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-rw-r--r--source/blender/draw/engines/eevee/eevee_effects.c42
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl243
-rw-r--r--source/blender/draw/engines/eevee/shaders/default_frag.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl58
-rw-r--r--source/blender/draw/engines/eevee/shaders/lamps_lib.glsl12
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl22
-rw-r--r--source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl4
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl20
8 files changed, 258 insertions, 145 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_effects.c b/source/blender/draw/engines/eevee/eevee_effects.c
index 6c190d8b917..419b70092a4 100644
--- a/source/blender/draw/engines/eevee/eevee_effects.c
+++ b/source/blender/draw/engines/eevee/eevee_effects.c
@@ -46,6 +46,12 @@
#include "eevee_private.h"
#include "GPU_texture.h"
+#define SHADER_DEFINES \
+ "#define EEVEE_ENGINE\n" \
+ "#define MAX_PROBE " STRINGIFY(MAX_PROBE) "\n" \
+ "#define MAX_GRID " STRINGIFY(MAX_GRID) "\n" \
+ "#define MAX_PLANAR " STRINGIFY(MAX_PLANAR) "\n"
+
typedef struct EEVEE_LightProbeData {
short probe_id, shadow_id;
} EEVEE_LightProbeData;
@@ -80,6 +86,8 @@ static struct {
struct GPUTexture *depth_src;
} e_data = {NULL}; /* Engine data */
+extern char datatoc_bsdf_common_lib_glsl[];
+extern char datatoc_octahedron_lib_glsl[];
extern char datatoc_effect_ssr_frag_glsl[];
extern char datatoc_effect_minmaxz_frag_glsl[];
extern char datatoc_effect_motion_blur_frag_glsl[];
@@ -87,6 +95,7 @@ extern char datatoc_effect_bloom_frag_glsl[];
extern char datatoc_effect_dof_vert_glsl[];
extern char datatoc_effect_dof_geom_glsl[];
extern char datatoc_effect_dof_frag_glsl[];
+extern char datatoc_lightprobe_lib_glsl[];
extern char datatoc_tonemap_frag_glsl[];
extern char datatoc_volumetric_frag_glsl[];
@@ -163,8 +172,18 @@ void EEVEE_effects_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
/* Shaders */
if (!e_data.motion_blur_sh) {
- e_data.ssr_raytrace_sh = DRW_shader_create_fullscreen(datatoc_effect_ssr_frag_glsl, "#define STEP_RAYTRACE\n");
- e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(datatoc_effect_ssr_frag_glsl, "#define STEP_RESOLVE\n");
+ DynStr *ds_frag = BLI_dynstr_new();
+ BLI_dynstr_append(ds_frag, datatoc_bsdf_common_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_octahedron_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_lightprobe_lib_glsl);
+ BLI_dynstr_append(ds_frag, datatoc_effect_ssr_frag_glsl);
+ char *ssr_shader_str = BLI_dynstr_get_cstring(ds_frag);
+ BLI_dynstr_free(ds_frag);
+
+ e_data.ssr_raytrace_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RAYTRACE\n");
+ e_data.ssr_resolve_sh = DRW_shader_create_fullscreen(ssr_shader_str, SHADER_DEFINES "#define STEP_RESOLVE\n");
+
+ MEM_freeN(ssr_shader_str);
e_data.volumetric_upsample_sh = DRW_shader_create_fullscreen(datatoc_volumetric_frag_glsl, "#define STEP_UPSAMPLE\n");
@@ -612,20 +631,26 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
}
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
- psl->ssr_raytrace = DRW_pass_create("Raytrace", DRW_STATE_WRITE_COLOR);
+ psl->ssr_raytrace = DRW_pass_create("SSR Raytrace", DRW_STATE_WRITE_COLOR);
DRWShadingGroup *grp = DRW_shgroup_create(e_data.ssr_raytrace_sh, psl->ssr_raytrace);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
- DRW_shgroup_uniform_buffer(grp, "normalBuffer", &stl->g_data->minmaxz);
- DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &stl->g_data->minmaxz);
+ DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
+ DRW_shgroup_uniform_buffer(grp, "specRoughBuffer", &txl->ssr_specrough_input);
DRW_shgroup_call_add(grp, quad, NULL);
- psl->ssr_resolve = DRW_pass_create("Raytrace", DRW_STATE_WRITE_COLOR);
