- /* scale and bias coordinates, for correct filtered lookup */
- return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
-}
-
-/* -- Tangent Space conversion -- */
-vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
-{
- return T * vector.x + B * vector.y + N * vector.z;
-}
-
-vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B)
-{
- return vec3(dot(T, vector), dot(B, vector), dot(N, vector));
-}
-
-void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B)
-{
- vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- T = normalize(cross(UpVector, N));
- B = cross(N, T);
-}
-
-/* ---- Opengl Depth conversion ---- */
-
-float linear_depth(bool is_persp, float z, float zf, float zn)
-{
- if (is_persp) {
- return (zn * zf) / (z * (zn - zf) + zf);
- }
- else {
- return (z * 2.0 - 1.0) * zf;
- }
-}
-
-float buffer_depth(bool is_persp, float z, float zf, float zn)
-{
- if (is_persp) {
- return (zf * (zn - z)) / (z * (zn - zf));
- }
- else {
- return (z / (zf * 2.0)) + 0.5;
- }
-}
-
-float get_view_z_from_depth(float depth)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- float d = 2.0 * depth - 1.0;
- return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
- }
- else {
- return viewVecs[0].z + depth * viewVecs[1].z;
- }
-}
-
-float get_depth_from_view_z(float z)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
- return d * 0.5 + 0.5;
- }
- else {
- return (z - viewVecs[0].z) / viewVecs[1].z;
- }
-}
-
-vec2 get_uvs_from_view(vec3 view)
-{
- vec3 ndc = project_point(ProjectionMatrix, view);
- return ndc.xy * 0.5 + 0.5;
-}
-
-vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- return vec3(viewVecs[0].xy + uvcoords * viewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
- }
- else {
- return viewVecs[0].xyz + vec3(uvcoords, depth) * viewVecs[1].xyz;
- }
-}
-
-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_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
+vec3 specular_dominant_dir(vec3 N, vec3 V, float roughness)
{
vec3 R = -reflect(V, N);
float smoothness = 1.0 - roughness;
@@ -489,13 +9,6 @@ vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness)
return normalize(mix(N, R, fac));
}
-float specular_occlusion(float NV, float AO, float roughness)
-{
- return saturate(pow(NV + AO, roughness) - 1.0 + AO);
-}
-
-/* --- Refraction utils --- */
-
float ior_from_f0(float f0)
{
float f = sqrt(f0);
@@ -508,7 +21,7 @@ float f0_from_ior(float eta)
return A * A;
}
-vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior)
+vec3 refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior)
{
/* TODO: This a bad approximation. Better approximation should fit
* the refracted vector and roughness into the best prefiltered reflection
@@ -527,128 +40,6 @@ vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float
return R;
}
-float get_btdf_lut(sampler2DArray btdf_lut_tex, float NV, float roughness, float ior)
-{
- const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE;
-
- vec3 coords;
- /* Try to compensate for the low resolution and interpolation error. */
- coords.x = (ior > 1.0) ? (0.9 + lut_scale_bias_texel_size.z) +
- (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) :
- (0.9 + lut_scale_bias_texel_size.z) * ior * ior;
- coords.y = 1.0 - saturate(NV);
- coords.xy *= lut_scale_bias_texel_size.x;
- coords.xy += lut_scale_bias_texel_size.y;
-
- const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */
- const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */
-
- float mip = roughness * lut_lvl_scale;
- float mip_floor = floor(mip);
-
- coords.z = lut_lvl_ofs + mip_floor + 1.0;
- float btdf_high = textureLod(btdf_lut_tex, coords, 0.0).r;
-
- coords.z -= 1.0;
- float btdf_low = textureLod(btdf_lut_tex, coords, 0.0).r;
-
- float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z);
-
- return btdf;
-}
-
-/* ---- Encode / Decode Normal buffer data ---- */
-/* From http://aras-p.info/texts/CompactNormalStorage.html
- * Using Method #4: Spheremap Transform */
-vec2 normal_encode(vec3 n, vec3 view)
-{
- float p = sqrt(n.z * 8.0 + 8.0);
- return n.xy / p + 0.5;
-}
-
-vec3 normal_decode(vec2 enc, vec3 view)
-{
- vec2 fenc = enc * 4.0 - 2.0;
- float f = dot(fenc, fenc);
- float g = sqrt(1.0 - f / 4.0);
- vec3 n;
- n.xy = fenc * g;
- n.z = 1 - f / 2;
- return n;
-}
-
-/* ---- RGBM (shared multiplier) encoding ---- */
-/* From http://iwasbeingirony.blogspot.fr/2010/06/difference-between-rgbm-and-rgbd.html */
-
-/* Higher RGBM_MAX_RANGE gives imprecision issues in low intensity. */
-#define RGBM_MAX_RANGE 512.0
-
-vec4 rgbm_encode(vec3 rgb)
-{
- float maxRGB = max_v3(rgb);
- float M = maxRGB / RGBM_MAX_RANGE;
- M = ceil(M * 255.0) / 255.0;
- return vec4(rgb / (M * RGBM_MAX_RANGE), M);
-}
-
-vec3 rgbm_decode(vec4 data)
-{
- return data.rgb * (data.a * RGBM_MAX_RANGE);
-}
-
-/* ---- RGBE (shared exponent) encoding ---- */
-vec4 rgbe_encode(vec3 rgb)
-{
- float maxRGB = max_v3(rgb);
- float fexp = ceil(log2(maxRGB));
- return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0);
-}
-
-vec3 rgbe_decode(vec4 data)
-{
- float fexp = data.a * 255.0 - 128.0;
- return data.rgb * exp2(fexp);
-}
-
-#if 1
-# define irradiance_encode rgbe_encode
-# define irradiance_decode rgbe_decode
-#else /* No ecoding (when using floating point format) */
-# define irradiance_encode(X) (X).rgbb
-# define irradiance_decode(X) (X).rgb
-#endif
-
-/* Irradiance Visibility Encoding */
-#if 1
-vec4 visibility_encode(vec2 accum, float range)
-{
- accum /= range;
-
- vec4 data;
- data.x = fract(accum.x);
- data.y = floor(accum.x) / 255.0;
- data.z = fract(accum.y);
- data.w = floor(accum.y) / 255.0;
-
- return data;
-}
-
-vec2 visibility_decode(vec4 data, float range)
-{
- return (data.xz + data.yw * 255.0) * range;
-}
-#else /* No ecoding (when using floating point format) */
-vec4 visibility_encode(vec2 accum, float range)
-{
- return accum.xyxy;
-}
-
-vec2 visibility_decode(vec4 data, float range)
-{
- return data.xy;
-}
-#endif
-
/* Fresnel monochromatic, perfect mirror */
float F_eta(float eta, float cos_theta)
{
@@ -766,265 +157,3 @@ float cone_cosine(float r)
/* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/
return exp2(-3.32193 * r * r);
}
-
-/* --------- Closure ---------- */
-
-#ifdef VOLUMETRICS
-
-struct Closure {
- vec3 absorption;
- vec3 scatter;
- vec3 emission;
- float anisotropy;
-};
-
-Closure nodetree_exec(void); /* Prototype */
-
-# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
- cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
- cl.emission = mix(cl1.emission, cl2.emission, fac);
- cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl;
- cl.absorption = cl1.absorption + cl2.absorption;
- cl.scatter = cl1.scatter + cl2.scatter;
- cl.emission = cl1.emission + cl2.emission;
- cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
- return cl;
-}
-
-Closure closure_emission(vec3 rgb)
-{
- Closure cl = CLOSURE_DEFAULT;
- cl.emission = rgb;
- return cl;
-}
-
-#else /* VOLUMETRICS */
-
-struct Closure {
- vec3 radiance;
- vec3 transmittance;
- float holdout;
-# ifdef USE_SSS
- vec3 sss_irradiance;
- vec3 sss_albedo;
- float sss_radius;
-# endif
- vec4 ssr_data;
- vec2 ssr_normal;
- int flag;
-};
-
-Closure nodetree_exec(void); /* Prototype */
-
-# define FLAG_TEST(flag, val) (((flag) & (val)) != 0)
-
-# define CLOSURE_SSR_FLAG 1
-# define CLOSURE_SSS_FLAG 2
-# define CLOSURE_HOLDOUT_FLAG 4
-
-# ifdef USE_SSS
-# define CLOSURE_DEFAULT \
- Closure(vec3(0.0), vec3(0.0), 0.0, vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0)
-# else
-# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0)
-# endif
-
-uniform int outputSsrId = 1;
-uniform int outputSssId = 1;
-
-void closure_load_ssr_data(
- vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl)
-{
- /* Still encode to avoid artifacts in the SSR pass. */
- vec3 vN = normalize(mat3(ViewMatrix) * N);
- cl.ssr_normal = normal_encode(vN, viewVec);
-
- if (ssr_id == outputSsrId) {
- cl.ssr_data = vec4(ssr_spec, roughness);
- cl.flag |= CLOSURE_SSR_FLAG;
- }
-}
-
-void closure_load_sss_data(
- float radius, vec3 sss_irradiance, vec3 sss_albedo, int sss_id, inout Closure cl)
-{
-# ifdef USE_SSS
- if (sss_id == outputSssId) {
- cl.sss_irradiance = sss_irradiance;
- cl.sss_radius = radius;
- cl.sss_albedo = sss_albedo;
- cl.flag |= CLOSURE_SSS_FLAG;
- cl.radiance += render_pass_diffuse_mask(sss_albedo, vec3(0));
- }
- else
-# endif
- {
- cl.radiance += render_pass_diffuse_mask(sss_albedo, sss_irradiance * sss_albedo);
- }
-}
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
-
- if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) {
- fac = 1.0;
- }
- else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) {
- fac = 0.0;
- }
-
- cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
- cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
- cl.flag = cl1.flag | cl2.flag;
- cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac);
- bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
- /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/
- cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
- cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
-
-# ifdef USE_SSS
- cl.sss_albedo = mix(cl1.sss_albedo, cl2.sss_albedo, fac);
- bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
- /* It also does not make sense to mix SSS radius or irradiance. */
- cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
- cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
-# endif
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl;
- cl.transmittance = cl1.transmittance + cl2.transmittance;
- cl.radiance = cl1.radiance + cl2.radiance;
- cl.holdout = cl1.holdout + cl2.holdout;
- cl.flag = cl1.flag | cl2.flag;
- cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
- bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
- /* When mixing SSR don't blend roughness and normals.*/
- cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
- cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
-
-# ifdef USE_SSS
- cl.sss_albedo = cl1.sss_albedo + cl2.sss_albedo;
- bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
- /* It also does not make sense to mix SSS radius or irradiance. */
- cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
- cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
-# endif
- return cl;
-}
-
-Closure closure_emission(vec3 rgb)
-{
- Closure cl = CLOSURE_DEFAULT;
- cl.radiance = rgb;
- return cl;
-}
-
-/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
-/* clang-format off */
-# if defined(MESH_SHADER) && !defined(DEPTH_SHADER)
-/* clang-format on */
-# ifndef USE_ALPHA_BLEND
-layout(location = 0) out vec4 outRadiance;
-layout(location = 1) out vec2 ssrNormals;
-layout(location = 2) out vec4 ssrData;
-# ifdef USE_SSS
-layout(location = 3) out vec3 sssIrradiance;
-layout(location = 4) out float sssRadius;
-layout(location = 5) out vec3 sssAlbedo;
-# endif
-# else /* USE_ALPHA_BLEND */
-/* Use dual source blending to be able to make a whole range of effects. */
-layout(location = 0, index = 0) out vec4 outRadiance;
-layout(location = 0, index = 1) out vec4 outTransmittance;
-# endif /* USE_ALPHA_BLEND */
-
-# if defined(USE_ALPHA_BLEND)
-/* Prototype because this file is included before volumetric_lib.glsl */
-void volumetric_resolve(vec2 frag_uvs,
- float frag_depth,
- out vec3 transmittance,
- out vec3 scattering);
-# endif
-
-# define NODETREE_EXEC
-void main()
-{
- Closure cl = nodetree_exec();
-
- float holdout = saturate(1.0 - cl.holdout);
- float transmit = saturate(avg(cl.transmittance));
- float alpha = 1.0 - transmit;
-
-# ifdef USE_ALPHA_BLEND
- vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
- vec3 vol_transmit, vol_scatter;
- volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter);
-
- /* Removes part of the volume scattering that have
- * already been added to the destination pixels.
