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/gpu/CMakeLists.txt92
-rw-r--r--source/blender/gpu/intern/gpu_codegen.c27
-rw-r--r--source/blender/gpu/intern/gpu_material_library.h628
-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl3583
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl13
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl15
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_background.glsl11
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_bevel.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl13
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_bright_contrast.glsl10
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_bump.glsl27
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl17
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_clamp.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl28
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl111
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_combine_rgb.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_combine_xyz.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl13
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl12
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl40
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl10
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl32
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_fresnel.glsl37
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl14
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl46
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl23
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl15
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl21
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl (renamed from source/blender/gpu/shaders/gpu_shader_material_hash.glsl)11
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_holdout.glsl8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl14
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_invert.glsl5
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl19
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl7
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl31
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl10
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl7
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_math.glsl130
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl101
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl291
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl74
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_normal.glsl5
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl22
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_object_info.glsl16
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl11
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_particle_info.glsl23
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl439
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl16
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl73
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_rgb_to_bw.glsl5
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl9
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_separate_rgb.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_separate_xyz.glsl6
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_set.glsl44
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl25
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_squeeze.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl42
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tangent.glsl25
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl78
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_checker.glsl17
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl44
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_gradient.glsl47
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl355
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl (renamed from source/blender/gpu/shaders/gpu_shader_material_magic.glsl)0
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl208
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl19
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl116
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl42
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl (renamed from source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl)0
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl92
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl9
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl9
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl11
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl4
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl30
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl100
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl9
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl88
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl67
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_volume_scatter.glsl8
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl31
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl25
-rw-r--r--source/blender/nodes/shader/node_shader_util.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mapping.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_mixRgb.c2
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_normal_map.c4
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_environment.c6
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_tex_image.c10
-rw-r--r--source/blender/nodes/shader/nodes/node_shader_vectTransform.c2
98 files changed, 4202 insertions, 3620 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 4a67f5f6af8..f11dcc9bcf0 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -232,10 +232,94 @@ data_to_c_simple(shaders/gpu_shader_keyframe_diamond_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_keyframe_diamond_frag.glsl SRC)
data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_material.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_material_hash.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_material_magic.glsl SRC)
-data_to_c_simple(shaders/gpu_shader_material_white_noise.glsl SRC)
+
+data_to_c_simple(shaders/material/gpu_shader_material_add_shader.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_ambient_occlusion.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_anisotropic.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_attribute.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_background.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_bevel.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_blackbody.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_bright_contrast.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_bump.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_camera.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_cell_noise.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_clamp.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_color_ramp.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_color_util.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_combine_hsv.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_combine_rgb.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_combine_xyz.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_diffuse.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_displacement.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_eevee_specular.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_emission.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_fractal_noise.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_fresnel.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_gamma.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_geometry.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_glass.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_glossy.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_hair_info.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_hash.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_holdout.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_hue_sat_val.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_invert.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_layer_weight.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_light_falloff.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_light_path.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_mapping.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_map_range.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_math.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_math_util.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_mix_rgb.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_mix_shader.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_noise.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_normal.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_normal_map.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_object_info.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_output_material.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_output_world.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_particle_info.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_principled.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_refraction.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_rgb_curves.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_rgb_to_bw.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_separate_hsv.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_separate_rgb.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_separate_xyz.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_set.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_shader_to_rgba.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_squeeze.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_subsurface_scattering.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tangent.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_brick.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_checker.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_environment.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_gradient.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_image.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_magic.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_musgrave.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_noise.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_sky.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_texture_coordinates.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_voronoi.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_wave.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_tex_white_noise.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_toon.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_translucent.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_transparent.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_uv_map.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_vector_curves.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_vector_displacement.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_vector_math.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_velvet.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_volume_absorption.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_volume_info.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_volume_principled.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_volume_scatter.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_wireframe.glsl SRC)
+data_to_c_simple(shaders/material/gpu_shader_material_world_normals.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_vert.glsl SRC)
data_to_c_simple(shaders/gpu_shader_gpencil_stroke_frag.glsl SRC)
diff --git a/source/blender/gpu/intern/gpu_codegen.c b/source/blender/gpu/intern/gpu_codegen.c
index 8199f0ca194..d655a43561e 100644
--- a/source/blender/gpu/intern/gpu_codegen.c
+++ b/source/blender/gpu/intern/gpu_codegen.c
@@ -414,7 +414,7 @@ static void codegen_convert_datatype(DynStr *ds, int from, int to, const char *t
}
else if (to == GPU_FLOAT) {
if (from == GPU_VEC4) {
- BLI_dynstr_appendf(ds, "convert_rgba_to_float(%s)", name);
+ BLI_dynstr_appendf(ds, "dot(%s.rgb, vec3(0.2126, 0.7152, 0.0722))", name);
}
else if (from == GPU_VEC3) {
BLI_dynstr_appendf(ds, "(%s.r + %s.g + %s.b) / 3.0", name, name, name);
@@ -1376,8 +1376,8 @@ void GPU_code_generate_glsl_lib(void)
}
FUNCTION_HASH = BLI_ghash_str_new("GPU_lookup_function gh");
- for (int i = 0; gpu_material_libraries[i].code; i++) {
- gpu_parse_material_library(FUNCTION_HASH, &gpu_material_libraries[i]);
+ for (int i = 0; gpu_material_libraries[i]; i++) {
+ gpu_parse_material_library(FUNCTION_HASH, gpu_material_libraries[i]);
}
}
@@ -1780,17 +1780,22 @@ GPUNodeLink *GPU_builtin(eGPUBuiltin builtin)
return link;
}
-static void gpu_material_use_library(GPUMaterial *material, GPUMaterialLibrary *library)
+static void gpu_material_use_library_with_dependencies(GSet *used_libraries,
+ GPUMaterialLibrary *library)
{
- GSet *used_libraries = gpu_material_used_libraries(material);
-
if (BLI_gset_add(used_libraries, library->code)) {
for (int i = 0; library->dependencies[i]; i++) {
- BLI_gset_add(used_libraries, library->dependencies[i]);
+ gpu_material_use_library_with_dependencies(used_libraries, library->dependencies[i]);
}
}
}
+static void gpu_material_use_library(GPUMaterial *material, GPUMaterialLibrary *library)
+{
+ GSet *used_libraries = gpu_material_used_libraries(material);
+ gpu_material_use_library_with_dependencies(used_libraries, library);
+}
+
bool GPU_link(GPUMaterial *mat, const char *name, ...)