+ psl->ssr_resolve = DRW_pass_create("SSR Resolve", DRW_STATE_WRITE_COLOR | DRW_STATE_ADDITIVE);
grp = DRW_shgroup_create(e_data.ssr_resolve_sh, psl->ssr_resolve);
DRW_shgroup_uniform_buffer(grp, "depthBuffer", &e_data.depth_src);
DRW_shgroup_uniform_buffer(grp, "normalBuffer", &txl->ssr_normal_input);
DRW_shgroup_uniform_buffer(grp, "specroughBuffer", &txl->ssr_specrough_input);
DRW_shgroup_uniform_buffer(grp, "hitBuffer", &txl->ssr_hit_output);
DRW_shgroup_uniform_buffer(grp, "pdfBuffer", &txl->ssr_pdf_output);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)stl->g_data->viewvecs, 2);
+ DRW_shgroup_uniform_int(grp, "probe_count", &sldata->probes->num_render_cube, 1);
+ DRW_shgroup_uniform_float(grp, "lodCubeMax", &sldata->probes->lod_cube_max, 1);
+ DRW_shgroup_uniform_float(grp, "lodPlanarMax", &sldata->probes->lod_planar_max, 1);
+ DRW_shgroup_uniform_buffer(grp, "probeCubes", &sldata->probe_pool);
+ DRW_shgroup_uniform_buffer(grp, "probePlanars", &vedata->txl->planar_pool);
DRW_shgroup_call_add(grp, quad, NULL);
}
@@ -789,7 +814,6 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
EEVEE_EffectsInfo *effects = stl->effects;
if ((effects->enabled_effects & EFFECT_VOLUMETRIC) != 0) {
- return;
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
e_data.depth_src = dtxl->depth;
@@ -822,7 +846,7 @@ void EEVEE_effects_do_volumetrics(EEVEE_SceneLayerData *sldata, EEVEE_Data *veda
}
}
-void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
+void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *UNUSED(sldata), EEVEE_Data *vedata)
{
EEVEE_PassList *psl = vedata->psl;
EEVEE_FramebufferList *fbl = vedata->fbl;
@@ -833,6 +857,8 @@ void EEVEE_effects_do_ssr(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
if ((effects->enabled_effects & EFFECT_SSR) != 0) {
DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
+ e_data.depth_src = dtxl->depth;
+
/* Raytrace at halfres. */
DRW_framebuffer_bind(fbl->screen_tracing_fb);
DRW_draw_pass(psl->ssr_raytrace);
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 50b3309e93b..4c0e521a7f0 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -28,114 +28,10 @@ flat in int shFace; /* Shadow layer we are rendering to. */
#define cameraForward normalize(ViewMatrixInverse[2].xyz)
#define cameraPos ViewMatrixInverse[3].xyz
-
+#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+#define viewCameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0))
/* ------- Structures -------- */
-#ifdef VOLUMETRICS
-
-struct Closure {
- vec3 absorption;
- vec3 scatter;
- vec3 emission;
- float anisotropy;
-};
-
-#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
- cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
- cl.emission = mix(cl1.emission, cl2.emission, fac);
- cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl;
- cl.absorption = cl1.absorption + cl2.absorption;
- cl.scatter = cl1.scatter + cl2.scatter;
- cl.emission = cl1.emission + cl2.emission;
- cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
- return cl;
-}
-#else
-
-struct Closure {
- vec3 radiance;
- float opacity;
- vec4 ssr_data;
- vec2 ssr_normal;
- int ssr_id;
-};
-
-#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
-
-uniform int outputSsrId;
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- if (cl1.ssr_id == outputSsrId) {
- cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
- cl.ssr_normal = cl1.ssr_normal;
- cl.ssr_id = cl1.ssr_id;
- }
- else {
- cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
- cl.ssr_normal = cl2.ssr_normal;
- cl.ssr_id = cl2.ssr_id;
- }
- cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
- cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
- cl.radiance = cl1.radiance + cl2.radiance;
- cl.opacity = cl1.opacity + cl2.opacity;
- return cl;
-}
-
