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authorClément Foucault <foucault.clem@gmail.com>2020-03-11 19:07:43 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-03-11 19:12:16 +0300
commitc476c36e400883d929a7149def8dcb6ad6157a86 (patch)
treec19c43ad1ed82f333c08bee7d2096024fed812dd /source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
parentf01bc597a8e6bf5df19f1af0c422918c96b25e41 (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_volume_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl37
1 files changed, 10 insertions, 27 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 585e48ae7ec..e957f8bbe9c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -1,4 +1,9 @@
+#pragma BLENDER_REQUIRE(common_view_lib.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_obinfos_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_data_lib.glsl)
+#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
+
uniform sampler2D depthBuffer;
uniform sampler3D densityTexture;
@@ -8,10 +13,9 @@ uniform sampler1D flameColorTexture;
uniform sampler1D transferTexture;
uniform int samplesLen = 256;
-uniform float noiseOfs = 0.0f;
+uniform float noiseOfs = 0.0;
uniform float stepLength; /* Step length in local space. */
uniform float densityScale; /* Simple Opacity multiplicator. */
-uniform vec4 viewvecs[3];
uniform vec3 activeColor;
uniform float slicePosition;
@@ -23,34 +27,11 @@ in vec3 localPos;
out vec4 fragColor;
-#define M_PI 3.1415926535897932 /* pi */
-
float phase_function_isotropic()
{
return 1.0 / (4.0 * M_PI);
}
-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;
- }
-}
-
-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;
- }
-}
-
float max_v3(vec3 v)
{
return max(v.x, max(v.y, v.z));
@@ -209,8 +190,10 @@ void main()
float depth = texelFetch(depthBuffer, ivec2(gl_FragCoord.xy), 0).r;
float depth_end = min(depth, gl_FragCoord.z);
- vec3 vs_ray_end = get_view_space_from_depth(screen_uv, depth_end);
- vec3 vs_ray_ori = get_view_space_from_depth(screen_uv, 0.0);
+ vec3 vs_ray_end = view_position_from_depth(
+ screen_uv, depth_end, world_data.viewvecs, ProjectionMatrix);
+ vec3 vs_ray_ori = view_position_from_depth(
+ screen_uv, 0.0, world_data.viewvecs, ProjectionMatrix);
vec3 vs_ray_dir = (is_persp) ? (vs_ray_end - vs_ray_ori) : vec3(0.0, 0.0, -1.0);
vs_ray_dir /= abs(vs_ray_dir.z);