{
GPUNode *node;
@@ -1971,9 +1976,13 @@ static char *code_generate_material_library(GPUMaterial *material, const char *f
GSet *used_libraries = gpu_material_used_libraries(material);
+ /* Always include those because they may be needed by the execution function. */
+ gpu_material_use_library_with_dependencies(used_libraries,
+ &gpu_shader_material_world_normals_library);
+
/* Add library code in order, for dependencies. */
- for (int i = 0; gpu_material_libraries[i].code; i++) {
- GPUMaterialLibrary *library = &gpu_material_libraries[i];
+ for (int i = 0; gpu_material_libraries[i]; i++) {
+ GPUMaterialLibrary *library = gpu_material_libraries[i];
if (BLI_gset_haskey(used_libraries, library->code)) {
BLI_dynstr_append(ds, library->code);
}
diff --git a/source/blender/gpu/intern/gpu_material_library.h b/source/blender/gpu/intern/gpu_material_library.h
index 7160a56a60e..99a71094753 100644
--- a/source/blender/gpu/intern/gpu_material_library.h
+++ b/source/blender/gpu/intern/gpu_material_library.h
@@ -31,19 +31,627 @@
typedef struct GPUMaterialLibrary {
char *code;
- char *dependencies[8];
+ struct GPUMaterialLibrary *dependencies[8];
} GPUMaterialLibrary;
-extern char datatoc_gpu_shader_material_glsl[];
+extern char datatoc_gpu_shader_material_add_shader_glsl[];
+extern char datatoc_gpu_shader_material_ambient_occlusion_glsl[];
+extern char datatoc_gpu_shader_material_anisotropic_glsl[];
+extern char datatoc_gpu_shader_material_attribute_glsl[];
+extern char datatoc_gpu_shader_material_background_glsl[];
+extern char datatoc_gpu_shader_material_bevel_glsl[];
+extern char datatoc_gpu_shader_material_blackbody_glsl[];
+extern char datatoc_gpu_shader_material_bright_contrast_glsl[];
+extern char datatoc_gpu_shader_material_bump_glsl[];
+extern char datatoc_gpu_shader_material_camera_glsl[];
+extern char datatoc_gpu_shader_material_cell_noise_glsl[];
+extern char datatoc_gpu_shader_material_clamp_glsl[];
+extern char datatoc_gpu_shader_material_color_ramp_glsl[];
+extern char datatoc_gpu_shader_material_color_util_glsl[];
+extern char datatoc_gpu_shader_material_combine_hsv_glsl[];
+extern char datatoc_gpu_shader_material_combine_rgb_glsl[];
+extern char datatoc_gpu_shader_material_combine_xyz_glsl[];
+extern char datatoc_gpu_shader_material_diffuse_glsl[];
+extern char datatoc_gpu_shader_material_displacement_glsl[];
+extern char datatoc_gpu_shader_material_eevee_specular_glsl[];
+extern char datatoc_gpu_shader_material_emission_glsl[];
+extern char datatoc_gpu_shader_material_fractal_noise_glsl[];
+extern char datatoc_gpu_shader_material_fresnel_glsl[];
+extern char datatoc_gpu_shader_material_gamma_glsl[];
+extern char datatoc_gpu_shader_material_geometry_glsl[];
+extern char datatoc_gpu_shader_material_glass_glsl[];
+extern char datatoc_gpu_shader_material_glossy_glsl[];
+extern char datatoc_gpu_shader_material_hair_info_glsl[];
extern char datatoc_gpu_shader_material_hash_glsl[];
-extern char datatoc_gpu_shader_material_magic_glsl[];
-extern char datatoc_gpu_shader_material_white_noise_glsl[];
+extern char datatoc_gpu_shader_material_holdout_glsl[];
+extern char datatoc_gpu_shader_material_hue_sat_val_glsl[];
+extern char datatoc_gpu_shader_material_invert_glsl[];
+extern char datatoc_gpu_shader_material_layer_weight_glsl[];
+extern char datatoc_gpu_shader_material_light_falloff_glsl[];
+extern char datatoc_gpu_shader_material_light_path_glsl[];
+extern char datatoc_gpu_shader_material_mapping_glsl[];
+extern char datatoc_gpu_shader_material_map_range_glsl[];
+extern char datatoc_gpu_shader_material_math_glsl[];
+extern char datatoc_gpu_shader_material_math_util_glsl[];
+extern char datatoc_gpu_shader_material_mix_rgb_glsl[];
+extern char datatoc_gpu_shader_material_mix_shader_glsl[];
+extern char datatoc_gpu_shader_material_noise_glsl[];
+extern char datatoc_gpu_shader_material_normal_glsl[];
+extern char datatoc_gpu_shader_material_normal_map_glsl[];
+extern char datatoc_gpu_shader_material_object_info_glsl[];
+extern char datatoc_gpu_shader_material_output_material_glsl[];
+extern char datatoc_gpu_shader_material_output_world_glsl[];
+extern char datatoc_gpu_shader_material_particle_info_glsl[];
+extern char datatoc_gpu_shader_material_principled_glsl[];
+extern char datatoc_gpu_shader_material_refraction_glsl[];
+extern char datatoc_gpu_shader_material_rgb_curves_glsl[];
+extern char datatoc_gpu_shader_material_rgb_to_bw_glsl[];
+extern char datatoc_gpu_shader_material_separate_hsv_glsl[];
+extern char datatoc_gpu_shader_material_separate_rgb_glsl[];
+extern char datatoc_gpu_shader_material_separate_xyz_glsl[];
+extern char datatoc_gpu_shader_material_set_glsl[];
+extern char datatoc_gpu_shader_material_shader_to_rgba_glsl[];
+extern char datatoc_gpu_shader_material_squeeze_glsl[];
+extern char datatoc_gpu_shader_material_subsurface_scattering_glsl[];
+extern char datatoc_gpu_shader_material_tangent_glsl[];
+extern char datatoc_gpu_shader_material_tex_brick_glsl[];
+extern char datatoc_gpu_shader_material_tex_checker_glsl[];
+extern char datatoc_gpu_shader_material_tex_environment_glsl[];
+extern char datatoc_gpu_shader_material_tex_gradient_glsl[];
+extern char datatoc_gpu_shader_material_tex_image_glsl[];
+extern char datatoc_gpu_shader_material_tex_magic_glsl[];
+extern char datatoc_gpu_shader_material_tex_musgrave_glsl[];
+extern char datatoc_gpu_shader_material_tex_noise_glsl[];
+extern char datatoc_gpu_shader_material_tex_sky_glsl[];
+extern char datatoc_gpu_shader_material_texture_coordinates_glsl[];
+extern char datatoc_gpu_shader_material_tex_voronoi_glsl[];
+extern char datatoc_gpu_shader_material_tex_wave_glsl[];
+extern char datatoc_gpu_shader_material_tex_white_noise_glsl[];
+extern char datatoc_gpu_shader_material_toon_glsl[];
+extern char datatoc_gpu_shader_material_translucent_glsl[];
+extern char datatoc_gpu_shader_material_transparent_glsl[];
+extern char datatoc_gpu_shader_material_uv_map_glsl[];
+extern char datatoc_gpu_shader_material_vector_curves_glsl[];
+extern char datatoc_gpu_shader_material_vector_displacement_glsl[];
+extern char datatoc_gpu_shader_material_vector_math_glsl[];
+extern char datatoc_gpu_shader_material_velvet_glsl[];
