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authormano-wii <germano.costa@ig.com.br>2018-10-19 17:02:36 +0300
committermano-wii <germano.costa@ig.com.br>2018-10-19 17:12:30 +0300
commitcdef1e911b8effbdabb071cc8c35563ef651a840 (patch)
tree831e77c31f1bb89f199b7cf890776d083b6b9ce7 /source/blender/draw
parent374a8b9da50bdc3c40cef9394065d5394bb91f33 (diff)
Fix shadows of sun type lights 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/lamps_lib.glsl24
1 files changed, 14 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index b1a94fa4379..6f7a2f9bb09 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -122,10 +122,14 @@ float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float
}
}
-float shadow_cascade(ShadowData sd, ShadowCascadeData scd, float texid, vec3 W)
+float shadow_cascade(ShadowData sd, int scd_id, float texid, vec3 W)
{
vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
- vec4 weights = smoothstep(scd.split_end_distances, scd.split_start_distances.yzwx, view_z);
+ vec4 weights = smoothstep(
+ shadows_cascade_data[scd_id].split_end_distances,
+ shadows_cascade_data[scd_id].split_start_distances.yzwx,
+ view_z);
+
weights.yzw -= weights.xyz;
vec4 vis = vec4(1.0);
@@ -133,10 +137,10 @@ float shadow_cascade(ShadowData sd, ShadowCascadeData scd, float texid, vec3 W)
/* Branching using (weights > 0.0) is reaally slooow on intel so avoid it for now. */
/* TODO OPTI: Only do 2 samples and blend. */
- vis.x = evaluate_cascade(sd, scd.shadowmat[0], W, range, texid + 0);
- vis.y = evaluate_cascade(sd, scd.shadowmat[1], W, range, texid + 1);
- vis.z = evaluate_cascade(sd, scd.shadowmat[2], W, range, texid + 2);
- vis.w = evaluate_cascade(sd, scd.shadowmat[3], W, range, texid + 3);
+ vis.x = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[0], W, range, texid + 0);
+ vis.y = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[1], W, range, texid + 1);
+ vis.z = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[2], W, range, texid + 2);
+ vis.w = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[3], W, range, texid + 3);
float weight_sum = dot(vec4(1.0), weights);
if (weight_sum > 0.9999) {
@@ -189,7 +193,7 @@ float light_visibility(LightData ld, vec3 W,
/* TODO : MSM */
// for (int i = 0; i < MAX_MULTI_SHADOW; ++i) {
vis *= shadow_cascade(
- data, shadows_cascade_data[int(data.sh_data_start)],
+ data, int(data.sh_data_start),
data.sh_tex_start, W);
// }
}
@@ -359,10 +363,10 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
W = W + T * rand.z + B * rand.w;
if (ld.l_type == SUN) {
- ShadowCascadeData scd = shadows_cascade_data[int(data.sh_data_start)];
+ int scd_id = int(data.sh_data_start);
vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
- vec4 weights = step(scd.split_end_distances, view_z);
+ vec4 weights = step(shadows_cascade_data[scd_id].split_end_distances, view_z);
float id = abs(4.0 - dot(weights, weights));
if (id > 3.0) {
@@ -371,7 +375,7 @@ vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
float range = abs(data.sh_far - data.sh_near); /* Same factor as in get_cascade_world_distance(). */
- vec4 shpos = scd.shadowmat[int(id)] * vec4(W, 1.0);
+ vec4 shpos = shadows_cascade_data[scd_id].shadowmat[int(id)] * vec4(W, 1.0);
float dist = shpos.z * range;
if (shpos.z > 1.0 || shpos.z < 0.0) {