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authorClément Foucault <foucault.clem@gmail.com>2019-07-05 22:11:27 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-07-08 19:09:52 +0300
commit0a16519f5df0fa74623d48b7786f1db22651110a (patch)
tree6646a734a58d52b9c993c117854f157f1faed8e3 /source
parent9a0a952f724b728899ca53efe3dcb5b9a92a2d70 (diff)
Fix T61129 Eevee: alpha texture shadow bug
Seems like the AMD pro driver does not consider dead code the same as other glsl compiler.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl293
1 files changed, 147 insertions, 146 deletions
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 6b3d9ee4517..814cb13de0a 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -1,14 +1,14 @@
#ifndef LIT_SURFACE_UNIFORM
-#define LIT_SURFACE_UNIFORM
+# define LIT_SURFACE_UNIFORM
uniform float refractionDepth;
-#ifndef UTIL_TEX
-# define UTIL_TEX
+# ifndef UTIL_TEX
+# define UTIL_TEX
uniform sampler2DArray utilTex;
-# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
+# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+# endif /* UTIL_TEX */
in vec3 worldPosition;
in vec3 viewPosition;
@@ -16,7 +16,7 @@ in vec3 viewPosition;
in vec3 worldNormal;
in vec3 viewNormal;
-#ifdef HAIR_SHADER
+# ifdef HAIR_SHADER
in vec3 hairTangent; /* world space */
in float hairThickTime;
in float hairThickness;
@@ -24,7 +24,7 @@ in float hairTime;
flat in int hairStrandID;
uniform int hairThicknessRes = 1;
-#endif
+# endif
#endif /* LIT_SURFACE_UNIFORM */
@@ -33,82 +33,82 @@ uniform int hairThicknessRes = 1;
* This leads to a lot of deadcode. Better idea would be to only generate the one needed.
*/
#if !defined(SURFACE_DEFAULT)
-#define SURFACE_DEFAULT
-#define CLOSURE_NAME eevee_closure_default
-#define CLOSURE_DIFFUSE
-#define CLOSURE_GLOSSY
+# define SURFACE_DEFAULT
+# define CLOSURE_NAME eevee_closure_default
+# define CLOSURE_DIFFUSE
+# define CLOSURE_GLOSSY
#endif /* SURFACE_DEFAULT */
#if !defined(SURFACE_DEFAULT_CLEARCOAT) && !defined(CLOSURE_NAME)
-#define SURFACE_DEFAULT_CLEARCOAT
-#define CLOSURE_NAME eevee_closure_default_clearcoat
-#define CLOSURE_DIFFUSE
-#define CLOSURE_GLOSSY
-#define CLOSURE_CLEARCOAT
+# define SURFACE_DEFAULT_CLEARCOAT
+# define CLOSURE_NAME eevee_closure_default_clearcoat
+# define CLOSURE_DIFFUSE
+# define CLOSURE_GLOSSY
+# define CLOSURE_CLEARCOAT
#endif /* SURFACE_DEFAULT_CLEARCOAT */
#if !defined(SURFACE_PRINCIPLED) && !defined(CLOSURE_NAME)
-#define SURFACE_PRINCIPLED
-#define CLOSURE_NAME eevee_closure_principled
-#define CLOSURE_DIFFUSE
-#define CLOSURE_GLOSSY
-#define CLOSURE_CLEARCOAT
-#define CLOSURE_REFRACTION
-#define CLOSURE_SUBSURFACE
+# define SURFACE_PRINCIPLED
+# define CLOSURE_NAME eevee_closure_principled
+# define CLOSURE_DIFFUSE
+# define CLOSURE_GLOSSY
+# define CLOSURE_CLEARCOAT
+# define CLOSURE_REFRACTION
+# define CLOSURE_SUBSURFACE
#endif /* SURFACE_PRINCIPLED */
#if !defined(SURFACE_CLEARCOAT) && !defined(CLOSURE_NAME)
-#define SURFACE_CLEARCOAT
-#define CLOSURE_NAME eevee_closure_clearcoat
-#define CLOSURE_GLOSSY
-#define CLOSURE_CLEARCOAT
+# define SURFACE_CLEARCOAT
+# define CLOSURE_NAME eevee_closure_clearcoat
+# define CLOSURE_GLOSSY
+# define CLOSURE_CLEARCOAT
#endif /* SURFACE_CLEARCOAT */
#if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
-#define SURFACE_DIFFUSE
-#define CLOSURE_NAME eevee_closure_diffuse
-#define CLOSURE_DIFFUSE
+# define SURFACE_DIFFUSE
+# define CLOSURE_NAME eevee_closure_diffuse
+# define CLOSURE_DIFFUSE
#endif /* SURFACE_DIFFUSE */
#if !defined(SURFACE_SUBSURFACE) && !defined(CLOSURE_NAME)