- * Since we do that using the blending pipeline we need to account for material transmittance. */
- vol_scatter -= vol_scatter * cl.transmittance;
-
- cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter;
- outRadiance = vec4(cl.radiance, alpha * holdout);
- outTransmittance = vec4(cl.transmittance, transmit) * holdout;
-# else
- outRadiance = vec4(cl.radiance, holdout);
- ssrNormals = cl.ssr_normal;
- ssrData = cl.ssr_data;
-# ifdef USE_SSS
- sssIrradiance = cl.sss_irradiance;
- sssRadius = cl.sss_radius;
- sssAlbedo = cl.sss_albedo;
-# endif
-# endif
-
- /* For Probe capture */
-# ifdef USE_SSS
- float fac = float(!sssToggle);
-
- /* TODO(fclem) we shouldn't need this.
- * Just disable USE_SSS when USE_REFRACTION is enabled. */
-# ifdef USE_REFRACTION
- /* SSRefraction pass is done after the SSS pass.
- * In order to not loose the diffuse light totally we
- * need to merge the SSS radiance to the main radiance. */
- fac = 1.0;
-# endif
-
- outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac;
-# endif
-
-# ifdef LOOKDEV
- gl_FragDepth = 0.0;
-# endif
-
-# ifndef USE_ALPHA_BLEND
- float alpha_div = 1.0 / max(1e-8, alpha);
- outRadiance.rgb *= alpha_div;
- ssrData.rgb *= alpha_div;
-# ifdef USE_SSS
- sssAlbedo.rgb *= alpha_div;
-# endif
-# endif
-}
-
-# endif /* MESH_SHADER */
-
-#endif /* VOLUMETRICS */
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
index f05b3396428..2b2da884fde 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_lut_frag.glsl
@@ -1,3 +1,4 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
out vec4 FragColor;
@@ -5,8 +6,8 @@ void main()
{
vec3 N, T, B, V;
- float NV = (1.0 - (clamp(gl_FragCoord.y / BRDF_LUT_SIZE, 1e-4, 0.9999)));
- float sqrtRoughness = clamp(gl_FragCoord.x / BRDF_LUT_SIZE, 1e-4, 0.9999);
+ float NV = (1.0 - (clamp(gl_FragCoord.y / b, 1e-4, 0.9999)));
+ float sqrtRoughness = clamp(gl_FragCoord.x / LUT_SIZE, 1e-4, 0.9999);
float a = sqrtRoughness * sqrtRoughness;
float a2 = a * a;
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 5f2b719095e..066ea58e2bf 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl
@@ -1,6 +1,7 @@
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
uniform sampler1D texHammersley;
-uniform sampler2D texJitter;
uniform float sampleCount;
uniform float invSampleCount;
@@ -8,8 +9,7 @@ vec2 jitternoise = vec2(0.0);
#ifndef UTIL_TEX
# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+
#endif /* UTIL_TEX */
void setup_noise(void)
@@ -17,6 +17,11 @@ void setup_noise(void)
jitternoise = texelfetch_noise_tex(gl_FragCoord.xy).rg; /* Global variable */
}
+vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B)
+{
+ return T * vector.x + B * vector.y + N * vector.z;
+}
+
#ifdef HAMMERSLEY_SIZE
vec3 hammersley_3d(float i, float invsamplenbr)
{
diff --git a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
index 1389a9763c0..d815d9d4e6b 100644
--- a/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/btdf_lut_frag.glsl
@@ -1,3 +1,4 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
uniform float a2;
@@ -7,8 +8,8 @@ void main()
{
vec3 N, T, B, V;
- float x = gl_FragCoord.x / BRDF_LUT_SIZE;
- float y = gl_FragCoord.y / BRDF_LUT_SIZE;
+ float x = gl_FragCoord.x / LUT_SIZE;
+ float y = gl_FragCoord.y / LUT_SIZE;
/* There is little variation if ior > 1.0 so we
* maximize LUT precision for ior < 1.0 */
x = x * 1.1;
diff --git a/source/blender/draw/engines/eevee/shaders/closure_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
new file mode 100644
index 00000000000..e572245ace9
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/closure_lib.glsl
@@ -0,0 +1,181 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(renderpass_lib.glsl)
+
+#ifndef VOLUMETRICS
+
+uniform int outputSsrId = 1;
+uniform int outputSssId = 1;
+
+#endif
+
+struct Closure {
+#ifdef VOLUMETRICS
+ vec3 absorption;
+ vec3 scatter;
+ vec3 emission;
+ float anisotropy;
+
+#else /* SURFACE */
+ vec3 radiance;
+ vec3 transmittance;
+ float holdout;
+ vec4 ssr_data;
+ vec2 ssr_normal;
+ int flag;
+# ifdef USE_SSS
+ vec3 sss_irradiance;
+ vec3 sss_albedo;
+ float sss_radius;
+# endif
+
+#endif
+};
+
+/* Prototype */
+Closure nodetree_exec(void);
+
+/* clang-format off */
+/* Avoid multiline defines. */
+#ifdef VOLUMETRICS
+# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), vec3(0), 0.0)
+#elif !defined(USE_SSS)
+# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0, vec4(0), vec2(0), 0)
+#else
+# define CLOSURE_DEFAULT Closure(vec3(0), vec3(0), 0.0, vec4(0), vec2(0), 0, vec3(0), vec3(0), 0.0)
+#endif
+/* clang-format on */
+
+#define FLAG_TEST(flag, val) (((flag) & (val)) != 0)
+
+#define CLOSURE_SSR_FLAG 1
+#define CLOSURE_SSS_FLAG 2
+#define CLOSURE_HOLDOUT_FLAG 4
+
+#ifdef VOLUMETRICS
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
+ cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
+ cl.emission = mix(cl1.emission, cl2.emission, fac);
+ cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.absorption = cl1.absorption + cl2.absorption;
+ cl.scatter = cl1.scatter + cl2.scatter;
+ cl.emission = cl1.emission + cl2.emission;
+ cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
+ return cl;
+}
+
+Closure closure_emission(vec3 rgb)
+{
+ Closure cl = CLOSURE_DEFAULT;
+ cl.emission = rgb;
+ return cl;
+}
+
+#else /* SURFACE */
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
+
+ if (FLAG_TEST(cl1.flag, CLOSURE_HOLDOUT_FLAG)) {
+ fac = 1.0;
+ }
+ else if (FLAG_TEST(cl2.flag, CLOSURE_HOLDOUT_FLAG)) {
+ fac = 0.0;
+ }
+
+ cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.flag = cl1.flag | cl2.flag;
+ cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac);
+ bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
+ /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/
+ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
+ cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
+
+# ifdef USE_SSS
+ cl.sss_albedo = mix(cl1.sss_albedo, cl2.sss_albedo, fac);
+ bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
+ /* It also does not make sense to mix SSS radius or irradiance. */
+ cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
+ cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
+# endif
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.transmittance = cl1.transmittance + cl2.transmittance;
+ cl.radiance = cl1.radiance + cl2.radiance;
+ cl.holdout = cl1.holdout + cl2.holdout;
+ cl.flag = cl1.flag | cl2.flag;
+ cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
+ bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
+ /* When mixing SSR don't blend roughness and normals.*/
+ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
+ cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
+
+# ifdef USE_SSS
+ cl.sss_albedo = cl1.sss_albedo + cl2.sss_albedo;
+ bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
+ /* It also does not make sense to mix SSS radius or irradiance. */
+ cl.sss_radius = (use_cl1_sss) ? cl1.sss_radius : cl2.sss_radius;
+ cl.sss_irradiance = (use_cl1_sss) ? cl1.sss_irradiance : cl2.sss_irradiance;
+# endif
+ return cl;
+}
+
+Closure closure_emission(vec3 rgb)
+{
+ Closure cl = CLOSURE_DEFAULT;
+ cl.radiance = rgb;
+ return cl;
+}
+
+#endif
+
+#ifndef VOLUMETRICS
+
+void closure_load_ssr_data(
+ vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl)
+{
+ /* Still encode to avoid artifacts in the SSR pass. */
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ cl.ssr_normal = normal_encode(vN, viewVec);
+
+ if (ssr_id == outputSsrId) {
+ cl.ssr_data = vec4(ssr_spec, roughness);
+ cl.flag |= CLOSURE_SSR_FLAG;
+ }
+}
+
+void closure_load_sss_data(
+ float radius, vec3 sss_irradiance, vec3 sss_albedo, int sss_id, inout Closure cl)
+{
+# ifdef USE_SSS
+ if (sss_id == outputSssId) {
+ cl.sss_irradiance = sss_irradiance;
+ cl.sss_radius = radius;
+ cl.sss_albedo = sss_albedo;
+ cl.flag |= CLOSURE_SSS_FLAG;
+ cl.radiance += render_pass_diffuse_mask(sss_albedo, vec3(0));
+ }
+ else
+# endif
+ {
+ cl.radiance += render_pass_diffuse_mask(sss_albedo, sss_irradiance * sss_albedo);
+ }
+}
+
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
index bc7879763c3..bf33caf9854 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
@@ -1,32 +1,8 @@
-#ifndef LIT_SURFACE_UNIFORM
-# define LIT_SURFACE_UNIFORM
-
-uniform float refractionDepth;
-
-# ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-# endif /* UTIL_TEX */
-
-in vec3 worldPosition;
-in vec3 viewPosition;
-
-in vec3 worldNormal;
-in vec3 viewNormal;
-
-# ifdef HAIR_SHADER
-in vec3 hairTangent; /* world space */
-in float hairThickTime;
-in float hairThickness;
-in float hairTime;
-flat in int hairStrandID;
-
-uniform int hairThicknessRes = 1;
-# endif
-
-#endif /* LIT_SURFACE_UNIFORM */
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(ssr_lib.glsl)
/**
* AUTO CONFIG
@@ -209,7 +185,7 @@ void CLOSURE_NAME(vec3 N
vec3 V = cameraVec;
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
/* ---------------------------------------------------------------- */
/* -------------------- SCENE LIGHTS LIGHTING --------------------- */
@@ -328,11 +304,11 @@ void CLOSURE_NAME(vec3 N