+extern char datatoc_gpu_shader_material_volume_absorption_glsl[];
+extern char datatoc_gpu_shader_material_volume_info_glsl[];
+extern char datatoc_gpu_shader_material_volume_principled_glsl[];
+extern char datatoc_gpu_shader_material_volume_scatter_glsl[];
+extern char datatoc_gpu_shader_material_wireframe_glsl[];
+extern char datatoc_gpu_shader_material_world_normals_glsl[];
-static GPUMaterialLibrary gpu_material_libraries[] = {
- {datatoc_gpu_shader_material_hash_glsl, {NULL}},
- {datatoc_gpu_shader_material_glsl, {datatoc_gpu_shader_material_hash_glsl, NULL}},
- {datatoc_gpu_shader_material_magic_glsl, {NULL}},
- {datatoc_gpu_shader_material_white_noise_glsl, {datatoc_gpu_shader_material_hash_glsl, NULL}},
- {NULL, {NULL}}};
+static GPUMaterialLibrary gpu_shader_material_math_util_library = {
+ .code = datatoc_gpu_shader_material_math_util_glsl,
+ .dependencies = {NULL},
+};
+static GPUMaterialLibrary gpu_shader_material_color_util_library = {
+ .code = datatoc_gpu_shader_material_color_util_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_hash_library = {
+ .code = datatoc_gpu_shader_material_hash_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_noise_library = {
+ .code = datatoc_gpu_shader_material_noise_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library,
+ &gpu_shader_material_hash_library,
+ NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_fractal_noise_library = {
+ .code = datatoc_gpu_shader_material_fractal_noise_glsl,
+ .dependencies = {&gpu_shader_material_noise_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_cell_noise_library = {
+ .code = datatoc_gpu_shader_material_cell_noise_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library,
+ &gpu_shader_material_hash_library,
+ NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_add_shader_library = {
+ .code = datatoc_gpu_shader_material_add_shader_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_ambient_occlusion_library = {
+ .code = datatoc_gpu_shader_material_ambient_occlusion_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_glossy_library = {
+ .code = datatoc_gpu_shader_material_glossy_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_anisotropic_library = {
+ .code = datatoc_gpu_shader_material_anisotropic_glsl,
+ .dependencies = {&gpu_shader_material_glossy_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_attribute_library = {
+ .code = datatoc_gpu_shader_material_attribute_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_background_library = {
+ .code = datatoc_gpu_shader_material_background_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_bevel_library = {
+ .code = datatoc_gpu_shader_material_bevel_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_blackbody_library = {
+ .code = datatoc_gpu_shader_material_blackbody_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_bright_contrast_library = {
+ .code = datatoc_gpu_shader_material_bright_contrast_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_bump_library = {
+ .code = datatoc_gpu_shader_material_bump_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_camera_library = {
+ .code = datatoc_gpu_shader_material_camera_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_clamp_library = {
+ .code = datatoc_gpu_shader_material_clamp_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_color_ramp_library = {
+ .code = datatoc_gpu_shader_material_color_ramp_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_combine_hsv_library = {
+ .code = datatoc_gpu_shader_material_combine_hsv_glsl,
+ .dependencies = {&gpu_shader_material_color_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_combine_rgb_library = {
+ .code = datatoc_gpu_shader_material_combine_rgb_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_combine_xyz_library = {
+ .code = datatoc_gpu_shader_material_combine_xyz_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_diffuse_library = {
+ .code = datatoc_gpu_shader_material_diffuse_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_displacement_library = {
+ .code = datatoc_gpu_shader_material_displacement_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_eevee_specular_library = {
+ .code = datatoc_gpu_shader_material_eevee_specular_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_emission_library = {
+ .code = datatoc_gpu_shader_material_emission_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_fresnel_library = {
+ .code = datatoc_gpu_shader_material_fresnel_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_gamma_library = {
+ .code = datatoc_gpu_shader_material_gamma_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tangent_library = {
+ .code = datatoc_gpu_shader_material_tangent_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_geometry_library = {
+ .code = datatoc_gpu_shader_material_geometry_glsl,
+ .dependencies = {&gpu_shader_material_tangent_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_glass_library = {
+ .code = datatoc_gpu_shader_material_glass_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_hair_info_library = {
+ .code = datatoc_gpu_shader_material_hair_info_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_holdout_library = {
+ .code = datatoc_gpu_shader_material_holdout_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_hue_sat_val_library = {
+ .code = datatoc_gpu_shader_material_hue_sat_val_glsl,
+ .dependencies = {&gpu_shader_material_color_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_invert_library = {
+ .code = datatoc_gpu_shader_material_invert_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_layer_weight_library = {
+ .code = datatoc_gpu_shader_material_layer_weight_glsl,
+ .dependencies = {&gpu_shader_material_fresnel_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_light_falloff_library = {
+ .code = datatoc_gpu_shader_material_light_falloff_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_light_path_library = {
+ .code = datatoc_gpu_shader_material_light_path_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_mapping_library = {
