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authormano-wii <germano.costa@ig.com.br>2018-10-20 00:22:02 +0300
committermano-wii <germano.costa@ig.com.br>2018-10-20 00:23:26 +0300
commit8e3a680ebe398cf24a2b06aa0e0a7f09492f87bf (patch)
tree2e519c7be6bfb4a7c522437aff0f310862d75489 /source/blender/draw
parent39ad5c3ef1ea4ff0b9cce03f97c30dd3828fe168 (diff)
Fix Eevee Reflection CubeMap and Irradiance Volume on some Intel gpus
When you pass a struct as a parameter to a function, the qualifier "layout(column_major)" is lost.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl33
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl12
2 files changed, 21 insertions, 24 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 6ae13e0102d..c581805aa6b 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -93,17 +93,18 @@ layout(std140) uniform planar_block {
/* ----------- Functions --------- */
-float probe_attenuation_cube(CubeData pd, vec3 W)
+float probe_attenuation_cube(int pd_id, vec3 W)
{
- vec3 localpos = transform_point(pd.influencemat, W);
+ vec3 localpos = transform_point(probes_data[pd_id].influencemat, W);
+ float probe_atten_fac = probes_data[pd_id].p_atten_fac;
float fac;
- if (pd.p_atten_type == PROBE_ATTENUATION_BOX) {
- vec3 axes_fac = saturate(pd.p_atten_fac - pd.p_atten_fac * abs(localpos));
+ if (probes_data[pd_id].p_atten_type == PROBE_ATTENUATION_BOX) {
+ vec3 axes_fac = saturate(probe_atten_fac - probe_atten_fac * abs(localpos));
fac = min_v3(axes_fac);
}
else {
- fac = saturate(pd.p_atten_fac - pd.p_atten_fac * length(localpos));
+ fac = saturate(probe_atten_fac - probe_atten_fac * length(localpos));
}
return fac;
@@ -130,22 +131,22 @@ float probe_attenuation_planar(PlanarData pd, vec3 W, vec3 N, float roughness)
return fac;
}
-float probe_attenuation_grid(GridData gd, vec3 W, out vec3 localpos)
+float probe_attenuation_grid(GridData gd, mat4 localmat, vec3 W, out vec3 localpos)
{
- localpos = transform_point(gd.localmat, W);
+ localpos = transform_point(localmat, W);
float fade = min(1.0, min_v3(1.0 - abs(localpos)));
return saturate(fade * gd.g_atten_scale + gd.g_atten_bias);
}
-vec3 probe_evaluate_cube(float id, CubeData cd, vec3 W, vec3 R, float roughness)
+vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness)
{
/* Correct reflection ray using parallax volume intersection. */
- vec3 localpos = transform_point(cd.parallaxmat, W);
- vec3 localray = transform_direction(cd.parallaxmat, R);
+ vec3 localpos = transform_point(probes_data[pd_id].parallaxmat, W);
+ vec3 localray = transform_direction(probes_data[pd_id].parallaxmat, R);
float dist;
- if (cd.p_parallax_type == PROBE_PARALLAX_BOX) {
+ if (probes_data[pd_id].p_parallax_type == PROBE_PARALLAX_BOX) {
dist = line_unit_box_intersect_dist(localpos, localray);
}
else {
@@ -153,7 +154,7 @@ vec3 probe_evaluate_cube(float id, CubeData cd, vec3 W, vec3 R, float roughness)
}
/* Use Distance in WS directly to recover intersection */
- vec3 intersection = W + R * dist - cd.p_position;
+ vec3 intersection = W + R * dist - probes_data[pd_id].p_position;
/* From Frostbite PBR Course
* Distance based roughness
@@ -167,7 +168,7 @@ vec3 probe_evaluate_cube(float id, CubeData cd, vec3 W, vec3 R, float roughness)
float fac = saturate(original_roughness * 2.0 - 1.0);
R = mix(intersection, R, fac * fac);
- return textureLod_octahedron(probeCubes, vec4(R, id), roughness * prbLodCubeMax, prbLodCubeMax).rgb;
+ return textureLod_octahedron(probeCubes, vec4(R, float(pd_id)), roughness * prbLodCubeMax, prbLodCubeMax).rgb;
}
vec3 probe_evaluate_world_spec(vec3 R, float roughness)
@@ -221,12 +222,10 @@ void fallback_cubemap(
/* Starts at 1 because 0 is world probe */
for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) {
- CubeData cd = probes_data[i];
-
- float fade = probe_attenuation_cube(cd, W);
+ float fade = probe_attenuation_cube(i, W);
if (fade > 0.0) {
- vec3 spec = final_ao * probe_evaluate_cube(float(i), cd, W, spec_dir, roughness);
+ vec3 spec = final_ao * probe_evaluate_cube(i, W, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
}
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 d19773aec05..164b6da68bf 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -338,26 +338,24 @@ void CLOSURE_NAME(
/* Starts at 1 because 0 is world probe */
for (int i = 1; ACCUM.a < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) {
- CubeData cd = probes_data[i];
-
- float fade = probe_attenuation_cube(cd, worldPosition);
+ float fade = probe_attenuation_cube(i, worldPosition);
if (fade > 0.0) {
#ifdef CLOSURE_GLOSSY
if (!(ssrToggle && ssr_id == outputSsrId)) {
- vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ vec3 spec = probe_evaluate_cube(i, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
#endif
#ifdef CLOSURE_CLEARCOAT
- vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
+ vec3 C_spec = probe_evaluate_cube(i, worldPosition, C_spec_dir, C_roughness);
accumulate_light(C_spec, fade, C_spec_accum);
#endif
#ifdef CLOSURE_REFRACTION
- vec3 trans = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
+ vec3 trans = probe_evaluate_cube(i, refr_pos, refr_dir, roughnessSquared);
accumulate_light(trans, fade, refr_accum);
#endif
}
@@ -458,7 +456,7 @@ void CLOSURE_NAME(
GridData gd = grids_data[i];
vec3 localpos;
- float fade = probe_attenuation_grid(gd, worldPosition, localpos);
+ float fade = probe_attenuation_grid(gd, grids_data[i].localmat, worldPosition, localpos);
if (fade > 0.0) {
vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);