# endif
# ifdef CLOSURE_GLOSSY
- vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared);
# endif
# ifdef CLOSURE_CLEARCOAT
- vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
+ vec3 C_spec_dir = specular_dominant_dir(C_N, V, C_roughnessSquared);
# endif
# ifdef CLOSURE_REFRACTION
@@ -345,7 +321,7 @@ void CLOSURE_NAME(vec3 N
line_plane_intersect(
worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
worldPosition;
- vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
+ vec3 refr_dir = refraction_dominant_dir(N, refr_V, roughness, final_ior);
# endif
# ifdef CLOSURE_REFRACTION
@@ -485,7 +461,7 @@ void CLOSURE_NAME(vec3 N
# endif
# ifdef CLOSURE_REFRACTION
- float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
+ float btdf = get_btdf_lut(NV, roughness, ior);
out_refr += refr_accum.rgb * btdf;
# endif
diff --git a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
index 759b4098b37..a6c9eebaff2 100644
--- a/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/common_uniforms_lib.glsl
@@ -2,7 +2,6 @@
layout(std140) uniform common_block
{
mat4 pastViewProjectionMatrix;
- vec4 viewVecs[2];
vec2 mipRatio[10]; /* To correct mip level texel misalignment */
/* Ambient Occlusion */
vec4 aoParameters[2];
@@ -70,3 +69,9 @@ layout(std140) uniform common_block
#define ssrQuality ssrParameters.x
#define ssrThickness ssrParameters.y
#define ssrPixelSize ssrParameters.zw
+
+vec2 mip_ratio_interp(float mip)
+{
+ float low_mip = floor(mip);
+ return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip);
+}
diff --git a/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
new file mode 100644
index 00000000000..95a585f0d9c
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/common_utiltex_lib.glsl
@@ -0,0 +1,65 @@
+
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
+
+/* ---------------------------------------------------------------------- */
+/** \name Utiltex
+ *
+ * Utiltex is a sampler2DArray that stores a number of useful small utilitary textures and lookup
+ * tables.
+ * \{ */
+
+uniform sampler2DArray utilTex;
+
+#define LUT_SIZE 64
+
+#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+
+/* Return texture coordinates to sample Surface LUT */
+vec2 lut_coords(float cosTheta, float roughness)
+{
+ float theta = acos(cosTheta);
+ vec2 coords = vec2(roughness, theta / M_PI_2);
+
+ /* scale and bias coordinates, for correct filtered lookup */
+ return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
+}
+
+vec2 lut_coords_ltc(float cosTheta, float roughness)
+{
+ vec2 coords = vec2(roughness, sqrt(1.0 - cosTheta));
+
+ /* scale and bias coordinates, for correct filtered lookup */
+ return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE;
+}
+
+float get_btdf_lut(float NV, float roughness, float ior)
+{
+ const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE;
+
+ vec3 coords;
+ /* Try to compensate for the low resolution and interpolation error. */
+ coords.x = (ior > 1.0) ? (0.9 + lut_scale_bias_texel_size.z) +
+ (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) :
+ (0.9 + lut_scale_bias_texel_size.z) * ior * ior;
+ coords.y = 1.0 - saturate(NV);
+ coords.xy *= lut_scale_bias_texel_size.x;
+ coords.xy += lut_scale_bias_texel_size.y;
+
+ const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */
+ const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */
+
+ float mip = roughness * lut_lvl_scale;
+ float mip_floor = floor(mip);
+
+ coords.z = lut_lvl_ofs + mip_floor + 1.0;
+ float btdf_high = textureLod(utilTex, coords, 0.0).r;
+
+ coords.z -= 1.0;
+ float btdf_low = textureLod(utilTex, coords, 0.0).r;
+
+ float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z);
+
+ return btdf;
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl b/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl
deleted file mode 100644
index 7e0e5945c54..00000000000
--- a/source/blender/draw/engines/eevee/shaders/concentric_samples_lib.glsl
+++ /dev/null
@@ -1,265 +0,0 @@
-/* Precomputed table of concentric samples.
- * Generated using this algorithm http://l2program.co.uk/900/concentric-disk-sampling
- * Sorted by radius then by rotation angle.
- * This way it's better for cache usage and for
- * easily restricting to a certain number of
- * sample while still having a circular kernel. */
-
-#define CONCENTRIC_SAMPLE_NUM 256
-const vec2 concentric[CONCENTRIC_SAMPLE_NUM] = vec2[CONCENTRIC_SAMPLE_NUM](
- vec2(0.0441941738242, 0.0441941738242),
- vec2(-0.0441941738242, -0.0441941738242),
- vec2(-0.0441941738242, 0.0441941738242),
- vec2(0.0441941738242, -0.0441941738242),
- vec2(0.181111092429, 0.0485285709567),
- vec2(0.132582521472, 0.132582521472),
- vec2(-0.181111092429, 0.0485285709567),
- vec2(0.0485285709567, 0.181111092429),
- vec2(-0.181111092429, -0.0485285709567),
- vec2(-0.0485285709567, 0.181111092429),
- vec2(-0.132582521472, -0.132582521472),
- vec2(-0.132582521472, 0.132582521472),
- vec2(-0.0485285709567, -0.181111092429),
- vec2(0.0485285709567, -0.181111092429),
- vec2(0.132582521472, -0.132582521472),
- vec2(0.181111092429, -0.0485285709567),
- vec2(0.308652606436, 0.0488857703251),
- vec2(0.278439538809, 0.141872031169),
- vec2(0.220970869121, 0.220970869121),
- vec2(-0.278439538809, 0.141872031169),
- vec2(0.141872031169, 0.278439538809),
- vec2(-0.308652606436, 0.0488857703251),
- vec2(0.0488857703251, 0.308652606436),
- vec2(-0.308652606436, -0.0488857703251),
- vec2(-0.0488857703251, 0.308652606436),
- vec2(-0.278439538809, -0.141872031169),
- vec2(-0.141872031169, 0.278439538809),
- vec2(-0.220970869121, -0.220970869121),
- vec2(-0.220970869121, 0.220970869121),
- vec2(-0.141872031169, -0.278439538809),
- vec2(-0.0488857703251, -0.308652606436),
- vec2(0.0488857703251, -0.308652606436),
- vec2(0.141872031169, -0.278439538809),
- vec2(0.220970869121, -0.220970869121),
- vec2(0.278439538809, -0.141872031169),
- vec2(0.308652606436, -0.0488857703251),
- vec2(0.434749091828, 0.0489844582952),
- vec2(0.41294895701, 0.144497089605),
- vec2(0.370441837162, 0.232764033475),
- vec2(0.309359216769, 0.309359216769),
- vec2(-0.370441837162, 0.232764033475),
- vec2(0.232764033475, 0.370441837162),
- vec2(-0.41294895701, 0.144497089605),
- vec2(0.144497089605, 0.41294895701),
- vec2(-0.434749091828, 0.0489844582952),
- vec2(0.0489844582952, 0.434749091828),
- vec2(-0.434749091828, -0.0489844582952),
- vec2(-0.0489844582952, 0.434749091828),
- vec2(-0.41294895701, -0.144497089605),
- vec2(-0.144497089605, 0.41294895701),
- vec2(-0.370441837162, -0.232764033475),
- vec2(-0.232764033475, 0.370441837162),
- vec2(-0.309359216769, -0.309359216769),
- vec2(-0.309359216769, 0.309359216769),
- vec2(-0.232764033475, -0.370441837162),
- vec2(-0.144497089605, -0.41294895701),
- vec2(-0.0489844582952, -0.434749091828),
- vec2(0.0489844582952, -0.434749091828),
- vec2(0.144497089605, -0.41294895701),
- vec2(0.232764033475, -0.370441837162),
- vec2(0.309359216769, -0.309359216769),
- vec2(0.370441837162, -0.232764033475),
- vec2(0.41294895701, -0.144497089605),
- vec2(0.434749091828, -0.0489844582952),
- vec2(0.560359517677, 0.0490251052956),
- vec2(0.543333277288, 0.14558571287),
- vec2(0.509798130208, 0.237722772229),
- vec2(0.460773024913, 0.322636745447),
- vec2(0.397747564417, 0.397747564417),
- vec2(-0.460773024913, 0.322636745447),
- vec2(0.322636745447, 0.460773024913),
- vec2(-0.509798130208, 0.237722772229),
- vec2(0.237722772229, 0.509798130208),
- vec2(-0.543333277288, 0.14558571287),
- vec2(0.14558571287, 0.543333277288),
- vec2(-0.560359517677, 0.0490251052956),
- vec2(0.0490251052956, 0.560359517677),
- vec2(-0.560359517677, -0.0490251052956),
- vec2(-0.0490251052956, 0.560359517677),
- vec2(-0.543333277288, -0.14558571287),
- vec2(-0.14558571287, 0.543333277288),
- vec2(-0.509798130208, -0.237722772229),
- vec2(-0.237722772229, 0.509798130208),
- vec2(-0.460773024913, -0.322636745447),
- vec2(-0.322636745447, 0.460773024913),
- vec2(-0.397747564417, -0.397747564417),
- vec2(-0.397747564417, 0.397747564417),
- vec2(-0.322636745447, -0.460773024913),
- vec2(-0.237722772229, -0.509798130208),
- vec2(-0.14558571287, -0.543333277288),
- vec2(-0.0490251052956, -0.560359517677),
- vec2(0.0490251052956, -0.560359517677),
- vec2(0.14558571287, -0.543333277288),
- vec2(0.237722772229, -0.509798130208),
- vec2(0.322636745447, -0.460773024913),
- vec2(0.397747564417, -0.397747564417),
- vec2(0.460773024913, -0.322636745447),
- vec2(0.509798130208, -0.237722772229),
- vec2(0.543333277288, -0.14558571287),
- vec2(0.560359517677, -0.0490251052956),
- vec2(0.685748328795, 0.0490456884495),
- vec2(0.671788470355, 0.146138636568),
- vec2(0.644152935937, 0.240256623474),
- vec2(0.603404305327, 0.32948367837),
- vec2(0.550372103135, 0.412003395727),
- vec2(0.486135912066, 0.486135912066),
- vec2(-0.550372103135, 0.412003395727),
- vec2(0.412003395727, 0.550372103135),
- vec2(-0.603404305327, 0.32948367837),
- vec2(0.32948367837, 0.603404305327),
- vec2(-0.644152935937, 0.240256623474),
- vec2(0.240256623474, 0.644152935937),
- vec2(-0.671788470355, 0.146138636568),
- vec2(0.146138636568, 0.671788470355),
- vec2(-0.685748328795, 0.0490456884495),