+ .code = datatoc_gpu_shader_material_mapping_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_map_range_library = {
+ .code = datatoc_gpu_shader_material_map_range_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_math_library = {
+ .code = datatoc_gpu_shader_material_math_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_mix_rgb_library = {
+ .code = datatoc_gpu_shader_material_mix_rgb_glsl,
+ .dependencies = {&gpu_shader_material_color_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_mix_shader_library = {
+ .code = datatoc_gpu_shader_material_mix_shader_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_normal_library = {
+ .code = datatoc_gpu_shader_material_normal_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_normal_map_library = {
+ .code = datatoc_gpu_shader_material_normal_map_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_object_info_library = {
+ .code = datatoc_gpu_shader_material_object_info_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_output_material_library = {
+ .code = datatoc_gpu_shader_material_output_material_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_output_world_library = {
+ .code = datatoc_gpu_shader_material_output_world_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_particle_info_library = {
+ .code = datatoc_gpu_shader_material_particle_info_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_principled_library = {
+ .code = datatoc_gpu_shader_material_principled_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_refraction_library = {
+ .code = datatoc_gpu_shader_material_refraction_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_rgb_curves_library = {
+ .code = datatoc_gpu_shader_material_rgb_curves_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_rgb_to_bw_library = {
+ .code = datatoc_gpu_shader_material_rgb_to_bw_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_separate_hsv_library = {
+ .code = datatoc_gpu_shader_material_separate_hsv_glsl,
+ .dependencies = {&gpu_shader_material_color_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_separate_rgb_library = {
+ .code = datatoc_gpu_shader_material_separate_rgb_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_separate_xyz_library = {
+ .code = datatoc_gpu_shader_material_separate_xyz_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_set_library = {
+ .code = datatoc_gpu_shader_material_set_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_shader_to_rgba_library = {
+ .code = datatoc_gpu_shader_material_shader_to_rgba_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_squeeze_library = {
+ .code = datatoc_gpu_shader_material_squeeze_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_subsurface_scattering_library = {
+ .code = datatoc_gpu_shader_material_subsurface_scattering_glsl,
+ .dependencies = {&gpu_shader_material_diffuse_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_brick_library = {
+ .code = datatoc_gpu_shader_material_tex_brick_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library,
+ &gpu_shader_material_hash_library,
+ NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_checker_library = {
+ .code = datatoc_gpu_shader_material_tex_checker_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_environment_library = {
+ .code = datatoc_gpu_shader_material_tex_environment_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_gradient_library = {
+ .code = datatoc_gpu_shader_material_tex_gradient_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_image_library = {
+ .code = datatoc_gpu_shader_material_tex_image_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_magic_library = {
+ .code = datatoc_gpu_shader_material_tex_magic_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_musgrave_library = {
+ .code = datatoc_gpu_shader_material_tex_musgrave_glsl,
+ .dependencies = {&gpu_shader_material_noise_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_noise_library = {
+ .code = datatoc_gpu_shader_material_tex_noise_glsl,
+ .dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_sky_library = {
+ .code = datatoc_gpu_shader_material_tex_sky_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_texture_coordinates_library = {
+ .code = datatoc_gpu_shader_material_texture_coordinates_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_voronoi_library = {
+ .code = datatoc_gpu_shader_material_tex_voronoi_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library,
+ &gpu_shader_material_cell_noise_library,
+ NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_wave_library = {
+ .code = datatoc_gpu_shader_material_tex_wave_glsl,
+ .dependencies = {&gpu_shader_material_fractal_noise_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_tex_white_noise_library = {
+ .code = datatoc_gpu_shader_material_tex_white_noise_glsl,
+ .dependencies = {&gpu_shader_material_hash_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_toon_library = {
+ .code = datatoc_gpu_shader_material_toon_glsl,
+ .dependencies = {&gpu_shader_material_diffuse_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_translucent_library = {
+ .code = datatoc_gpu_shader_material_translucent_glsl,
+ .dependencies = {&gpu_shader_material_diffuse_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_transparent_library = {
+ .code = datatoc_gpu_shader_material_transparent_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_uv_map_library = {
+ .code = datatoc_gpu_shader_material_uv_map_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_vector_curves_library = {
+ .code = datatoc_gpu_shader_material_vector_curves_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_vector_displacement_library = {
+ .code = datatoc_gpu_shader_material_vector_displacement_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_vector_math_library = {
+ .code = datatoc_gpu_shader_material_vector_math_glsl,
+ .dependencies = {&gpu_shader_material_math_util_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_velvet_library = {
+ .code = datatoc_gpu_shader_material_velvet_glsl,
+ .dependencies = {&gpu_shader_material_diffuse_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_volume_absorption_library = {