-#if defined(MESH_SHADER) && !defined(SHADOW_SHADER)
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 ssrNormals;
-layout(location = 2) out vec4 ssrData;
-
-Closure nodetree_exec(void); /* Prototype */
-
-#define NODETREE_EXEC
-void main()
-{
- Closure cl = nodetree_exec();
- fragColor = vec4(cl.radiance, cl.opacity);
- ssrNormals = cl.ssr_normal.xyyy;
- ssrData = cl.ssr_data;
-}
-
-#endif /* MESH_SHADER && !SHADOW_SHADER */
-
-#endif /* VOLUMETRICS */
-
-Closure nodetree_exec(void); /* Prototype */
-
-/* TODO find a better place */
-#ifdef USE_MULTIPLY
-
-out vec4 fragColor;
-
-#define NODETREE_EXEC
-void main()
-{
- Closure cl = nodetree_exec();
- fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
-}
-#endif
-
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
vec4 color_spec; /* w : Spec Intensity */
@@ -194,8 +90,6 @@ struct ShadowCascadeData {
vec4 bias;
};
-#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
-
/* ------- Convenience functions --------- */
vec3 mul(mat3 m, vec3 v) { return m * v; }
@@ -364,6 +258,11 @@ vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
}
}
+vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
+{
+ return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
+}
+
vec3 get_specular_dominant_dir(vec3 N, vec3 V, float roughness)
{
vec3 R = -reflect(V, N);
@@ -377,6 +276,26 @@ float specular_occlusion(float NV, float AO, float roughness)
return saturate(pow(NV + AO, roughness) - 1.0 + AO);
}
+/* ---- Encode / Decode Normal buffer data ---- */
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n, vec3 view)
+{
+ float p = sqrt(n.z * 8.0 + 8.0);
+ return n.xy / p + 0.5;
+}
+
+vec3 normal_decode(vec2 enc, vec3 view)
+{
+ vec2 fenc = enc * 4.0 - 2.0;
+ float f = dot(fenc, fenc);
+ float g = sqrt(1.0 - f / 4.0);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1 - f / 2;
+ return n;
+}
+
/* Fresnel */
vec3 F_schlick(vec3 f0, float cos_theta)
{
@@ -443,4 +362,110 @@ float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness)
void accumulate_light(vec3 light, float fac, inout vec4 accum)
{
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
-} \ No newline at end of file
+}
+
+/* --------- Closure ---------- */
+#ifdef VOLUMETRICS
+
+struct Closure {
+ vec3 absorption;
+ vec3 scatter;
+ vec3 emission;
+ float anisotropy;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
+ cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
+ cl.emission = mix(cl1.emission, cl2.emission, fac);
+ cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.absorption = cl1.absorption + cl2.absorption;
+ cl.scatter = cl1.scatter + cl2.scatter;
+ cl.emission = cl1.emission + cl2.emission;
+ cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
+ return cl;
+}
+#else
+
+struct Closure {
+ vec3 radiance;
+ float opacity;
+ vec4 ssr_data;
+ vec2 ssr_normal;
+ int ssr_id;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
+
+uniform int outputSsrId;
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ if (cl1.ssr_id == outputSsrId) {
+ cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
+ cl.ssr_normal = cl1.ssr_normal;
+ cl.ssr_id = cl1.ssr_id;
+ }
+ else {
+ cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
+ cl.ssr_normal = cl2.ssr_normal;
+ cl.ssr_id = cl2.ssr_id;
+ }
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
+ cl.radiance = cl1.radiance + cl2.radiance;
+ cl.opacity = cl1.opacity + cl2.opacity;
+ return cl;
+}
+
+#if defined(MESH_SHADER) && !defined(SHADOW_SHADER)
+layout(location = 0) out vec4 fragColor;
+layout(location = 1) out vec4 ssrNormals;
+layout(location = 2) out vec4 ssrData;
+
+Closure nodetree_exec(void); /* Prototype */
+
+#define NODETREE_EXEC
+void main()
+{
+ Closure cl = nodetree_exec();
+ fragColor = vec4(cl.radiance, cl.opacity);
+ ssrNormals = cl.ssr_normal.xyyy;