- vec2(0.0490456884495, 0.685748328795),
- vec2(-0.685748328795, -0.0490456884495),
- vec2(-0.0490456884495, 0.685748328795),
- vec2(-0.671788470355, -0.146138636568),
- vec2(-0.146138636568, 0.671788470355),
- vec2(-0.644152935937, -0.240256623474),
- vec2(-0.240256623474, 0.644152935937),
- vec2(-0.603404305327, -0.32948367837),
- vec2(-0.32948367837, 0.603404305327),
- vec2(-0.550372103135, -0.412003395727),
- vec2(-0.412003395727, 0.550372103135),
- vec2(-0.486135912066, -0.486135912066),
- vec2(-0.486135912066, 0.486135912066),
- vec2(-0.412003395727, -0.550372103135),
- vec2(-0.32948367837, -0.603404305327),
- vec2(-0.240256623474, -0.644152935937),
- vec2(-0.146138636568, -0.671788470355),
- vec2(-0.0490456884495, -0.685748328795),
- vec2(0.0490456884495, -0.685748328795),
- vec2(0.146138636568, -0.671788470355),
- vec2(0.240256623474, -0.644152935937),
- vec2(0.32948367837, -0.603404305327),
- vec2(0.412003395727, -0.550372103135),
- vec2(0.486135912066, -0.486135912066),
- vec2(0.550372103135, -0.412003395727),
- vec2(0.603404305327, -0.32948367837),
- vec2(0.644152935937, -0.240256623474),
- vec2(0.671788470355, -0.146138636568),
- vec2(0.685748328795, -0.0490456884495),
- vec2(0.811017637806, 0.0490575291556),
- vec2(0.799191174395, 0.146457218224),
- vec2(0.775710704038, 0.241721231257),
- vec2(0.740918624869, 0.33346040443),
- vec2(0.695322283745, 0.420336974019),
- vec2(0.639586577995, 0.501084084011),
- vec2(0.574524259714, 0.574524259714),
- vec2(-0.639586577995, 0.501084084011),
- vec2(0.501084084011, 0.639586577995),
- vec2(-0.695322283745, 0.420336974019),
- vec2(0.420336974019, 0.695322283745),
- vec2(-0.740918624869, 0.33346040443),
- vec2(0.33346040443, 0.740918624869),
- vec2(-0.775710704038, 0.241721231257),
- vec2(0.241721231257, 0.775710704038),
- vec2(-0.799191174395, 0.146457218224),
- vec2(0.146457218224, 0.799191174395),
- vec2(-0.811017637806, 0.0490575291556),
- vec2(0.0490575291556, 0.811017637806),
- vec2(-0.811017637806, -0.0490575291556),
- vec2(-0.0490575291556, 0.811017637806),
- vec2(-0.799191174395, -0.146457218224),
- vec2(-0.146457218224, 0.799191174395),
- vec2(-0.775710704038, -0.241721231257),
- vec2(-0.241721231257, 0.775710704038),
- vec2(-0.740918624869, -0.33346040443),
- vec2(-0.33346040443, 0.740918624869),
- vec2(-0.695322283745, -0.420336974019),
- vec2(-0.420336974019, 0.695322283745),
- vec2(-0.639586577995, -0.501084084011),
- vec2(-0.501084084011, 0.639586577995),
- vec2(-0.574524259714, -0.574524259714),
- vec2(-0.574524259714, 0.574524259714),
- vec2(-0.501084084011, -0.639586577995),
- vec2(-0.420336974019, -0.695322283745),
- vec2(-0.33346040443, -0.740918624869),
- vec2(-0.241721231257, -0.775710704038),
- vec2(-0.146457218224, -0.799191174395),
- vec2(-0.0490575291556, -0.811017637806),
- vec2(0.0490575291556, -0.811017637806),
- vec2(0.146457218224, -0.799191174395),
- vec2(0.241721231257, -0.775710704038),
- vec2(0.33346040443, -0.740918624869),
- vec2(0.420336974019, -0.695322283745),
- vec2(0.501084084011, -0.639586577995),
- vec2(0.574524259714, -0.574524259714),
- vec2(0.639586577995, -0.501084084011),
- vec2(0.695322283745, -0.420336974019),
- vec2(0.740918624869, -0.33346040443),
- vec2(0.775710704038, -0.241721231257),
- vec2(0.799191174395, -0.146457218224),
- vec2(0.811017637806, -0.0490575291556),
- vec2(0.936215188832, 0.0490649589778),
- vec2(0.925957819308, 0.146657310975),
- vec2(0.905555462146, 0.242642854784),
- vec2(0.875231649841, 0.335969952699),
- vec2(0.835318616427, 0.425616093506),
- vec2(0.786253657449, 0.510599095327),
- vec2(0.728574338866, 0.589987866609),
- vec2(0.662912607362, 0.662912607362),
- vec2(-0.728574338866, 0.589987866609),
- vec2(0.589987866609, 0.728574338866),
- vec2(-0.786253657449, 0.510599095327),
- vec2(0.510599095327, 0.786253657449),
- vec2(-0.835318616427, 0.425616093506),
- vec2(0.425616093506, 0.835318616427),
- vec2(-0.875231649841, 0.335969952699),
- vec2(0.335969952699, 0.875231649841),
- vec2(-0.905555462146, 0.242642854784),
- vec2(0.242642854784, 0.905555462146),
- vec2(-0.925957819308, 0.146657310975),
- vec2(0.146657310975, 0.925957819308),
- vec2(-0.936215188832, 0.0490649589778),
- vec2(0.0490649589778, 0.936215188832),
- vec2(-0.936215188832, -0.0490649589778),
- vec2(-0.0490649589778, 0.936215188832),
- vec2(-0.925957819308, -0.146657310975),
- vec2(-0.146657310975, 0.925957819308),
- vec2(-0.905555462146, -0.242642854784),
- vec2(-0.242642854784, 0.905555462146),
- vec2(-0.875231649841, -0.335969952699),
- vec2(-0.335969952699, 0.875231649841),
- vec2(-0.835318616427, -0.425616093506),
- vec2(-0.425616093506, 0.835318616427),
- vec2(-0.786253657449, -0.510599095327),
- vec2(-0.510599095327, 0.786253657449),
- vec2(-0.728574338866, -0.589987866609),
- vec2(-0.589987866609, 0.728574338866),
- vec2(-0.662912607362, -0.662912607362),
- vec2(-0.662912607362, 0.662912607362),
- vec2(-0.589987866609, -0.728574338866),
- vec2(-0.510599095327, -0.786253657449),
- vec2(-0.425616093506, -0.835318616427),
- vec2(-0.335969952699, -0.875231649841),
- vec2(-0.242642854784, -0.905555462146),
- vec2(-0.146657310975, -0.925957819308),
- vec2(-0.0490649589778, -0.936215188832),
- vec2(0.0490649589778, -0.936215188832),
- vec2(0.146657310975, -0.925957819308),
- vec2(0.242642854784, -0.905555462146),
- vec2(0.335969952699, -0.875231649841),
- vec2(0.425616093506, -0.835318616427),
- vec2(0.510599095327, -0.786253657449),
- vec2(0.589987866609, -0.728574338866),
- vec2(0.662912607362, -0.662912607362),
- vec2(0.728574338866, -0.589987866609),
- vec2(0.786253657449, -0.510599095327),
- vec2(0.835318616427, -0.425616093506),
- vec2(0.875231649841, -0.335969952699),
- vec2(0.905555462146, -0.242642854784),
- vec2(0.925957819308, -0.146657310975),
- vec2(0.936215188832, -0.0490649589778));
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
deleted file mode 100644
index 1014b25033a..00000000000
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ /dev/null
@@ -1,51 +0,0 @@
-
-uniform vec3 basecol;
-uniform float metallic;
-uniform float specular;
-uniform float roughness;
-
-Closure nodetree_exec(void)
-{
-#ifdef HAIR_SHADER
- vec3 B = normalize(cross(worldNormal, hairTangent));
- float cos_theta;
- if (hairThicknessRes == 1) {
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
- /* Random cosine normal distribution on the hair surface. */
- cos_theta = rand.x * 2.0 - 1.0;
- }
- else {
- /* Shade as a cylinder. */
- cos_theta = hairThickTime / hairThickness;
- }
- float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta));
- vec3 N = normalize(worldNormal * sin_theta + B * cos_theta);
- vec3 vN = mat3(ViewMatrix) * N;
-#else
- vec3 N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
- vec3 vN = normalize(gl_FrontFacing ? viewNormal : -viewNormal);
-#endif
-
- vec3 dielectric = vec3(0.034) * specular * 2.0;
- vec3 albedo = mix(basecol, vec3(0.0), metallic);
- vec3 f0 = mix(dielectric, basecol, metallic);
- vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
- vec3 out_diff, out_spec, ssr_spec;
- eevee_closure_default(N, albedo, f0, f90, 1, roughness, 1.0, true, out_diff, out_spec, ssr_spec);
-
- Closure cl = CLOSURE_DEFAULT;
- cl.radiance = render_pass_glossy_mask(vec3(1.0), out_spec) +
- render_pass_diffuse_mask(albedo, out_diff * albedo);
- closure_load_ssr_data(ssr_spec, roughness, N, viewCameraVec, 1, cl);
-
-#ifdef LOOKDEV
- gl_FragDepth = 0.0;
-#endif
-
-#ifdef HOLDOUT
- cl = CLOSURE_DEFAULT;
- cl.holdout = 1.0;
-#endif
-
- return cl;
-}
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
index d56890769a7..9c1ca17f87c 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl
@@ -1,4 +1,8 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform sampler2D colorBuffer;
uniform sampler2D depthBuffer;
@@ -18,9 +22,6 @@ uniform vec4 bokehParams[2];
uniform vec2 nearFar; /* Near & far view depths values */
-#define M_PI 3.1415926535897932384626433832795
-#define M_2PI 6.2831853071795864769252868
-
/* -------------- Utils ------------- */
/* divide by sensor size to get the normalized size */
@@ -34,11 +35,6 @@ uniform vec2 nearFar; /* Near & far view depths values */
#define weighted_sum(a, b, c, d, e) \
(a * e.x + b * e.y + c * e.z + d * e.w) / max(1e-6, dot(e, vec4(1.0)));
-float max_v4(vec4 v)
-{
- return max(max(v.x, v.y), max(v.z, v.w));
-}
-
vec4 safe_color(vec4 c)
{
/* Clamp to avoid black square artifacts if a pixel goes NaN. */
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
index d83b410125a..6e35d4a54ae 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform vec4 bokehParams[2];
#define bokeh_rotation bokehParams[0].x
@@ -15,8 +17,6 @@ flat out float smoothFac;
flat out ivec2 edge;
out vec2 particlecoord;
-#define M_PI 3.1415926535897932384626433832795
-
/* Scatter pass, calculate a triangle covering the CoC. */
void main()
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
index eea0ce0aae2..47fe21928b3 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_gtao_frag.glsl
@@ -1,14 +1,34 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+
/**
* This shader only compute maximum horizon angles for each directions.
