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author | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 19:47:58 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2022-04-14 19:47:58 +0300 |
commit | 80859a6cb2726a39fb22cb49f06e0355dc9390a7 (patch) | |
tree | fd3f8ead5a247a79ea11e4aacc720843bbc5e2c2 /source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl | |
parent | 66dc4d4efb88ecf2d18bfa08ab9c43b024ebd2fb (diff) |
GPU: Make nodetree GLSL Codegen render engine agnostic
This commit removes all EEVEE specific code from the `gpu_shader_material*.glsl`
files. It defines a clear interface to evaluate the closure nodes leaving
more flexibility to the render engine.
Some of the long standing workaround are fixed:
- bump mapping support is no longer duplicating a lot of node and is instead
compiled into a function call.
- bump rewiring to Normal socket is no longer needed as we now use a global
`g_data.N` for that.
Closure sampling with upstread weight eval is now supported if the engine needs
it.
This also makes all the material GLSL sources use `GPUSource` for better
debugging experience. The `GPUFunction` parsing now happens in `GPUSource`
creation.
The whole `GPUCodegen` now uses the `ShaderCreateInfo` and is object type
agnostic. Is has also been rewritten in C++.
This patch changes a view behavior for EEVEE:
- Mix shader node factor imput is now clamped.
- Tangent Vector displacement behavior is now matching cycles.
- The chosen BSDF used for SSR might change.
- Hair shading may have very small changes on very large hairs when using hair
polygon stripes.
- ShaderToRGB node will remove any SSR and SSS form a shader.
- SSS radius input now is no longer a scaling factor but defines an average
radius. The SSS kernel "shape" (radii) are still defined by the socket default
values.
Appart from the listed changes no other regressions are expected.
Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl')
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl | 13 |
1 files changed, 7 insertions, 6 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl index e6c0880cd07..8fd2e179187 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl @@ -1,8 +1,9 @@ -void node_volume_absorption(vec4 color, float density, out Closure result) + +void node_volume_absorption(vec4 color, float density, float weight, out Closure result) { -#ifdef VOLUMETRICS - result = Closure((1.0 - color.rgb) * density, vec3(0.0), vec3(0.0), 0.0); -#else - result = CLOSURE_DEFAULT; -#endif + ClosureVolumeAbsorption volume_absorption_data; + volume_absorption_data.weight = weight; + volume_absorption_data.absorption = (1.0 - color.rgb) * density; + + result = closure_eval(volume_absorption_data); } |