-#define SURFACE_SUBSURFACE
-#define CLOSURE_NAME eevee_closure_subsurface
-#define CLOSURE_DIFFUSE
-#define CLOSURE_SUBSURFACE
+# define SURFACE_SUBSURFACE
+# define CLOSURE_NAME eevee_closure_subsurface
+# define CLOSURE_DIFFUSE
+# define CLOSURE_SUBSURFACE
#endif /* SURFACE_SUBSURFACE */
#if !defined(SURFACE_SKIN) && !defined(CLOSURE_NAME)
-#define SURFACE_SKIN
-#define CLOSURE_NAME eevee_closure_skin
-#define CLOSURE_DIFFUSE
-#define CLOSURE_SUBSURFACE
-#define CLOSURE_GLOSSY
+# define SURFACE_SKIN
+# define CLOSURE_NAME eevee_closure_skin
+# define CLOSURE_DIFFUSE
+# define CLOSURE_SUBSURFACE
+# define CLOSURE_GLOSSY
#endif /* SURFACE_SKIN */
#if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
-#define SURFACE_GLOSSY
-#define CLOSURE_NAME eevee_closure_glossy
-#define CLOSURE_GLOSSY
+# define SURFACE_GLOSSY
+# define CLOSURE_NAME eevee_closure_glossy
+# define CLOSURE_GLOSSY
#endif /* SURFACE_GLOSSY */
#if !defined(SURFACE_REFRACT) && !defined(CLOSURE_NAME)
-#define SURFACE_REFRACT
-#define CLOSURE_NAME eevee_closure_refraction
-#define CLOSURE_REFRACTION
+# define SURFACE_REFRACT
+# define CLOSURE_NAME eevee_closure_refraction
+# define CLOSURE_REFRACTION
#endif /* SURFACE_REFRACT */
#if !defined(SURFACE_GLASS) && !defined(CLOSURE_NAME)
-#define SURFACE_GLASS
-#define CLOSURE_NAME eevee_closure_glass
-#define CLOSURE_GLOSSY
-#define CLOSURE_REFRACTION
+# define SURFACE_GLASS
+# define CLOSURE_NAME eevee_closure_glass
+# define CLOSURE_GLOSSY
+# define CLOSURE_REFRACTION
#endif /* SURFACE_GLASS */
/* Safety : CLOSURE_CLEARCOAT implies CLOSURE_GLOSSY */
#ifdef CLOSURE_CLEARCOAT
-#ifndef CLOSURE_GLOSSY
-# define CLOSURE_GLOSSY
-#endif
+# ifndef CLOSURE_GLOSSY
+# define CLOSURE_GLOSSY
+# endif
#endif /* CLOSURE_CLEARCOAT */
void CLOSURE_NAME(vec3 N
@@ -184,7 +184,7 @@ void CLOSURE_NAME(vec3 N
#ifdef SHADOW_SHADER
return;
-#endif
+#else
/* Zero length vectors cause issues, see: T51979. */
float len = length(N);
@@ -193,23 +193,23 @@ void CLOSURE_NAME(vec3 N
}
N /= len;
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
len = length(C_N);
if (isnan(len)) {
return;
}
C_N /= len;
-#endif
+# endif
-#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
C_roughness = clamp(C_roughness, 1e-8, 0.9999);
float C_roughnessSquared = C_roughness * C_roughness;
-#endif
+# endif
vec3 V = cameraVec;
@@ -219,16 +219,16 @@ void CLOSURE_NAME(vec3 N
/* -------------------- SCENE LIGHTS LIGHTING --------------------- */
/* ---------------------------------------------------------------- */
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
vec2 lut_uv = lut_coords_ltc(dot(N, V), roughness);
vec4 ltc_mat = texture(utilTex, vec3(lut_uv, 0.0)).rgba;
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec2 lut_uv_clear = lut_coords_ltc(dot(C_N, V), C_roughness);
vec4 ltc_mat_clear = texture(utilTex, vec3(lut_uv_clear, 0.0)).rgba;
vec3 out_spec_clear = vec3(0.0);
-#endif
+# endif
for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
LightData ld = lights_data[i];
@@ -245,34 +245,34 @@ void CLOSURE_NAME(vec3 N
vec3 l_color_vis = ld.l_color * l_vis;
-#ifdef CLOSURE_DIFFUSE
+# ifdef CLOSURE_DIFFUSE
out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
-#endif
+# endif
-#ifdef CLOSURE_SUBSURFACE
+# ifdef CLOSURE_SUBSURFACE
out_trans += ld.l_color * light_translucent(ld, worldPosition, -N, l_vector, sss_scale);
-#endif
+# endif
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
out_spec += l_color_vis * light_specular(ld, ltc_mat, N, V, l_vector) * ld.l_spec;