* The final integration is done at the resolve stage with the shading normal.
*/
-uniform float rotationOffset;
-
out vec4 FragColor;
-#ifdef DEBUG_AO
uniform sampler2D normalBuffer;
+#ifdef LAYERED_DEPTH
+uniform sampler2DArray depthBufferLayered;
+uniform int layer;
+# define gtao_depthBuffer depthBufferLayered
+# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c)
+
+#else
+uniform sampler2D depthBuffer;
+# define gtao_depthBuffer depthBuffer
+# define gtao_textureLod(a, b, c) textureLod(a, b, c)
+
+#endif
+
+uniform float rotationOffset;
+
+#ifdef DEBUG_AO
void main()
{
@@ -34,18 +54,6 @@ void main()
#else
-# ifdef LAYERED_DEPTH
-uniform sampler2DArray depthBufferLayered;
-uniform int layer;
-# define gtao_depthBuffer depthBufferLayered
-# define gtao_textureLod(a, b, c) textureLod(a, vec3(b, layer), c)
-
-# else
-# define gtao_depthBuffer depthBuffer
-# define gtao_textureLod(a, b, c) textureLod(a, b, c)
-
-# endif
-
void main()
{
vec2 uvs = saturate(gl_FragCoord.xy / vec2(textureSize(gtao_depthBuffer, 0).xy));
diff --git a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
index edee55a07e0..7331f92ba6d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_mist_frag.glsl
@@ -1,5 +1,10 @@
+
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
/* Convert depth to Mist factor */
uniform vec3 mistSettings;
+uniform sampler2D depthBuffer;
#define mistStart mistSettings.x
#define mistInvDistance mistSettings.y
diff --git a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
index fbf507a2e40..3501a4448c5 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_motion_blur_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
/*
* Based on:
* A Fast and Stable Feature-Aware Motion Blur Filter
@@ -15,11 +17,6 @@ uniform sampler2D tileMaxBuffer;
#define KERNEL 8
-/* TODO(fclem) deduplicate this code. */
-uniform sampler2DArray utilTex;
-#define LUT_SIZE 64
-#define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-
uniform float depthScale;
uniform ivec2 tileBufferSize;
uniform vec2 viewportSize;
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 598cc3e5183..f8dccb7511a 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -1,4 +1,11 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(ssr_lib.glsl)
+
/* Based on Stochastic Screen Space Reflections
* https://www.ea.com/frostbite/news/stochastic-screen-space-reflections */
@@ -131,7 +138,7 @@ void main()
return;
}
- vec4 rand = texelFetch(utilTex, ivec3(halfres_texel % LUT_SIZE, 2), 0);
+ vec4 rand = texelfetch_noise_tex(halfres_texel);
/* Gives *perfect* reflection for very small roughness */
if (roughness < 0.04) {
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
index e9da49c9eb9..2a53a4f119f 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl
@@ -1,4 +1,9 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+
/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
#define MAX_SSS_SAMPLES 65
@@ -14,36 +19,16 @@ uniform sampler2D sssIrradiance;
uniform sampler2D sssRadius;
uniform sampler2D sssAlbedo;
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
layout(location = 0) out vec4 sssRadiance;
-float get_view_z_from_depth(float depth)
-{
- if (ProjectionMatrix[3][3] == 0.0) {
- float d = 2.0 * depth - 1.0;
- return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
- }
- else {
- return viewVecs[0].z + depth * viewVecs[1].z;
- }
-}
-
-#define LUT_SIZE 64
-#define M_PI_2 1.5707963267948966 /* pi/2 */
-#define M_2PI 6.2831853071795865 /* 2*pi */
-
void main(void)
{
vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */
vec2 uvs = gl_FragCoord.xy * pixel_size;
vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
float sss_radius = texture(sssRadius, uvs).r;
- float depth_view = get_view_z_from_depth(texture(depthBuffer, uvs).r);
+ float depth = texture(depthBuffer, uvs).r;
+ float depth_view = get_view_z_from_depth(depth);
float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
#ifdef FIRST_PASS
diff --git a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
index b44645174bd..28947e971d2 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_temporal_aa.glsl
@@ -1,5 +1,11 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
uniform sampler2D colorHistoryBuffer;
+
uniform mat4 prevViewProjectionMatrix;
out vec4 FragColor;
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 6531ceb8dbe..c85eff92e37 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_translucency_frag.glsl
@@ -1,11 +1,16 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lights_lib.glsl)
+
in vec4 uvcoordsvar;
out vec4 FragColor;
+uniform sampler2D depthBuffer;
uniform sampler1D sssTexProfile;
uniform sampler2D sssRadius;
-
uniform sampler2DArray sssShadowCubes;
uniform sampler2DArray sssShadowCascades;
@@ -27,12 +32,6 @@ vec3 sss_profile(float s)
return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
}
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
float light_translucent_power_with_falloff(LightData ld, vec3 N, vec4 l_vector)
{
float power, falloff;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
index d927fd78d30..145939cefb2 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_resolve_frag.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
+uniform sampler2D depthBuffer;
+
uniform mat4 prevViewProjMatrix;
uniform mat4 currViewProjMatrixInv;
uniform mat4 nextViewProjMatrix;
diff --git a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
index 0eb598521af..f52acaf6f7f 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_velocity_tile_frag.glsl
@@ -148,4 +148,4 @@ void main()
tileMaxVelocity = encode_velocity(max_motion);
}
-#endif \ No newline at end of file
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
index b1d4de1c682..2274bf8b950 100644
--- a/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/irradiance_lib.glsl
@@ -1,44 +1,76 @@
-uniform sampler2DArray irradianceGrid;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+#pragma BLENDER_REQUIRE(octahedron_lib.glsl)
#define IRRADIANCE_LIB
-#ifdef IRRADIANCE_CUBEMAP
-struct IrradianceData {
- vec3 color;
-};
-#elif defined(IRRADIANCE_SH_L2)
+/* ---------------------------------------------------------------------- */
+/** \name Structure
+ * \{ */
+
+#if defined(IRRADIANCE_SH_L2)
struct IrradianceData {
vec3 shcoefs[9];
};
+
#else /* defined(IRRADIANCE_HL2) */
struct IrradianceData {
vec3 cubesides[3];
};
+
#endif
-IrradianceData load_irradiance_cell(int cell, vec3 N)
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Resources
+ * \{ */
+
+uniform sampler2DArray irradianceGrid;
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Functions
+ * \{ */
+
+vec4 irradiance_encode(vec3 rgb)
{
- /* Keep in sync with diffuse_filter_probe() */
+ float maxRGB = max_v3(rgb);
+ float fexp = ceil(log2(maxRGB));
+ return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0);
+}
-#if defined(IRRADIANCE_CUBEMAP)
+vec3 irradiance_decode(vec4 data)
+{
+ float fexp = data.a * 255.0 - 128.0;
+ return data.rgb * exp2(fexp);
+}
-# define AMBIANT_CUBESIZE 8
- ivec2 cell_co = ivec2(AMBIANT_CUBESIZE);
- int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
- cell_co.x *= cell % cell_per_row;
- cell_co.y *= cell / cell_per_row;
+vec4 visibility_encode(vec2 accum, float range)
+{
+ accum /= range;
- vec2 texelSize = 1.0 / vec2(AMBIANT_CUBESIZE);
+ vec4 data;
+ data.x = fract(accum.x);
+ data.y = floor(accum.x) / 255.0;
+ data.z = fract(accum.y);
+ data.w = floor(accum.y) / 255.0;
- vec2 uvs = mapping_octahedron(N, texelSize);
- uvs *= vec2(AMBIANT_CUBESIZE) / vec2(textureSize(irradianceGrid, 0));
- uvs += vec2(cell_co) / vec2(textureSize(irradianceGrid, 0));
+ return data;
+}
- IrradianceData ir;
- ir.color = texture(irradianceGrid, vec3(uvs, 0.0)).rgb;
+vec2 visibility_decode(vec4 data, float range)
+{
+ return (data.xz + data.yw * 255.0) * range;
+}
-#elif defined(IRRADIANCE_SH_L2)
+IrradianceData load_irradiance_cell(int cell, vec3 N)
+{
+ /* Keep in sync with diffuse_filter_probe() */
+
+#if defined(IRRADIANCE_SH_L2)
ivec2 cell_co = ivec2(3, 3);
int cell_per_row = textureSize(irradianceGrid, 0).x / cell_co.x;
@@ -164,9 +196,7 @@ vec3 hl2_basis(vec3 N, vec3 cubesides[3])
vec3 compute_irradiance(vec3 N, IrradianceData ird)
{
-#if defined(IRRADIANCE_CUBEMAP)
- return ird.color;
-#elif defined(IRRADIANCE_SH_L2)
+#if defined(IRRADIANCE_SH_L2)
return spherical_harmonics_L2(N, ird.shcoefs);
#else /* defined(IRRADIANCE_HL2) */
return hl2_basis(N, ird.cubesides);
@@ -178,3 +208,5 @@ vec3 irradiance_from_cell_get(int cell, vec3 ir_dir)
IrradianceData ir_data = load_irradiance_cell(cell, ir_dir);
return compute_irradiance(ir_dir, ir_data);
}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
index 96fe94fc41e..b0da4274a13 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_frag.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+
flat in int pid;
in vec2 quadCoord;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
index db780714091..d06ad553ca4 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_cube_display_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
/* XXX TODO fix code duplication */
struct CubeData {
vec4 position_type;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
index 296c1581545..bf45169ebaa 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_diffuse_frag.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
uniform samplerCube probeHdr;
uniform int probeSize;
uniform float lodFactor;
@@ -111,32 +115,7 @@ void main()
FragColor = vec4(sh, 1.0);
#else
-# if defined(IRRADIANCE_CUBEMAP)
- /* Downside: Need lots of memory for storage, distortion due to octahedral mapping */