+ .code = datatoc_gpu_shader_material_volume_absorption_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_volume_info_library = {
+ .code = datatoc_gpu_shader_material_volume_info_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_volume_principled_library = {
+ .code = datatoc_gpu_shader_material_volume_principled_glsl,
+ .dependencies = {&gpu_shader_material_blackbody_library, NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_volume_scatter_library = {
+ .code = datatoc_gpu_shader_material_volume_scatter_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_wireframe_library = {
+ .code = datatoc_gpu_shader_material_wireframe_glsl,
+ .dependencies = {NULL},
+};
+
+static GPUMaterialLibrary gpu_shader_material_world_normals_library = {
+ .code = datatoc_gpu_shader_material_world_normals_glsl,
+ .dependencies = {&gpu_shader_material_texture_coordinates_library, NULL},
+};
+
+static GPUMaterialLibrary *gpu_material_libraries[] = {
+ &gpu_shader_material_math_util_library,
+ &gpu_shader_material_color_util_library,
+ &gpu_shader_material_hash_library,
+ &gpu_shader_material_noise_library,
+ &gpu_shader_material_fractal_noise_library,
+ &gpu_shader_material_cell_noise_library,
+ &gpu_shader_material_add_shader_library,
+ &gpu_shader_material_ambient_occlusion_library,
+ &gpu_shader_material_glossy_library,
+ &gpu_shader_material_anisotropic_library,
+ &gpu_shader_material_attribute_library,
+ &gpu_shader_material_background_library,
+ &gpu_shader_material_bevel_library,
+ &gpu_shader_material_blackbody_library,
+ &gpu_shader_material_bright_contrast_library,
+ &gpu_shader_material_bump_library,
+ &gpu_shader_material_camera_library,
+ &gpu_shader_material_clamp_library,
+ &gpu_shader_material_color_ramp_library,
+ &gpu_shader_material_combine_hsv_library,
+ &gpu_shader_material_combine_rgb_library,
+ &gpu_shader_material_combine_xyz_library,
+ &gpu_shader_material_diffuse_library,
+ &gpu_shader_material_displacement_library,
+ &gpu_shader_material_eevee_specular_library,
+ &gpu_shader_material_emission_library,
+ &gpu_shader_material_fresnel_library,
+ &gpu_shader_material_gamma_library,
+ &gpu_shader_material_tangent_library,
+ &gpu_shader_material_geometry_library,
+ &gpu_shader_material_glass_library,
+ &gpu_shader_material_hair_info_library,
+ &gpu_shader_material_holdout_library,
+ &gpu_shader_material_hue_sat_val_library,
+ &gpu_shader_material_invert_library,
+ &gpu_shader_material_layer_weight_library,
+ &gpu_shader_material_light_falloff_library,
+ &gpu_shader_material_light_path_library,
+ &gpu_shader_material_mapping_library,
+ &gpu_shader_material_map_range_library,
+ &gpu_shader_material_math_library,
+ &gpu_shader_material_mix_rgb_library,
+ &gpu_shader_material_mix_shader_library,
+ &gpu_shader_material_normal_library,
+ &gpu_shader_material_normal_map_library,
+ &gpu_shader_material_object_info_library,
+ &gpu_shader_material_output_material_library,
+ &gpu_shader_material_output_world_library,
+ &gpu_shader_material_particle_info_library,
+ &gpu_shader_material_principled_library,
+ &gpu_shader_material_refraction_library,
+ &gpu_shader_material_rgb_curves_library,
+ &gpu_shader_material_rgb_to_bw_library,
+ &gpu_shader_material_separate_hsv_library,
+ &gpu_shader_material_separate_rgb_library,
+ &gpu_shader_material_separate_xyz_library,
+ &gpu_shader_material_set_library,
+ &gpu_shader_material_shader_to_rgba_library,
+ &gpu_shader_material_squeeze_library,
+ &gpu_shader_material_subsurface_scattering_library,
+ &gpu_shader_material_tex_brick_library,
+ &gpu_shader_material_tex_checker_library,
+ &gpu_shader_material_tex_environment_library,
+ &gpu_shader_material_tex_gradient_library,
+ &gpu_shader_material_tex_image_library,
+ &gpu_shader_material_tex_magic_library,
+ &gpu_shader_material_tex_musgrave_library,
+ &gpu_shader_material_tex_noise_library,
+ &gpu_shader_material_tex_sky_library,
+ &gpu_shader_material_texture_coordinates_library,
+ &gpu_shader_material_tex_voronoi_library,
+ &gpu_shader_material_tex_wave_library,
+ &gpu_shader_material_tex_white_noise_library,
+ &gpu_shader_material_toon_library,
+ &gpu_shader_material_translucent_library,
+ &gpu_shader_material_transparent_library,
+ &gpu_shader_material_uv_map_library,
+ &gpu_shader_material_vector_curves_library,
+ &gpu_shader_material_vector_displacement_library,
+ &gpu_shader_material_vector_math_library,
+ &gpu_shader_material_velvet_library,
+ &gpu_shader_material_volume_absorption_library,
+ &gpu_shader_material_volume_info_library,
+ &gpu_shader_material_volume_principled_library,
+ &gpu_shader_material_volume_scatter_library,
+ &gpu_shader_material_wireframe_library,
+ &gpu_shader_material_world_normals_library,
+ NULL};
#endif
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
deleted file mode 100644
index 6f5d9b92b8e..00000000000
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ /dev/null
@@ -1,3583 +0,0 @@
-
-/* Converters */
-
-float convert_rgba_to_float(vec4 color)
-{
- return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
-}
-
-float exp_blender(float f)
-{
- return pow(2.71828182846, f);
-}
-
-float compatible_pow(float x, float y)
-{
- if (y == 0.0) { /* x^0 -> 1, including 0^0 */
- return 1.0;
- }
-
- /* glsl pow doesn't accept negative x */
- if (x < 0.0) {
- if (mod(-y, 2.0) == 0.0) {
- return pow(-x, y);
- }
- else {
- return -pow(-x, y);
- }
- }
- else if (x == 0.0) {
- return 0.0;
- }
-
- return pow(x, y);
-}
-
-void rgb_to_hsv(vec4 rgb, out vec4 outcol)
-{
- float cmax, cmin, h, s, v, cdelta;
- vec3 c;
-
- cmax = max(rgb[0], max(rgb[1], rgb[2]));
- cmin = min(rgb[0], min(rgb[1], rgb[2]));
- cdelta = cmax - cmin;
-
- v = cmax;
- if (cmax != 0.0) {
- s = cdelta / cmax;
- }
- else {
- s = 0.0;
- h = 0.0;
- }
-
- if (s == 0.0) {
- h = 0.0;
- }
- else {
- c = (vec3(cmax) - rgb.xyz) / cdelta;
-
- if (rgb.x == cmax) {
- h = c[2] - c[1];
- }
- else if (rgb.y == cmax) {
- h = 2.0 + c[0] - c[2];
- }
- else {
- h = 4.0 + c[1] - c[0];
- }
-
- h /= 6.0;
-
- if (h < 0.0) {
- h += 1.0;
- }
- }
-
- outcol = vec4(h, s, v, rgb.w);
-}
-
-void hsv_to_rgb(vec4 hsv, out vec4 outcol)
-{
- float i, f, p, q, t, h, s, v;
- vec3 rgb;
-
- h = hsv[0];
