Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl35
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl3
-rw-r--r--source/blender/draw/engines/workbench/workbench_forward.c2
3 files changed, 34 insertions, 6 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 0b494aa019f..c56e02e72d6 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -65,11 +65,38 @@ void fresnel(vec3 I, vec3 N, float ior, out float kr)
// kt = 1 - kr;
}
-float calculate_transparent_weight(float alpha) {
- /* Eq 10 */
- float a = min(1.0, alpha) * 8.0 + 0.01;
+float calculate_transparent_weight(float z, float alpha)
+{
+#if 0
+ /* Eq 10 : Good for surfaces with varying opacity (like particles) */
+ float a = min(1.0, alpha * 10.0) + 0.01;
float b = -gl_FragCoord.z * 0.95 + 1.0;
- return alpha * clamp(a * a * a * 1e8 * b * b * b, 1e-2, 3e3);
+ float w = a * a * a * 3e2 * b * b * b;
+#else
+ /* Eq 7 put more emphasis on surfaces closer to the view. */
+ // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */
+ // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */
+ // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */
+ /* Same as eq 7, but optimized. */
+ float a = abs(z) / 5.0;
+ float b = abs(z) / 200.0;
+ b *= b;
+ float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */
+#endif
+ return alpha * clamp(w, 1e-2, 3e2);
+}
+
+/* Special function only to be used with calculate_transparent_weight(). */
+float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat)
+{
+ if (proj_mat[3][3] == 0.0) {
+ float d = 2.0 * depth - 1.0;
+ return -proj_mat[3][2] / (d + proj_mat[2][2]);
+ }
+ else {
+ /* Return depth from near plane. */
+ return depth * viewvecs[1].z;
+ }
}
vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index 53903a4af76..4a7d195a56a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -75,7 +75,8 @@ void main()
* Computer Graphics Techniques (JCGT), vol. 2, no. 2, 122–141, 2013
*/
/* Listing 4 */
- float weight = calculate_transparent_weight(alpha);
+ float z = linear_zdepth(gl_FragCoord.z, viewvecs, ProjectionMatrix);
+ float weight = calculate_transparent_weight(z, alpha);
transparentAccum = vec4(shaded_color * weight, alpha);
revealageAccum = weight;
}
diff --git a/source/blender/draw/engines/workbench/workbench_forward.c b/source/blender/draw/engines/workbench/workbench_forward.c
index fb949cd02c9..4e97fc730a3 100644
--- a/source/blender/draw/engines/workbench/workbench_forward.c
+++ b/source/blender/draw/engines/workbench/workbench_forward.c
@@ -172,6 +172,7 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
psl->transparent_accum_pass);
DRW_shgroup_uniform_block(grp, "world_block", wpd->world_ubo);
DRW_shgroup_uniform_float(grp, "alpha", &wpd->shading.xray_alpha, 1);
+ DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
workbench_material_set_normal_world_matrix(grp, wpd, e_data.normal_world_matrix);
material->object_id = engine_object_data->object_id;
copy_v4_v4(material->material_data.diffuse_color, material_template.material_data.diffuse_color);
@@ -185,7 +186,6 @@ static WORKBENCH_MaterialData *get_or_create_material_data(
DRW_shgroup_uniform_texture(grp, "matcapImage", wpd->studio_light->equirectangular_radiance_gputexture);
}
if (SPECULAR_HIGHLIGHT_ENABLED(wpd) || MATCAP_ENABLED(wpd)) {
- DRW_shgroup_uniform_vec4(grp, "viewvecs[0]", (float *)wpd->viewvecs, 3);
DRW_shgroup_uniform_vec2(grp, "invertedViewportSize", DRW_viewport_invert_size_get(), 1);
}
break;