- const vec2 map_size = vec2(16.0);
- const vec2 texelSize = 1.0 / map_size;
- vec2 uvs = mod(gl_FragCoord.xy, map_size) * texelSize;
- const float paddingSize = 1.0;
-
- /* Add a N pixel border to ensure filtering is correct
- * for N mipmap levels. */
- uvs = (uvs - texelSize * paddingSize) / (1.0 - 2.0 * texelSize * paddingSize);
-
- /* edge mirroring : only mirror if directly adjacent
- * (not diagonally adjacent) */
- vec2 m = abs(uvs - 0.5) + 0.5;
- vec2 f = floor(m);
- if (f.x - f.y != 0.0) {
- uvs = 1.0 - uvs;
- }
-
- /* clamp to [0-1] */
- uvs = fract(uvs);
-
- /* get cubemap vector */
- vec3 cubevec = octahedral_to_cubemap_proj(uvs);
-
-# elif defined(IRRADIANCE_HL2)
+# if defined(IRRADIANCE_HL2)
/* Downside: very very low resolution (6 texels), bleed lighting because of interpolation */
int x = int(gl_FragCoord.x) % 3;
int y = int(gl_FragCoord.y) % 2;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
index 00eb3c7e200..ccb77427ed2 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_glossy_frag.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+
uniform samplerCube probeHdr;
uniform float roughnessSquared;
uniform float texelSize;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
index 5d8af21032a..8d7c58a93d5 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_filter_visibility_frag.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
uniform samplerCube probeDepth;
uniform int outputSize;
uniform float lodFactor;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
index f8bc1703c66..009ccf6535e 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_geom.glsl
@@ -40,9 +40,6 @@ void main()
for (int v = 0; v < 3; v++) {
gl_Position = vPos[v];
worldPosition = x_axis[fFace] * vPos[v].x + y_axis[fFace] * vPos[v].y + maj_axes[fFace];
-#ifdef USE_ATTR
- pass_attr(v);
-#endif
EmitVertex();
}
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
index f9bcc718a1e..dc5ec1e40f5 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_frag.glsl
@@ -1,3 +1,5 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
flat in int cellOffset;
in vec2 quadCoord;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
index 4e500db827e..6fefe1319bd 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_display_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
uniform float sphere_size;
uniform int offset;
uniform ivec3 grid_resolution;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
index 7cab5146b09..71e4d6e2c4a 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_grid_fill_frag.glsl
@@ -6,8 +6,6 @@ void main()
{
#if defined(IRRADIANCE_SH_L2)
const ivec2 data_size = ivec2(3, 3);
-#elif defined(IRRADIANCE_CUBEMAP)
- const ivec2 data_size = ivec2(8, 8);
#elif defined(IRRADIANCE_HL2)
const ivec2 data_size = ivec2(3, 2);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 6c6db88139b..a2e25b83532 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -1,3 +1,12 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+#pragma BLENDER_REQUIRE(cubemap_lib.glsl)
+#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
/* ----------- Uniforms --------- */
uniform sampler2DArray probePlanars;
@@ -73,12 +82,6 @@ struct GridData {
# define MAX_PLANAR 1
#endif
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
layout(std140) uniform probe_block
{
CubeData probes_data[MAX_PROBE];
@@ -218,7 +221,7 @@ void fallback_cubemap(vec3 N,
inout vec4 spec_accum)
{
/* Specular probes */
- vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+ vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared);
#ifdef SSR_AO
vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
@@ -246,7 +249,6 @@ void fallback_cubemap(vec3 N,
}
}
-#ifdef IRRADIANCE_LIB
vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
{
localpos = localpos * 0.5 + 0.5;
@@ -308,5 +310,3 @@ vec3 probe_evaluate_world_diff(vec3 N)
{
return irradiance_from_cell_get(0, N);
}
-
-#endif /* IRRADIANCE_LIB */
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
index 2807488db6c..0a53abcb04a 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
uniform sampler2DArray probePlanars;
in vec3 worldPosition;
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
index 65506e5c7b1..6759c060259 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_vert.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
in vec3 pos;
in int probe_id;
diff --git a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
index 3b9d0a8f2bc..949e4d8f04f 100644
--- a/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lights_lib.glsl
@@ -1,8 +1,76 @@
-uniform sampler2DArrayShadow shadowCubeTexture;
-uniform sampler2DArrayShadow shadowCascadeTexture;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+#pragma BLENDER_REQUIRE(ltc_lib.glsl)
+
+#ifndef MAX_CASCADE_NUM
+# define MAX_CASCADE_NUM 4
+#endif
+
+/* ---------------------------------------------------------------------- */
+/** \name Structure
+ * \{ */
+
+struct LightData {
+ vec4 position_influence; /* w : InfluenceRadius (inversed and squared) */
+ vec4 color_spec; /* w : Spec Intensity */
+ vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */
+ vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */
+ vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */
+ vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Light Type */
+};
+
+/* convenience aliases */
+#define l_color color_spec.rgb
+#define l_spec color_spec.a
+#define l_position position_influence.xyz
+#define l_influence position_influence.w
+#define l_sizex rightvec_sizex.w
+#define l_sizey upvec_sizey.w
+#define l_right rightvec_sizex.xyz
+#define l_up upvec_sizey.xyz
+#define l_forward forwardvec_type.xyz
+#define l_type forwardvec_type.w
+#define l_spot_size spotdata_radius_shadow.x
+#define l_spot_blend spotdata_radius_shadow.y
+#define l_radius spotdata_radius_shadow.z
+#define l_shadowid spotdata_radius_shadow.w
+
+struct ShadowData {
+ vec4 near_far_bias_id;
+ vec4 contact_shadow_data;
+};
+
+struct ShadowCubeData {
+ mat4 shadowmat;
+ vec4 position;
+};
+
+struct ShadowCascadeData {
+ mat4 shadowmat[MAX_CASCADE_NUM];
+ vec4 split_start_distances;
+ vec4 split_end_distances;
+ vec4 shadow_vec_id;
+};
+
+/* convenience aliases */
+#define sh_near near_far_bias_id.x
+#define sh_far near_far_bias_id.y
+#define sh_bias near_far_bias_id.z
+#define sh_data_index near_far_bias_id.w
+#define sh_contact_dist contact_shadow_data.x
+#define sh_contact_offset contact_shadow_data.y
+#define sh_contact_spread contact_shadow_data.z
+#define sh_contact_thickness contact_shadow_data.w
+#define sh_shadow_vec shadow_vec_id.xyz
+#define sh_tex_index shadow_vec_id.w
+
+/** \} */
-#define LAMPS_LIB
+/* ---------------------------------------------------------------------- */
+/** \name Resources
+ * \{ */
layout(std140) uniform shadow_block
{
@@ -16,6 +84,15 @@ layout(std140) uniform light_block
LightData lights_data[MAX_LIGHT];
};
+uniform sampler2DArrayShadow shadowCubeTexture;
+uniform sampler2DArrayShadow shadowCascadeTexture;
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Shadow Functions
+ * \{ */
+
/* type */
#define POINT 0.0
#define SUN 1.0
@@ -133,9 +210,11 @@ float sample_cascade_shadow(int shadow_id, vec3 W)
#undef scube
#undef scsmd
-/* ----------------------------------------------------------- */
-/* --------------------- Light Functions --------------------- */
-/* ----------------------------------------------------------- */
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Light Functions
+ * \{ */
/* From Frostbite PBR Course
* Distance based attenuation
@@ -258,7 +337,6 @@ float light_visibility(LightData ld,
l_atten);
}
-#ifdef USE_LTC
float light_diffuse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
{
if (ld.l_type == AREA_RECT) {
@@ -321,4 +399,5 @@ float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
return ltc_evaluate_disk(N, V, ltc_matrix(ltc_mat), points);
}
}
-#endif
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
index 8c876cf582c..9077b414026 100644
--- a/source/blender/draw/engines/eevee/shaders/default_world_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lookdev_world_frag.glsl
@@ -1,20 +1,17 @@
-uniform float backgroundAlpha;
-uniform vec3 color;
-
-out vec4 FragColor;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
-#if defined(LOOKDEV_BG) || defined(LOOKDEV)
+uniform sampler2D studioLight;
+uniform float backgroundAlpha;
uniform mat3 StudioLightMatrix;
-uniform sampler2D image;
uniform float studioLightIntensity = 1.0;
uniform float studioLightBlur = 0.0;
-in vec3 viewPosition;
-# ifndef M_PI
-# define M_PI 3.14159265358979323846
-# endif
+out vec4 FragColor;
vec3 background_transform_to_world(vec3 viewvec)
{
@@ -35,36 +32,20 @@ vec4 node_tex_environment_equirectangular(vec3 co, sampler2D ima)
vec3 nco = normalize(co);
float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
-
- /* Fix pole bleeding */
- float width = float(textureSize(ima, 0).x);
- float texel_width = 1.0 / width;
- v = clamp(v, texel_width, 1.0 - texel_width);
-
- /* Fix u = 0 seam */
- /* This is caused by texture filtering, since uv don't have smooth derivatives
- * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
- * texels. So we force the highest mipmap and don't do anisotropic filtering. */
return textureLod(ima, vec2(u, v), 0.0);
}
-#endif
void main()
{
- vec3 background_color;
+ vec3 worldvec = background_transform_to_world(viewPosition);
+ vec3 background_color;
#if defined(LOOKDEV_BG)
- vec3 worldvec = background_transform_to_world(viewPosition);
background_color = probe_evaluate_world_spec(worldvec, studioLightBlur).rgb;
- background_color *= studioLightIntensity;
-