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) *
ld.l_spec;
-#endif
+# endif
}
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
out_spec *= F_area(f0, f90, brdf_lut_lights.xy);
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
out_spec_clear *= F_area(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
out_spec += out_spec_clear * C_intensity;
-#endif
+# endif
/* ---------------------------------------------------------------- */
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
@@ -280,19 +280,19 @@ void CLOSURE_NAME(vec3 N
/* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and
* BRDF. */
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
vec4 spec_accum = vec4(0.0);
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec4 C_spec_accum = vec4(0.0);
-#endif
+# endif
-#ifdef CLOSURE_REFRACTION
+# ifdef CLOSURE_REFRACTION
vec4 refr_accum = vec4(0.0);
-#endif
+# endif
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
/* ---------------------------- */
/* Planar Reflections */
/* ---------------------------- */
@@ -310,23 +310,23 @@ void CLOSURE_NAME(vec3 N
accumulate_light(spec, fade, spec_accum);
}
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
-#endif
+# endif
}
}
-#endif
+# endif
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
-#endif
+# endif
-#ifdef CLOSURE_REFRACTION
+# ifdef CLOSURE_REFRACTION
/* Refract the view vector using the depth heuristic.
* Then later Refract a second time the already refracted
* ray using the inverse ior. */
@@ -337,13 +337,13 @@ void CLOSURE_NAME(vec3 N
worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
worldPosition;
vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
-#endif
+# endif
-#ifdef CLOSURE_REFRACTION
+# ifdef CLOSURE_REFRACTION
/* ---------------------------- */
/* Screen Space Refraction */
/* ---------------------------- */
-#ifdef USE_REFRACTION
+# ifdef USE_REFRACTION
if (ssrToggle && roughness < ssrMaxRoughness + 0.2) {
/* Find approximated position of the 2nd refraction event. */
vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) :
@@ -352,25 +352,25 @@ void CLOSURE_NAME(vec3 N
trans.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
accumulate_light(trans.rgb, trans.a, refr_accum);
}
-#endif
+# endif
-#endif
+# endif
/* ---------------------------- */
/* Specular probes */
/* ---------------------------- */
-#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
-
-#if defined(CLOSURE_GLOSSY) && defined(CLOSURE_REFRACTION)
-# define GLASS_ACCUM 1
-# define ACCUM min(refr_accum.a, spec_accum.a)
-#elif defined(CLOSURE_REFRACTION)
-# define GLASS_ACCUM 0
-# define ACCUM refr_accum.a
-#else
-# define GLASS_ACCUM 0
-# define ACCUM spec_accum.a
-#endif
+# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+
+# if defined(CLOSURE_GLOSSY) && defined(CLOSURE_REFRACTION)
+# define GLASS_ACCUM 1
+# define ACCUM min(refr_accum.a, spec_accum.a)
+# elif defined(CLOSURE_REFRACTION)
+# define GLASS_ACCUM 0
+# define ACCUM refr_accum.a
+# else
+# define GLASS_ACCUM 0
+# define ACCUM spec_accum.a
+# endif
/* Starts at 1 because 0 is world probe */
for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) {
@@ -378,80 +378,80 @@ void CLOSURE_NAME(vec3 N
if (fade > 0.0) {
-#if GLASS_ACCUM
+# if GLASS_ACCUM
if (spec_accum.a < 0.999) {
-#endif
-#ifdef CLOSURE_GLOSSY
+# endif
+# ifdef CLOSURE_GLOSSY
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_cube(i, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec3 C_spec = probe_evaluate_cube(i, worldPosition, C_spec_dir, C_roughness);
accumulate_light(C_spec, fade, C_spec_accum);
