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author | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:23:04 +0300 |
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committer | OmarSquircleArt <omar.squircleart@gmail.com> | 2019-08-30 18:28:57 +0300 |
commit | 8cd0da88e55a0c0f88297a5f0f770eb40acc6219 (patch) | |
tree | 585b9bcc07ce392c6164ac0230d56d617ac051ca /source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl | |
parent | ac646bc20dafe176c1b84ee5beddf980aba11358 (diff) |
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl | 37 |
1 files changed, 37 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl new file mode 100644 index 00000000000..7a4d28f2dd6 --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl @@ -0,0 +1,37 @@ +float fresnel_dielectric_cos(float cosi, float eta) +{ + /* compute fresnel reflectance without explicitly computing + * the refracted direction */ + float c = abs(cosi); + float g = eta * eta - 1.0 + c * c; + float result; + + if (g > 0.0) { + g = sqrt(g); + float A = (g - c) / (g + c); + float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0); + result = 0.5 * A * A * (1.0 + B * B); + } + else { + result = 1.0; /* TIR (no refracted component) */ + } + + return result; +} + +float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) +{ + /* compute fresnel reflectance without explicitly computing + * the refracted direction */ + return fresnel_dielectric_cos(dot(Incoming, Normal), eta); +} + +void node_fresnel(float ior, vec3 N, vec3 I, out float result) +{ + N = normalize(N); + /* handle perspective/orthographic */ + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + + float eta = max(ior, 0.00001); + result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta); +} |