-#elif defined(LOOKDEV)
- vec3 worldvec = background_transform_to_world(viewPosition);
- background_color = node_tex_environment_equirectangular(StudioLightMatrix * worldvec, image).rgb;
- background_color *= studioLightIntensity;
-
#else
- background_color = color;
+ worldvec = StudioLightMatrix * worldvec;
+ background_color = node_tex_environment_equirectangular(worldvec, studioLight).rgb;
+ background_color *= studioLightIntensity;
#endif
FragColor = vec4(clamp(background_color, vec3(0.0), vec3(1e10)), 1.0) * backgroundAlpha;
diff --git a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
index dbfc7ad5a71..2750d42a74a 100644
--- a/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ltc_lib.glsl
@@ -8,12 +8,6 @@
#define USE_LTC
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
-
/* Diffuse *clipped* sphere integral. */
float diffuse_sphere_integral(float avg_dir_z, float form_factor)
{
diff --git a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
index 95cd69ba310..ef96bcbaedb 100644
--- a/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/object_motion_vert.glsl
@@ -1,4 +1,7 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+
uniform mat4 currModelMatrix;
uniform mat4 prevModelMatrix;
uniform mat4 nextModelMatrix;
@@ -19,6 +22,8 @@ out vec3 nextWorldPos;
void main()
{
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
#ifdef HAIR
bool is_persp = (ProjectionMatrix[3][3] == 0.0);
float time, thick_time, thickness;
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
index 9acd8f998f6..34999076f9c 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -1,4 +1,14 @@
+/* Required by some nodes. */
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lit_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
#ifdef USE_ALPHA_HASH
/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */
@@ -56,8 +66,6 @@ float hashed_alpha_threshold(vec3 co)
#endif
-#define NODETREE_EXEC
-
void main()
{
#if defined(USE_ALPHA_HASH)
@@ -66,11 +74,9 @@ void main()
float opacity = saturate(1.0 - avg(cl.transmittance));
-# if defined(USE_ALPHA_HASH)
/* Hashed Alpha Testing */
if (opacity < hashed_alpha_threshold(worldPosition)) {
discard;
}
-# endif
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
index 2c7e0aca3fb..f650e2eeb8c 100644
--- a/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/prepass_vert.glsl
@@ -1,16 +1,14 @@
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
#ifndef HAIR_SHADER
in vec3 pos;
#endif
void main()
{
-#ifdef GPU_INTEL
- /* Due to some shader compiler bug, we somewhat
- * need to access gl_VertexID to make it work. even
- * if it's actually dead code. */
- gl_Position.x = float(gl_VertexID);
-#endif
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
#ifdef HAIR_SHADER
float time, thick_time, thickness;
@@ -34,5 +32,4 @@ void main()
#ifdef CLIP_PLANES
gl_ClipDistance[0] = dot(vec4(worldPosition.xyz, 1.0), clipPlanes[0]);
#endif
- /* TODO motion vectors */
}
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index f88cfdf3787..39db39f8756 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -1,3 +1,11 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
+
+uniform sampler2D maxzBuffer;
+uniform sampler2DArray planarDepth;
+
#define MAX_STEP 256
float sample_depth(vec2 uv, int index, float lod)
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
new file mode 100644
index 00000000000..36cf3cecf40
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_lib.glsl
@@ -0,0 +1,43 @@
+
+/* ---------------------------------------------------------------------- */
+/** \name Resources
+ * \{ */
+
+layout(std140) uniform renderpass_block
+{
+ bool renderPassDiffuse;
+ bool renderPassDiffuseLight;
+ bool renderPassGlossy;
+ bool renderPassGlossyLight;
+ bool renderPassEmit;
+ bool renderPassSSSColor;
+ bool renderPassEnvironment;
+};
+
+/** \} */
+
+/* ---------------------------------------------------------------------- */
+/** \name Functions
+ * \{ */
+
+vec3 render_pass_diffuse_mask(vec3 diffuse_color, vec3 diffuse_light)
+{
+ return renderPassDiffuse ? (renderPassDiffuseLight ? diffuse_light : diffuse_color) : vec3(0.0);
+}
+
+vec3 render_pass_sss_mask(vec3 sss_color)
+{
+ return renderPassSSSColor ? sss_color : vec3(0.0);
+}
+
+vec3 render_pass_glossy_mask(vec3 specular_color, vec3 specular_light)
+{
+ return renderPassGlossy ? (renderPassGlossyLight ? specular_light : specular_color) : vec3(0.0);
+}
+
+vec3 render_pass_emission_mask(vec3 emission_light)
+{
+ return renderPassEmit ? emission_light : vec3(0.0);
+}
+
+/** \} */
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
index 361963d5ac3..89a411bc7cb 100644
--- a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
@@ -1,3 +1,7 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+
#define PASS_POST_UNDEFINED 0
#define PASS_POST_ACCUMULATED_COLOR 1
#define PASS_POST_ACCUMULATED_LIGHT 2
@@ -9,6 +13,8 @@
uniform int postProcessType;
uniform int currentSample;
+
+uniform sampler2D depthBuffer;
uniform sampler2D inputBuffer;
uniform sampler2D inputSecondLightBuffer;
uniform sampler2D inputColorBuffer;
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
index 860ec9e1727..e0b9d4a60db 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_accum_frag.glsl
@@ -1,11 +1,11 @@
-out vec4 fragColor;
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+#pragma BLENDER_REQUIRE(lights_lib.glsl)
+
+uniform sampler2D depthBuffer;
-#ifndef UTIL_TEX
-# define UTIL_TEX
-uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
+out vec4 fragColor;
void main()
{
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index c42f905cf7e..0e342938396 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -1,39 +1,23 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
in vec3 pos;
in vec3 nor;
-#ifdef MESH_SHADER
-out vec3 worldPosition;
-out vec3 viewPosition;
-out vec3 worldNormal;
-out vec3 viewNormal;
-#endif
-
-#ifdef HAIR_SHADER
-out vec3 hairTangent;
-out float hairThickTime;
-out float hairThickness;
-out float hairTime;
-flat out int hairStrandID;
-#endif
-
void main()
{
-#ifdef GPU_INTEL
- /* Due to some shader compiler bug, we somewhat
- * need to access gl_VertexID to make it work. even
- * if it's actually dead code. */
- gl_Position.x = float(gl_VertexID);
-#endif
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
- vec3 world_pos, binor;
+ vec3 pos, binor;
hair_get_pos_tan_binor_time((ProjectionMatrix[3][3] == 0.0),
ModelMatrixInverse,
ViewMatrixInverse[3].xyz,
ViewMatrixInverse[2].xyz,
- world_pos,
+ pos,
hairTangent,
binor,
hairTime,
@@ -41,6 +25,7 @@ void main()
hairThickTime);
worldNormal = cross(hairTangent, binor);
+ vec3 world_pos = pos;
#else
vec3 world_pos = point_object_to_world(pos);
#endif
@@ -57,7 +42,10 @@ void main()
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
# ifdef USE_ATTR
- pass_attr(pos);
+# ifdef HAIR_SHADER
+ pos = hair_get_strand_pos();
+# endif
+ pass_attr(pos, NormalMatrix, ModelMatrixInverse);
# endif
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
index 0591b247541..29495e98355 100644
--- a/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ssr_lib.glsl
@@ -1,3 +1,10 @@
+
+#pragma BLENDER_REQUIRE(common_math_geom_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_common_lib.glsl)
+#pragma BLENDER_REQUIRE(bsdf_sampling_lib.glsl)
+#pragma BLENDER_REQUIRE(raytrace_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
/* ------------ Refraction ------------ */
#define BTDF_BIAS 0.85
diff --git a/source/blender/draw/engines/eevee/shaders/surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
new file mode 100644
index 00000000000..e746acfdfa3
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_frag.glsl
@@ -0,0 +1,89 @@
+
+/* Required by some nodes. */
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
+
+#pragma BLENDER_REQUIRE(closure_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lit_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
+#ifdef USE_ALPHA_BLEND
+/* Use dual source blending to be able to make a whole range of effects. */
+layout(location = 0, index = 0) out vec4 outRadiance;
+layout(location = 0, index = 1) out vec4 outTransmittance;
+
+#else /* OPAQUE */
+layout(location = 0) out vec4 outRadiance;
+layout(location = 1) out vec2 ssrNormals;
+layout(location = 2) out vec4 ssrData;
+# ifdef USE_SSS
+layout(location = 3) out vec3 sssIrradiance;
+layout(location = 4) out float sssRadius;
+layout(location = 5) out vec3 sssAlbedo;
+# endif
+
+#endif
+
+void main()
+{
+ Closure cl = nodetree_exec();
+
+ float holdout = saturate(1.0 - cl.holdout);
+ float transmit = saturate(avg(cl.transmittance));
+ float alpha = 1.0 - transmit;
+
+#ifdef USE_ALPHA_BLEND
+ vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
+ vec3 vol_transmit, vol_scatter;
+ volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter);
+
+ /* Removes part of the volume scattering that have
+ * already been added to the destination pixels.
+ * Since we do that using the blending pipeline we need to account for material transmittance. */
+ vol_scatter -= vol_scatter * cl.transmittance;
+
+ cl.radiance = cl.radiance * holdout * vol_transmit + vol_scatter;
+ outRadiance = vec4(cl.radiance, alpha * holdout);
+ outTransmittance = vec4(cl.transmittance, transmit) * holdout;
+#else
+ outRadiance = vec4(cl.radiance, holdout);
+ ssrNormals = cl.ssr_normal;
+ ssrData = cl.ssr_data;
+# ifdef USE_SSS
+ sssIrradiance = cl.sss_irradiance;
+ sssRadius = cl.sss_radius;
+ sssAlbedo = cl.sss_albedo;
+# endif
+#endif
+
+ /* For Probe capture */
+#ifdef USE_SSS
+ float fac = float(!sssToggle);
+
+ /* TODO(fclem) we shouldn't need this.