- s = hsv[1];
- v = hsv[2];
-
- if (s == 0.0) {
- rgb = vec3(v, v, v);
- }
- else {
- if (h == 1.0) {
- h = 0.0;
- }
-
- h *= 6.0;
- i = floor(h);
- f = h - i;
- rgb = vec3(f, f, f);
- p = v * (1.0 - s);
- q = v * (1.0 - (s * f));
- t = v * (1.0 - (s * (1.0 - f)));
-
- if (i == 0.0) {
- rgb = vec3(v, t, p);
- }
- else if (i == 1.0) {
- rgb = vec3(q, v, p);
- }
- else if (i == 2.0) {
- rgb = vec3(p, v, t);
- }
- else if (i == 3.0) {
- rgb = vec3(p, q, v);
- }
- else if (i == 4.0) {
- rgb = vec3(t, p, v);
- }
- else {
- rgb = vec3(v, p, q);
- }
- }
-
- outcol = vec4(rgb, hsv.w);
-}
-
-void color_to_normal_new_shading(vec3 color, out vec3 normal)
-{
- normal = vec3(2.0) * color - vec3(1.0);
-}
-
-void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
-{
- normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0);
-}
-
-#ifndef M_PI
-# define M_PI 3.14159265358979323846
-#endif
-#ifndef M_1_PI
-# define M_1_PI 0.318309886183790671538
-#endif
-
-/*********** SHADER NODES ***************/
-
-void particle_info(vec4 sprops,
- vec4 loc,
- vec3 vel,
- vec3 avel,
- out float index,
- out float random,
- out float age,
- out float life_time,
- out vec3 location,
- out float size,
- out vec3 velocity,
- out vec3 angular_velocity)
-{
- index = sprops.x;
- random = loc.w;
- age = sprops.y;
- life_time = sprops.z;
- size = sprops.w;
-
- location = loc.xyz;
- velocity = vel;
- angular_velocity = avel;
-}
-
-void vect_normalize(vec3 vin, out vec3 vout)
-{
- vout = normalize(vin);
-}
-
-void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
-{
- vout = (mat * vec4(vin, 0.0)).xyz;
-}
-
-void normal_transform_transposed_m4v3(vec3 vin, mat4 mat, out vec3 vout)
-{
- vout = transpose(mat3(mat)) * vin;
-}
-
-void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
-{
- vout = (mat * vec4(vin, 1.0)).xyz;
-}
-
-void point_texco_remap_square(vec3 vin, out vec3 vout)
-{
- vout = vin * 2.0 - 1.0;
-}
-
-void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout)
-{
- vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy);
- vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy);
-}
-
-void point_map_to_sphere(vec3 vin, out vec3 vout)
-{
- float len = length(vin);
- float v, u;
- if (len > 0.0) {
- if (vin.x == 0.0 && vin.y == 0.0) {
- u = 0.0;
- }
- else {
- u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0;
- }
-
- v = 1.0 - acos(vin.z / len) / M_PI;
- }
- else {
- v = u = 0.0;
- }
-
- vout = vec3(u, v, 0.0);
-}
-
-void point_map_to_tube(vec3 vin, out vec3 vout)
-{
- float u, v;
- v = (vin.z + 1.0) * 0.5;
- float len = sqrt(vin.x * vin.x + vin.y * vin[1]);
- if (len > 0.0) {
- u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5;
- }
- else {
- v = u = 0.0;
- }
-
- vout = vec3(u, v, 0.0);
-}
-
-void mapping(
- vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
-{
- mat4 mat = mat4(m0, m1, m2, m3);
- outvec = (mat * vec4(vec, 1.0)).xyz;
- outvec = clamp(outvec, minvec, maxvec);
-}
-
-void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
-{
- outdepth = abs(co.z);
- outdist = length(co);
- outview = normalize(co);
-}
-
-void math_add(float a, float b, out float result)
-{
- result = a + b;
-}
-
-void math_subtract(float a, float b, out float result)
-{
- result = a - b;
-}
-
-void math_multiply(float a, float b, out float result)
-{
- result = a * b;
-}
-
-void math_divide(float a, float b, out float result)
-{
- result = (b != 0.0) ? a / b : 0.0;
-}
-
-void math_power(float a, float b, out float result)
-{
- if (a >= 0.0) {
- result = compatible_pow(a, b);
- }
- else {
- float fraction = mod(abs(b), 1.0);
- if (fraction > 0.999 || fraction < 0.001) {
- result = compatible_pow(a, floor(b + 0.5));
- }
- else {
- result = 0.0;
- }
- }
-}
-
-void math_logarithm(float a, float b, out float result)
-{
- result = (a > 0.0 && b > 0.0) ? log2(a) / log2(b) : 0.0;
-}
-
-void math_sqrt(float a, float b, out float result)
-{
- result = (a > 0.0) ? sqrt(a) : 0.0;
-}
-
-void math_absolute(float a, float b, out float result)
-{
- result = abs(a);
-}
-
-void math_minimum(float a, float b, out float result)
-{
- result = min(a, b);
-}
-
-void math_maximum(float a, float b, out float result)
-{
- result = max(a, b);
-}
-
-void math_less_than(float a, float b, out float result)
-{
- result = (a < b) ? 1.0 : 0.0;
-}
-
-void math_greater_than(float a, float b, out float result)
-{
- result = (a > b) ? 1.0 : 0.0;
-}
-
-void math_round(float a, float b, out float result)
-{
- result = floor(a + 0.5);
-}
-
-void math_floor(float a, float b, out float result)
-{
- result = floor(a);
-}
-
-void math_ceil(float a, float b, out float result)
-{
- result = ceil(a);
-}
-
-void math_fraction(float a, float b, out float result)
-{
- result = a - floor(a);
-}
-
-/* Change sign to match C convention. mod in GLSL will take absolute for negative numbers.
- * See https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/mod.xhtml
- */
-void math_modulo(float a, float b, out float result)
-{
- result = (b != 0.0 && a != b) ? sign(a) * mod(abs(a), b) : 0.0;
-}
-
-void math_sine(float a, float b, out float result)
-{
- result = sin(a);
-}
-
-void math_cosine(float a, float b, out float result)
-{
- result = cos(a);
-}
-
-void math_tangent(float a, float b, out float result)
-{
- result = tan(a);
-}
-
-void math_arcsine(float a, float b, out float result)
-{
- result = (a <= 1.0 && a >= -1.0) ? asin(a) : 0.0;
-}
-
-void math_arccosine(float a, float b, out float result)
-{
- result = (a <= 1.0 && a >= -1.0) ? acos(a) : 0.0;
-}
-
-void math_arctangent(float a, float b, out float result)
-{
- result = atan(a);
-}
-
-void math_arctan2(float a, float b, out float result)
-{
- result = atan(a, b);
-}
-
-void squeeze(float val, float width, float center, out float outval)
-{
- outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width)));
-}
-
-void map_range(
- float value, float fromMin, float fromMax, float toMin, float toMax, out float result)
-{
- if (fromMax != fromMin) {
- result = toMin + ((value - fromMin) / (fromMax - fromMin)) * (toMax - toMin);
- }
- else {
- result = 0.0;
- }
-}
-
-vec3 safe_divide(vec3 a, vec3 b)
-{
- return vec3((b.x != 0.0) ? a.x / b.x : 0.0,
