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author | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 10:25:23 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2018-06-02 22:16:40 +0300 |
commit | 08a2c5f2249c89a07cc6c37b28d13a611283ef73 (patch) | |
tree | a0a91bf40452be77dff15fe068d24e312fca3380 /source/blender/draw/engines/eevee | |
parent | 4430bd36446beb1338da2001b0b236e0e440c386 (diff) |
Eevee: Add support for hair random property.
Do note that it does not match cycles implementation.
Also we could precompute the hash per strand before rendering but that would
suggest it's not per engine specific.
If we make the random value internal to blender then it won't be a matter
because other renderers will have access to the same value.
Diffstat (limited to 'source/blender/draw/engines/eevee')
3 files changed, 17 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index 704b039e0f6..a1890433b0f 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -143,6 +143,20 @@ 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 */ diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index ad975957be9..daeef1dbf01 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -26,6 +26,7 @@ in vec3 hairTangent; /* world space */ in float hairThickTime; in float hairThickness; in float hairTime; +flat in int hairStrandID; uniform int hairThicknessRes = 1; #endif diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl index 611a561c750..58bcea7d605 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl @@ -35,11 +35,13 @@ out vec3 hairTangent; out float hairThickTime; out float hairThickness; out float hairTime; +flat out int hairStrandID; #endif void main() { #ifdef HAIR_SHADER + hairStrandID = hair_get_strand_id(); vec3 pos, binor; hair_get_pos_tan_binor_time( (ProjectionMatrix[3][3] == 0.0), |