+ * Just disable USE_SSS when USE_REFRACTION is enabled. */
+# ifdef USE_REFRACTION
+ /* SSRefraction pass is done after the SSS pass.
+ * In order to not loose the diffuse light totally we
+ * need to merge the SSS radiance to the main radiance. */
+ fac = 1.0;
+# endif
+
+ outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac;
+#endif
+
+#ifndef USE_ALPHA_BLEND
+ float alpha_div = 1.0 / max(1e-8, alpha);
+ outRadiance.rgb *= alpha_div;
+ ssrData.rgb *= alpha_div;
+# ifdef USE_SSS
+ sssAlbedo.rgb *= alpha_div;
+# endif
+#endif
+
+#ifdef LOOKDEV
+ /* Lookdev spheres are rendered in front. */
+ gl_FragDepth = 0.0;
+#endif
+}
diff --git a/source/blender/draw/engines/eevee/shaders/surface_geom.glsl b/source/blender/draw/engines/eevee/shaders/surface_geom.glsl
new file mode 100644
index 00000000000..ad437dca79a
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_geom.glsl
@@ -0,0 +1,46 @@
+
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
+layout(triangles) in;
+layout(triangle_strip, max_vertices = 3) out;
+
+RESOURCE_ID_VARYING
+
+/* Only used to compute barycentric coordinates. */
+
+void main()
+{
+#ifdef DO_BARYCENTRIC_DISTANCES
+ dataAttrOut.barycentricDist = calc_barycentric_distances(
+ dataIn[0].worldPosition, dataIn[1].worldPosition, dataIn[2].worldPosition);
+#endif
+
+ PASS_RESOURCE_ID
+
+#ifdef USE_ATTR
+ pass_attr(0);
+#endif
+ PASS_SURFACE_INTERFACE(0);
+ gl_Position = gl_in[0].gl_Position;
+ gl_ClipDistance[0] = gl_in[0].gl_ClipDistance[0];
+ EmitVertex();
+
+#ifdef USE_ATTR
+ pass_attr(1);
+#endif
+ PASS_SURFACE_INTERFACE(1);
+ gl_Position = gl_in[1].gl_Position;
+ gl_ClipDistance[0] = gl_in[1].gl_ClipDistance[0];
+ EmitVertex();
+
+#ifdef USE_ATTR
+ pass_attr(2);
+#endif
+ PASS_SURFACE_INTERFACE(2);
+ gl_Position = gl_in[2].gl_Position;
+ gl_ClipDistance[0] = gl_in[2].gl_ClipDistance[0];
+ EmitVertex();
+
+ EndPrimitive();
+}
diff --git a/source/blender/draw/engines/eevee/shaders/surface_lib.glsl b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
new file mode 100644
index 00000000000..b93a3a23eff
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/surface_lib.glsl
@@ -0,0 +1,43 @@
+/** This describe the entire interface of the shader. */
+
+/* Samplers */
+uniform sampler2D colorBuffer;
+uniform sampler2D depthBuffer;
+
+/* Uniforms */
+uniform float refractionDepth;
+
+#define SURFACE_INTERFACE \
+ vec3 worldPosition; \
+ vec3 viewPosition; \
+ vec3 worldNormal; \
+ vec3 viewNormal;
+
+#ifdef GPU_GEOMETRY_SHADER
+in ShaderStageInterface{SURFACE_INTERFACE} dataIn[];
+
+out ShaderStageInterface{SURFACE_INTERFACE} dataOut;
+
+# define PASS_SURFACE_INTERFACE(vert) \
+ dataOut.worldPosition = dataIn[vert].worldPosition; \
+ dataOut.viewPosition = dataIn[vert].viewPosition; \
+ dataOut.worldNormal = dataIn[vert].worldNormal; \
+ dataOut.viewNormal = dataIn[vert].viewNormal;
+
+#else
+
+IN_OUT ShaderStageInterface{SURFACE_INTERFACE};
+
+#endif
+
+#ifdef HAIR_SHADER
+IN_OUT ShaderHairInterface
+{
+ /* world space */
+ vec3 hairTangent;
+ float hairThickTime;
+ float hairThickness;
+ float hairTime;
+ flat int hairStrandID;
+};
+#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
index 1b94fc2bee1..0ad1393dd70 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
@@ -1,32 +1,20 @@
+#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(surface_lib.glsl)
+
#ifndef HAIR_SHADER
in vec3 pos;
in vec3 nor;
#endif
-#ifdef MESH_SHADER
-out vec3 worldPosition;
-out vec3 viewPosition;
-out vec3 worldNormal;
-out vec3 viewNormal;
-#endif
-
-#ifdef HAIR_SHADER
-out vec3 hairTangent;
-out float hairThickTime;
-out float hairThickness;
-out float hairTime;
-flat out int hairStrandID;
-#endif
+RESOURCE_ID_VARYING
void main()
{
-#ifdef GPU_INTEL
- /* Due to some shader compiler bug, we somewhat
- * need to access gl_VertexID to make it work. even
- * if it's actually dead code. */
- gl_Position.x = float(gl_VertexID);
-#endif
+ GPU_INTEL_VERTEX_SHADER_WORKAROUND
+
+ PASS_RESOURCE_ID
#ifdef HAIR_SHADER
hairStrandID = hair_get_strand_id();
@@ -63,7 +51,10 @@ void main()
/* No need to normalize since this is just a rotation. */
viewNormal = normal_world_to_view(worldNormal);
# ifdef USE_ATTR
- pass_attr(pos);
+# ifdef HAIR_SHADER
+ pos = hair_get_strand_pos();
+# endif
+ pass_attr(pos, NormalMatrix, ModelMatrixInverse);
# endif
#endif
}
diff --git a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
index 02ad2170f06..0c01c46c2ba 100644
--- a/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/update_noise_frag.glsl
@@ -1,11 +1,11 @@
+#pragma BLENDER_REQUIRE(common_math_lib.glsl)
+
uniform sampler2D blueNoise;
uniform vec3 offsets;
out vec4 FragColor;
-#define M_2PI 6.28318530717958647692
-
void main(void)
{
vec3 blue_noise = texelFetch(blueNoise, ivec2(gl_FragCoord.xy), 0).xyz;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
index 312fc07054a..bac69ab0355 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -1,9 +1,10 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+#pragma BLENDER_REQUIRE(closure_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
-#define NODETREE_EXEC
-
#ifdef MESH_SHADER
uniform vec3 volumeOrcoLoc;
uniform vec3 volumeOrcoSize;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
index 96b891c929f..30cda401284 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_geom.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
#ifdef MESH_SHADER
/* TODO tight slices */
layout(triangles) in;
@@ -12,12 +14,16 @@ in vec4 vPos[];
flat out int slice;
+RESOURCE_ID_VARYING
+
#ifdef MESH_SHADER
/* TODO tight slices */
void main()
{
gl_Layer = slice = int(vPos[0].z);
+ PASS_RESOURCE_ID
+
# ifdef USE_ATTR
pass_attr(0);
# endif
@@ -48,6 +54,8 @@ void main()
{
gl_Layer = slice = int(vPos[0].z);
+ PASS_RESOURCE_ID
+
# ifdef USE_ATTR
pass_attr(0);
# endif
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
index c3c442e7b69..f4276bd61bd 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_integration_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
@@ -11,9 +13,11 @@ uniform sampler3D volumeExtinction;
#ifdef USE_VOLUME_OPTI
uniform layout(binding = 0, r11f_g11f_b10f) writeonly restrict image3D finalScattering_img;
uniform layout(binding = 1, r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img;
+
vec3 finalScattering;
vec3 finalTransmittance;
#else
+
flat in int slice;
layout(location = 0) out vec3 finalScattering;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
index 40eb3da42d1..9b852a57ec4 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_lib.glsl
@@ -1,4 +1,8 @@
+#pragma BLENDER_REQUIRE(lights_lib.glsl)
+#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
+#pragma BLENDER_REQUIRE(irradiance_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
@@ -58,7 +62,6 @@ float phase_function(vec3 v, vec3 l, float g)
return (1 - sqr_g) / max(1e-8, 4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0));
}
-#ifdef LAMPS_LIB
vec3 light_volume(LightData ld, vec4 l_vector)
{
float power;
@@ -95,7 +98,7 @@ vec3 light_volume(LightData ld, vec4 l_vector)
return tint * lum;
}
-# define VOLUMETRIC_SHADOW_MAX_STEP 32.0
+#define VOLUMETRIC_SHADOW_MAX_STEP 32.0
vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction)
{
@@ -109,7 +112,7 @@ vec3 participating_media_extinction(vec3 wpos, sampler3D volume_extinction)
vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D volume_extinction)
{
-# if defined(VOLUME_SHADOW)
+#if defined(VOLUME_SHADOW)
/* Heterogeneous volume shadows */
float dd = l_vector.w / volShadowSteps;
vec3 L = l_vector.xyz * l_vector.w;
@@ -120,27 +123,24 @@ vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, sampler3D v
shadow *= exp(-s_extinction * dd);
}
return shadow;
-# else
+#else
return vec3(1.0);
-# endif /* VOLUME_SHADOW */
+#endif /* VOLUME_SHADOW */
}
-#endif
-#ifdef IRRADIANCE_LIB
vec3 irradiance_volumetric(vec3 wpos)
{
-# ifdef IRRADIANCE_HL2
+#ifdef IRRADIANCE_HL2
IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0));
vec3 irradiance = ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
ir_data = load_irradiance_cell(0, vec3(-1.0));
irradiance += ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
irradiance *= 0.16666666; /* 1/6 */
return irradiance;
-# else
+#else
return vec3(0.0);
-# endif
-}
#endif
+}
uniform sampler3D inScattering;
uniform sampler3D inTransmittance;
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
index 1ff7e848c40..6ab21587c9a 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_resolve_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
index 9621fa1cc0d..806f1b5b205 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
@@ -1,4 +1,6 @@
+#pragma BLENDER_REQUIRE(volumetric_lib.glsl)
+
/* Based on Frosbite Unified Volumetric.
* https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
index b96360febb0..b70747ecec3 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_vert.glsl
@@ -1,6 +1,10 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+
out vec4 vPos;
+RESOURCE_ID_VARYING
+
void main()
{
/* Generate Triangle : less memory fetches from a VBO */
@@ -25,7 +29,9 @@ void main()
vPos.z = float(t_id);
vPos.w = 1.0;
+ PASS_RESOURCE_ID
+
#ifdef USE_ATTR
- pass_attr(vec3(0.0));
+ pass_attr(vec3(0.0), mat3(1), mat4(1));
#endif
}