- (b.y != 0.0) ? a.y / b.y : 0.0,
- (b.z != 0.0) ? a.z / b.z : 0.0);
-}
-
-void vector_math_add(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = a + b;
-}
-
-void vector_math_subtract(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = a - b;
-}
-
-void vector_math_multiply(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = a * b;
-}
-
-void vector_math_divide(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = safe_divide(a, b);
-}
-
-void vector_math_cross(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = cross(a, b);
-}
-
-void vector_math_project(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- float lenSquared = dot(b, b);
- outVector = (lenSquared != 0.0) ? (dot(a, b) / lenSquared) * b : vec3(0.0);
-}
-
-void vector_math_reflect(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = reflect(a, normalize(b));
-}
-
-void vector_math_dot(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outValue = dot(a, b);
-}
-
-void vector_math_distance(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outValue = distance(a, b);
-}
-
-void vector_math_length(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outValue = length(a);
-}
-
-void vector_math_scale(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = a * scale;
-}
-
-void vector_math_normalize(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = normalize(a);
-}
-
-void vector_math_snap(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = floor(safe_divide(a, b)) * b;
-}
-
-void vector_math_floor(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = floor(a);
-}
-
-void vector_math_ceil(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = ceil(a);
-}
-
-void vector_math_modulo(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- math_modulo(a.x, b.x, outVector.x);
- math_modulo(a.y, b.y, outVector.y);
- math_modulo(a.z, b.z, outVector.z);
-}
-
-void vector_math_fraction(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = fract(a);
-}
-
-void vector_math_absolute(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = abs(a);
-}
-
-void vector_math_minimum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = min(a, b);
-}
-
-void vector_math_maximum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
-{
- outVector = max(a, b);
-}
-
-void vector_math_mix(float strength, vec3 a, vec3 b, out vec3 outVector)
-{
- outVector = strength * a + (1 - strength) * b;
-}
-
-void vec_math_negate(vec3 v, out vec3 outv)
-{
- outv = -v;
-}
-
-void invert_z(vec3 v, out vec3 outv)
-{
- v.z = -v.z;
- outv = v;
-}
-
-void normal_new_shading(vec3 nor, vec3 dir, out vec3 outnor, out float outdot)
-{
- outnor = dir;
- outdot = dot(normalize(nor), dir);
-}
-
-void curves_vec(float fac, vec3 vec, sampler1DArray curvemap, float layer, out vec3 outvec)
-{
- vec4 co = vec4(vec * 0.5 + 0.5, layer);
- outvec.x = texture(curvemap, co.xw).x;
- outvec.y = texture(curvemap, co.yw).y;
- outvec.z = texture(curvemap, co.zw).z;
- outvec = mix(vec, outvec, fac);
-}
-
-/* ext is vec4(in_x, in_dy, out_x, out_dy). */
-float curve_extrapolate(float x, float y, vec4 ext)
-{
- if (x < 0.0) {
- return y + x * ext.y;
- }
- else if (x > 1.0) {
- return y + (x - 1.0) * ext.w;
- }
- else {
- return y;
- }
-}
-
-#define RANGE_RESCALE(x, min, range) ((x - min) * range)
-
-void curves_rgb(float fac,
- vec4 col,
- sampler1DArray curvemap,
- float layer,
- vec4 range,
- vec4 ext_r,
- vec4 ext_g,
- vec4 ext_b,
- vec4 ext_a,
- out vec4 outcol)
-{
- vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
- vec3 samp;
- samp.r = texture(curvemap, co.xw).a;
- samp.g = texture(curvemap, co.yw).a;
- samp.b = texture(curvemap, co.zw).a;
-
- samp.r = curve_extrapolate(co.x, samp.r, ext_a);
- samp.g = curve_extrapolate(co.y, samp.g, ext_a);
- samp.b = curve_extrapolate(co.z, samp.b, ext_a);
-
- vec3 rgb_min = vec3(ext_r.x, ext_g.x, ext_b.x);
- co.xyz = RANGE_RESCALE(samp.rgb, rgb_min, range.rgb);
-
- samp.r = texture(curvemap, co.xw).r;
- samp.g = texture(curvemap, co.yw).g;
- samp.b = texture(curvemap, co.zw).b;
-
- outcol.r = curve_extrapolate(co.x, samp.r, ext_r);
- outcol.g = curve_extrapolate(co.y, samp.g, ext_g);
- outcol.b = curve_extrapolate(co.z, samp.b, ext_b);
- outcol.a = col.a;
-
- outcol = mix(col, outcol, fac);
-}
-
-void curves_rgb_opti(float fac,
- vec4 col,
- sampler1DArray curvemap,
- float layer,
- vec4 range,
- vec4 ext_a,
- out vec4 outcol)
-{
- vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
- vec3 samp;
- samp.r = texture(curvemap, co.xw).a;
- samp.g = texture(curvemap, co.yw).a;
- samp.b = texture(curvemap, co.zw).a;
-
- outcol.r = curve_extrapolate(co.x, samp.r, ext_a);
- outcol.g = curve_extrapolate(co.y, samp.g, ext_a);
- outcol.b = curve_extrapolate(co.z, samp.b, ext_a);
- outcol.a = col.a;
-
- outcol = mix(col, outcol, fac);
-}
-
-void set_value(float val, out float outval)
-{
- outval = val;
-}
-
-void set_rgb(vec3 col, out vec3 outcol)
-{
- outcol = col;
-}
-
-void set_rgba(vec4 col, out vec4 outcol)
-{
- outcol = col;
-}
-
-void set_value_zero(out float outval)
-{
- outval = 0.0;
-}
-
-void set_value_one(out float outval)
-{
- outval = 1.0;
-}
-
-void set_rgb_zero(out vec3 outval)
-{
- outval = vec3(0.0);
-}
-
-void set_rgb_one(out vec3 outval)
-{
- outval = vec3(1.0);
-}
-
-void set_rgba_zero(out vec4 outval)
-{
- outval = vec4(0.0);
-}
-
-void set_rgba_one(out vec4 outval)
-{
- outval = vec4(1.0);
-}
-
-void brightness_contrast(vec4 col, float brightness, float contrast, out vec4 outcol)
-{
- float a = 1.0 + contrast;
- float b = brightness - contrast * 0.5;
-
- outcol.r = max(a * col.r + b, 0.0);
- outcol.g = max(a * col.g + b, 0.0);
- outcol.b = max(a * col.b + b, 0.0);
- outcol.a = col.a;
-}
-
-void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col1 + col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col1 * col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = vec4(1.0) - (vec4(facm) + fac * (vec4(1.0) - col2)) * (vec4(1.0) - col1);
- outcol.a = col1.a;
-}
-
-void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- if (outcol.r < 0.5) {
- outcol.r *= facm + 2.0 * fac * col2.r;
- }
- else {
- outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r);