-#endif
-#if GLASS_ACCUM
+# endif
+# if GLASS_ACCUM
}
-#endif
+# endif
-#if GLASS_ACCUM
+# if GLASS_ACCUM
if (refr_accum.a < 0.999) {
-#endif
-#ifdef CLOSURE_REFRACTION
+# endif
+# ifdef CLOSURE_REFRACTION
vec3 trans = probe_evaluate_cube(i, refr_pos, refr_dir, roughnessSquared);
accumulate_light(trans, fade, refr_accum);
-#endif
-#if GLASS_ACCUM
+# endif
+# if GLASS_ACCUM
}
-#endif
+# endif
}
}
-#undef GLASS_ACCUM
-#undef ACCUM
+# undef GLASS_ACCUM
+# undef ACCUM
/* ---------------------------- */
/* World Probe */
/* ---------------------------- */
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
if (spec_accum.a < 0.999) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
-# ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
accumulate_light(C_spec, 1.0, C_spec_accum);
-# endif
+# endif
}
-#endif
+# endif
-#ifdef CLOSURE_REFRACTION
+# ifdef CLOSURE_REFRACTION
if (refr_accum.a < 0.999) {
vec3 trans = probe_evaluate_world_spec(refr_dir, roughnessSquared);
accumulate_light(trans, 1.0, refr_accum);
}
-#endif
-#endif /* Specular probes */
+# endif
+# endif /* Specular probes */
/* ---------------------------- */
/* Ambient Occlusion */
/* ---------------------------- */
-#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
+# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
/* HACK: Fix for translucent BSDF. (see T65631) */
bool same_side = dot((gl_FrontFacing) ? worldNormal : -worldNormal, N) > 0.0;
vec3 bent_normal;
float final_ao = occlusion_compute(same_side ? N : -N, viewPosition, ao, rand, bent_normal);
-#endif
+# endif
/* ---------------------------- */
/* Specular Output */
/* ---------------------------- */
float NV = dot(N, V);
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
vec2 uv = lut_coords(NV, roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
@@ -466,15 +466,15 @@ void CLOSURE_NAME(vec3 N
}
out_spec += spec_accum.rgb * ssr_spec * spec_occlu;
-#endif
+# endif
-#ifdef CLOSURE_REFRACTION
+# ifdef CLOSURE_REFRACTION
float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
out_refr += refr_accum.rgb * btdf;
-#endif
+# endif
-#ifdef CLOSURE_CLEARCOAT
+# ifdef CLOSURE_CLEARCOAT
NV = dot(C_N, V);
vec2 C_uv = lut_coords(NV, C_roughness);
vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
@@ -482,19 +482,19 @@ void CLOSURE_NAME(vec3 N
specular_occlusion(NV, final_ao, C_roughness);
out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
-#endif
+# endif
-#ifdef CLOSURE_GLOSSY
+# ifdef CLOSURE_GLOSSY
/* Global toggle for lightprobe baking. */
out_spec *= float(specToggle);
-#endif
+# endif
/* ---------------------------------------------------------------- */
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ------------------ */
/* ---------------------------------------------------------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
-#ifdef CLOSURE_DIFFUSE
+# ifdef CLOSURE_DIFFUSE
vec4 diff_accum = vec4(0.0);
/* ---------------------------- */
@@ -522,6 +522,7 @@ void CLOSURE_NAME(vec3 N
}
out_diff += diff_accum.rgb * gtao_multibounce(final_ao, albedo);
+# endif
#endif
}
@@ -529,21 +530,21 @@ void CLOSURE_NAME(vec3 N
#undef CLOSURE_NAME
#ifdef CLOSURE_DIFFUSE
-#undef CLOSURE_DIFFUSE
+# undef CLOSURE_DIFFUSE
#endif
#ifdef CLOSURE_GLOSSY
-#undef CLOSURE_GLOSSY
+# undef CLOSURE_GLOSSY
#endif
#ifdef CLOSURE_CLEARCOAT
-#undef CLOSURE_CLEARCOAT
+# undef CLOSURE_CLEARCOAT
#endif
#ifdef CLOSURE_REFRACTION
-#undef CLOSURE_REFRACTION
+# undef CLOSURE_REFRACTION
#endif
#ifdef CLOSURE_SUBSURFACE
-#undef CLOSURE_SUBSURFACE
+# undef CLOSURE_SUBSURFACE
#endif