+ ssrData = cl.ssr_data;
+}
+
+#endif /* MESH_SHADER && !SHADOW_SHADER */
+
+#endif /* VOLUMETRICS */
+
+Closure nodetree_exec(void); /* Prototype */
+
+/* TODO find a better place */
+#ifdef USE_MULTIPLY
+
+out vec4 fragColor;
+
+#define NODETREE_EXEC
+void main()
+{
+ Closure cl = nodetree_exec();
+ fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
+}
+#endif \ No newline at end of file
diff --git a/source/blender/draw/engines/eevee/shaders/default_frag.glsl b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
index db8ed2d04fe..e1d5bbd8511 100644
--- a/source/blender/draw/engines/eevee/shaders/default_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/default_frag.glsl
@@ -12,7 +12,7 @@ Closure nodetree_exec(void)
vec3 ssr_spec;
vec3 radiance = eevee_surface_lit((gl_FrontFacing) ? worldNormal : -worldNormal, diffuse, f0, roughness, 1.0, 0, ssr_spec);
- Closure result = Closure(radiance, 1.0, vec4(ssr_spec, roughness), viewNormal.xy, 0);
+ Closure result = Closure(radiance, 1.0, vec4(ssr_spec, roughness), normal_encode(normalize(viewNormal), viewCameraVec), 0);
#if !defined(USE_ALPHA_BLEND)
result.opacity = length(viewPosition);
diff --git a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
index bbf33661ef5..63f87da1468 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_ssr_frag.glsl
@@ -10,6 +10,13 @@ layout(location = 1) out vec4 pdfData;
void main()
{
+ ivec2 fullres_texel = ivec2(gl_FragCoord.xy) * 2;
+ float depth = texelFetch(depthBuffer, fullres_texel, 0).r;
+
+ /* Early discard */
+ if (depth == 1.0)
+ discard;
+
hitData = vec4(0.2);
pdfData = vec4(0.5);
}
@@ -23,14 +30,63 @@ uniform sampler2D specroughBuffer;
uniform sampler2D hitBuffer;
uniform sampler2D pdfBuffer;
+uniform int probe_count;
+
out vec4 fragColor;
+void fallback_cubemap(vec3 N, vec3 V, vec3 W, float roughness, float roughnessSquared, inout vec4 spec_accum)
+{
+ /* Specular probes */
+ vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
+
+ float fade = probe_attenuation_cube(cd, W);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, W, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
+}
+
void main()
{
ivec2 halfres_texel = ivec2(gl_FragCoord.xy / 2.0);
ivec2 fullres_texel = ivec2(gl_FragCoord.xy);
+ vec2 uvs = gl_FragCoord.xy / vec2(textureSize(depthBuffer, 0));
+
+ float depth = textureLod(depthBuffer, uvs, 0.0).r;
+
+ /* Early discard */
+ if (depth == 1.0)
+ discard;
+
+ vec3 worldPosition = get_world_space_from_depth(uvs, depth);
+ vec3 V = cameraVec;
+ vec3 N = mat3(ViewMatrixInverse) * normal_decode(texelFetch(normalBuffer, fullres_texel, 0).rg, V);
+ vec4 speccol_roughness = texelFetch(specroughBuffer, fullres_texel, 0).rgba;
+ float roughness = speccol_roughness.a;
+ float roughnessSquared = roughness * roughness;
+
+ vec4 spec_accum = vec4(0.0);
+
+ /* Resolve SSR and compute contribution */
+
+ /* If SSR contribution is not 1.0, blend with cubemaps */
+ if (spec_accum.a < 1.0) {
+ fallback_cubemap(N, V, worldPosition, roughness, roughnessSquared, spec_accum);
+ }
- fragColor = vec4(texelFetch(specroughBuffer, fullres_texel, 0).aaa, 1.0);
+ fragColor = vec4(spec_accum.rgb * speccol_roughness.rgb, 1.0);
}
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
index 061719b5685..75ec5ade58d 100644
--- a/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lamps_lib.glsl
@@ -8,18 +8,6 @@ layout(std140) uniform shadow_block {
ShadowCascadeData shadows_cascade_data[MAX_SHADOW_CASCADE];
};
-layout(std140) uniform probe_block {
- CubeData probes_data[MAX_PROBE];
-};
-
-layout(std140) uniform grid_block {
- GridData grids_data[MAX_GRID];
-};
-
-layout(std140) uniform planar_block {
- PlanarData planars_data[MAX_PLANAR];
-};
-
layout(std140) uniform light_block {
LightData lights_data[MAX_LIGHT];
};
