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author | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:07:43 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2020-03-11 19:12:16 +0300 |
commit | c476c36e400883d929a7149def8dcb6ad6157a86 (patch) | |
tree | c19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl | |
parent | f01bc597a8e6bf5df19f1af0c422918c96b25e41 (diff) |
Workbench Simplification Refactor
This patch is (almost) a complete rewrite of workbench engine.
The features remain unchanged but the code quality is greatly improved.
Hair shading is brighter but also more correct.
This also introduce the concept of `DRWShaderLibrary` to make a simple
include system inside the GLSL files.
Differential Revision: https://developer.blender.org/D7060
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl | 94 |
1 files changed, 94 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl new file mode 100644 index 00000000000..6a7bc185fe9 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl @@ -0,0 +1,94 @@ +#pragma BLENDER_REQUIRE(common_hair_lib.glsl) +#pragma BLENDER_REQUIRE(common_view_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_shader_interface_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_common_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_material_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_image_lib.glsl) + +uniform samplerBuffer ac; /* active color layer */ +uniform samplerBuffer au; /* active texture layer */ + +/* From http://libnoise.sourceforge.net/noisegen/index.html */ +float integer_noise(int n) +{ + n = (n >> 13) ^ n; + int nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return (float(nn) / 1073741824.0); +} + +vec3 workbench_hair_random_normal(vec3 tan, vec3 binor, float rand) +{ + /* To "simulate" anisotropic shading, randomize hair normal per strand. */ + vec3 nor = cross(tan, binor); + nor = normalize(mix(nor, -tan, rand * 0.1)); + float cos_theta = (rand * 2.0 - 1.0) * 0.2; + float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta)); + nor = nor * sin_theta + binor * cos_theta; + return nor; +} + +void workbench_hair_random_material(float rand, + inout vec3 color, + inout float roughness, + inout float metallic) +{ + /* Center noise around 0. */ + rand -= 0.5; + rand *= 0.1; + /* Add some variation to the hairs to avoid uniform look. */ + metallic = clamp(metallic + rand, 0.0, 1.0); + roughness = clamp(roughness + rand, 0.0, 1.0); + /* Modulate by color intensity to reduce very high contrast when color is dark. */ + color = clamp(color + rand * (color + 0.05), 0.0, 1.0); +} + +void main() +{ + bool is_persp = (ProjectionMatrix[3][3] == 0.0); + float time, thick_time, thickness; + vec3 world_pos, tan, binor; + hair_get_pos_tan_binor_time(is_persp, + ModelMatrixInverse, + ViewMatrixInverse[3].xyz, + ViewMatrixInverse[2].xyz, + world_pos, + tan, + binor, + time, + thickness, + thick_time); + + gl_Position = point_world_to_ndc(world_pos); + + float hair_rand = integer_noise(hair_get_strand_id()); + vec3 nor = workbench_hair_random_normal(tan, binor, hair_rand); + +#ifdef USE_WORLD_CLIP_PLANES + world_clip_planes_calc_clip_distance(world_pos); +#endif + + uv_interp = hair_get_customdata_vec2(au); + + normal_interp = normalize(normal_world_to_view(nor)); + +#ifdef OPAQUE_MATERIAL + float metallic, roughness; +#endif + workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic); + + if (materialIndex == 0) { + color_interp = hair_get_customdata_vec3(ac); + } + + /* Hairs have lots of layer and can rapidly become the most prominent surface. + * So we lower their alpha artificially. */ + alpha_interp *= 0.3; + + workbench_hair_random_material(hair_rand, color_interp, roughness, metallic); + +#ifdef OPAQUE_MATERIAL + packed_rough_metal = workbench_float_pair_encode(roughness, metallic); +#endif + + object_id = int((uint(resource_id) + 1u) & 0xFFu); +} |