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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_transparent_accum_frag.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_transparent_accum_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl | 89 |
1 files changed, 89 insertions, 0 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl new file mode 100644 index 00000000000..3c2d1a9c0c7 --- /dev/null +++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl @@ -0,0 +1,89 @@ + +#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_image_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl) +#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl) + +/* Revealage is actually stored in transparentAccum alpha channel. + * This is a workaround to older hardware not having separate blend equation per render target. */ +layout(location = 0) out vec4 transparentAccum; +layout(location = 1) out vec4 revealageAccum; + +/* Note: Blending will be skipped on objectId because output is a non-normalized integer buffer. */ +layout(location = 2) out uint objectId; + +/* Special function only to be used with calculate_transparent_weight(). */ +float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat) +{ + if (proj_mat[3][3] == 0.0) { + float d = 2.0 * depth - 1.0; + return -proj_mat[3][2] / (d + proj_mat[2][2]); + } + else { + /* Return depth from near plane. */ + return depth * viewvecs[1].z; + } +} + +/* Based on : + * McGuire and Bavoil, Weighted Blended Order-Independent Transparency, Journal of + * Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013 + */ +float calculate_transparent_weight(void) +{ + float z = linear_zdepth(gl_FragCoord.z, world_data.viewvecs, ProjectionMatrix); +#if 0 + /* Eq 10 : Good for surfaces with varying opacity (like particles) */ + float a = min(1.0, alpha * 10.0) + 0.01; + float b = -gl_FragCoord.z * 0.95 + 1.0; + float w = a * a * a * 3e2 * b * b * b; +#else + /* Eq 7 put more emphasis on surfaces closer to the view. */ + // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */ + // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */ + // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */ + /* Same as eq 7, but optimized. */ + float a = abs(z) / 5.0; + float b = abs(z) / 200.0; + b *= b; + float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */ +#endif + return clamp(w, 1e-2, 3e2); +} + +void main() +{ + /* Normal and Incident vector are in viewspace. Lighting is evaluated in viewspace. */ + vec2 uv_viewport = gl_FragCoord.xy * world_data.viewport_size_inv; + vec3 I = view_vector_from_screen_uv(uv_viewport, world_data.viewvecs, ProjectionMatrix); + vec3 N = normalize(normal_interp); + + vec3 color = color_interp; + +#ifdef V3D_SHADING_TEXTURE_COLOR + color = workbench_image_color(uv_interp); +#endif + +#ifdef V3D_LIGHTING_MATCAP + vec3 shaded_color = get_matcap_lighting(color, N, I); +#endif + +#ifdef V3D_LIGHTING_STUDIO + vec3 shaded_color = get_world_lighting(color, roughness, metallic, N, I); +#endif + +#ifdef V3D_LIGHTING_FLAT + vec3 shaded_color = color; +#endif + + shaded_color *= get_shadow(N); + + /* Listing 4 */ + float weight = calculate_transparent_weight() * alpha_interp; + transparentAccum = vec4(shaded_color * weight, alpha_interp); + revealageAccum = vec4(weight); + + objectId = uint(object_id); +} |