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
index 32da31339d1..2f117668687 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_lib.glsl
@@ -60,6 +60,28 @@ struct GridData {
#define g_resolution resolution_offset.xyz
#define g_offset resolution_offset.w
+#ifndef MAX_PROBE
+#define MAX_PROBE 1
+#endif
+#ifndef MAX_GRID
+#define MAX_GRID 1
+#endif
+#ifndef MAX_PLANAR
+#define MAX_PLANAR 1
+#endif
+
+layout(std140) uniform probe_block {
+ CubeData probes_data[MAX_PROBE];
+};
+
+layout(std140) uniform grid_block {
+ GridData grids_data[MAX_GRID];
+};
+
+layout(std140) uniform planar_block {
+ PlanarData planars_data[MAX_PLANAR];
+};
+
/* ----------- Functions --------- */
float probe_attenuation_cube(CubeData pd, vec3 W)
diff --git a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
index 2cb43336ace..c5e57cee718 100644
--- a/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lightprobe_planar_display_frag.glsl
@@ -1,10 +1,6 @@
uniform int probeIdx;
-layout(std140) uniform planar_block {
- PlanarData planars_data[MAX_PLANAR];
-};
-
in vec3 worldPosition;
out vec4 FragColor;
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index 09cd300c0b2..bf4ce756bde 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -2687,8 +2687,8 @@ void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Clo
#ifdef EEVEE_ENGINE
vec3 ssr_spec;
vec3 L = eevee_surface_glossy_lit(N, vec3(1.0), roughness, 1.0, int(ssr_id), ssr_spec);
- vec3 vN = mat3(ViewMatrix) * N;
- result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), vN.xy, int(ssr_id));
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = Closure(L * color.rgb, 1.0, vec4(ssr_spec * color.rgb, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
#else
/* ambient light */
vec3 L = vec3(0.2);
@@ -2838,8 +2838,8 @@ void node_bsdf_principled_simple(vec4 base_color, float subsurface, vec3 subsurf
convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0);
vec3 L = eevee_surface_lit(N, diffuse, f0, roughness, 1.0, int(ssr_id), ssr_spec);
- vec3 vN = mat3(ViewMatrix) * N;
- result = Closure(L, 1.0, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = Closure(L, 1.0, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
#else
node_bsdf_principled(base_color, subsurface, subsurface_radius, subsurface_color, metallic, specular,
specular_tint, roughness, anisotropic, anisotropic_rotation, sheen, sheen_tint, clearcoat,
@@ -2882,8 +2882,8 @@ void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subs
#else
vec3 L = eevee_surface_clearcoat_lit(N, diffuse, f0, roughness, CN, clearcoat, clearcoat_roughness, 1.0, int(ssr_id), ssr_spec);
- vec3 vN = mat3(ViewMatrix) * N;
- result = Closure(L, 1.0, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ result = Closure(L, 1.0, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
#endif
#else
@@ -4047,8 +4047,8 @@ void node_eevee_metallic(
convert_metallic_to_specular(basecol.rgb, metallic, specular, diffuse, f0);
vec3 L = eevee_surface_lit(normal, diffuse, f0, roughness, occlusion, int(ssr_id), ssr_spec);
- vec3 vN = mat3(ViewMatrix) * normal;
- result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
+ vec3 vN = normalize(mat3(ViewMatrix) * normal);
+ result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
}
void node_eevee_specular(
@@ -4059,8 +4059,8 @@ void node_eevee_specular(
vec3 ssr_spec;
vec3 L = eevee_surface_lit(normal, diffuse.rgb, specular.rgb, roughness, occlusion, int(ssr_id), ssr_spec);
- vec3 vN = mat3(ViewMatrix) * normal;
- result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), vN.xy, int(ssr_id));
+ vec3 vN = normalize(mat3(ViewMatrix) * normal);
+ result = Closure(L + emissive.rgb, 1.0 - transp, vec4(ssr_spec, roughness), normal_encode(vN, viewCameraVec), int(ssr_id));
}
void node_output_eevee_material(Closure surface, out Closure result)