- }
-
- if (outcol.g < 0.5) {
- outcol.g *= facm + 2.0 * fac * col2.g;
- }
- else {
- outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g);
- }
-
- if (outcol.b < 0.5) {
- outcol.b *= facm + 2.0 * fac * col2.b;
- }
- else {
- outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b);
- }
-}
-
-void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, col1 - col2, fac);
- outcol.a = col1.a;
-}
-
-void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- if (col2.r != 0.0) {
- outcol.r = facm * outcol.r + fac * outcol.r / col2.r;
- }
- if (col2.g != 0.0) {
- outcol.g = facm * outcol.g + fac * outcol.g / col2.g;
- }
- if (col2.b != 0.0) {
- outcol.b = facm * outcol.b + fac * outcol.b / col2.b;
- }
-}
-
-void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = mix(col1, abs(col1 - col2), fac);
- outcol.a = col1.a;
-}
-
-void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol.rgb = min(col1.rgb, col2.rgb * fac);
- outcol.a = col1.a;
-}
-
-void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol.rgb = max(col1.rgb, col2.rgb * fac);
- outcol.a = col1.a;
-}
-
-void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = col1;
-
- if (outcol.r != 0.0) {
- float tmp = 1.0 - fac * col2.r;
- if (tmp <= 0.0) {
- outcol.r = 1.0;
- }
- else if ((tmp = outcol.r / tmp) > 1.0) {
- outcol.r = 1.0;
- }
- else {
- outcol.r = tmp;
- }
- }
- if (outcol.g != 0.0) {
- float tmp = 1.0 - fac * col2.g;
- if (tmp <= 0.0) {
- outcol.g = 1.0;
- }
- else if ((tmp = outcol.g / tmp) > 1.0) {
- outcol.g = 1.0;
- }
- else {
- outcol.g = tmp;
- }
- }
- if (outcol.b != 0.0) {
- float tmp = 1.0 - fac * col2.b;
- if (tmp <= 0.0) {
- outcol.b = 1.0;
- }
- else if ((tmp = outcol.b / tmp) > 1.0) {
- outcol.b = 1.0;
- }
- else {
- outcol.b = tmp;
- }
- }
-}
-
-void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float tmp, facm = 1.0 - fac;
-
- outcol = col1;
-
- tmp = facm + fac * col2.r;
- if (tmp <= 0.0) {
- outcol.r = 0.0;
- }
- else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) {
- outcol.r = 0.0;
- }
- else if (tmp > 1.0) {
- outcol.r = 1.0;
- }
- else {
- outcol.r = tmp;
- }
-
- tmp = facm + fac * col2.g;
- if (tmp <= 0.0) {
- outcol.g = 0.0;
- }
- else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) {
- outcol.g = 0.0;
- }
- else if (tmp > 1.0) {
- outcol.g = 1.0;
- }
- else {
- outcol.g = tmp;
- }
-
- tmp = facm + fac * col2.b;
- if (tmp <= 0.0) {
- outcol.b = 0.0;
- }
- else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) {
- outcol.b = 0.0;
- }
- else if (tmp > 1.0) {
- outcol.b = 1.0;
- }
- else {
- outcol.b = tmp;
- }
-}
-
-void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- vec4 hsv, hsv2, tmp;
- rgb_to_hsv(col2, hsv2);
-
- if (hsv2.y != 0.0) {
- rgb_to_hsv(outcol, hsv);
- hsv.x = hsv2.x;
- hsv_to_rgb(hsv, tmp);
-
- outcol = mix(outcol, tmp, fac);
- outcol.a = col1.a;
- }
-}
-
-void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- vec4 hsv, hsv2;
- rgb_to_hsv(outcol, hsv);
-
- if (hsv.y != 0.0) {
- rgb_to_hsv(col2, hsv2);
-
- hsv.y = facm * hsv.y + fac * hsv2.y;
- hsv_to_rgb(hsv, outcol);
- }
-}
-
-void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- vec4 hsv, hsv2;
- rgb_to_hsv(col1, hsv);
- rgb_to_hsv(col2, hsv2);
-
- hsv.z = facm * hsv.z + fac * hsv2.z;
- hsv_to_rgb(hsv, outcol);
-}
-
-void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- outcol = col1;
-
- vec4 hsv, hsv2, tmp;
- rgb_to_hsv(col2, hsv2);
-
- if (hsv2.y != 0.0) {
- rgb_to_hsv(outcol, hsv);
- hsv.x = hsv2.x;
- hsv.y = hsv2.y;
- hsv_to_rgb(hsv, tmp);
-
- outcol = mix(outcol, tmp, fac);
- outcol.a = col1.a;
- }
-}
-
-void mix_soft(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
- float facm = 1.0 - fac;
-
- vec4 one = vec4(1.0);
- vec4 scr = one - (one - col2) * (one - col1);
- outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr);
-}
-
-void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
-{
- fac = clamp(fac, 0.0, 1.0);
-
- outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
-}
-
-void valtorgb_opti_constant(
- float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
-{
- outcol = (fac > edge) ? color2 : color1;
- outalpha = outcol.a;
-}
-
-void valtorgb_opti_linear(
- float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
-{
- fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0);
- outcol = mix(color1, color2, fac);
- outalpha = outcol.a;
-}
-
-void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
-{
- outcol = texture(colormap, vec2(fac, layer));
- outalpha = outcol.a;
-}
-
-void valtorgb_nearest(
- float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
-{
- fac = clamp(fac, 0.0, 1.0);
- outcol = texelFetch(colormap, ivec2(fac * (textureSize(colormap, 0).x - 1), layer), 0);
- outalpha = outcol.a;
-}
-
-void rgbtobw(vec4 color, out float outval)
-{
- vec3 factors = vec3(0.2126, 0.7152, 0.0722);
- outval = dot(color.rgb, factors);
-}
-
-void invert(float fac, vec4 col, out vec4 outcol)
-{
- outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac);
- outcol.w = col.w;
-}
-
-void clamp_vec3(vec3 vec, vec3 min, vec3 max, out vec3 out_vec)
-{
- out_vec = clamp(vec, min, max);
-}
-
-void clamp_value(float value, float min, float max, out float result)
-{
- result = clamp(value, min, max);
-}
-
-void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)
-{
- vec4 hsv;
-
- rgb_to_hsv(col, hsv);
-
- hsv[0] = fract(hsv[0] + hue + 0.5);
- hsv[1] = clamp(hsv[1] * sat, 0.0, 1.0);
- hsv[2] = hsv[2] * value;
-
- hsv_to_rgb(hsv, outcol);
-
- outcol = mix(col, outcol, fac);
-}
-
-void separate_rgb(vec4 col, out float r, out float g, out float b)
-{
- r = col.r;
- g = col.g;
- b = col.b;
-}
-
-void combine_rgb(float r, float g, float b, out vec4 col)
-{
- col = vec4(r, g, b, 1.0);
-}
-
-void separate_xyz(vec3 vec, out float x, out float y, out float z)
-{
- x = vec.r;
- y = vec.g;
- z = vec.b;
-}
-
-void combine_xyz(float x, float y, float z, out vec3 vec)
-{
- vec = vec3(x, y, z);
-}
-
-void separate_hsv(vec4 col, out float h, out float s, out float v)
-{
- vec4 hsv;
-
- rgb_to_hsv(col, hsv);
- h = hsv[0];
- s = hsv[1];
- v = hsv[2];
-}
-
-void combine_hsv(float h, float s, float v, out vec4 col)
-{
- hsv_to_rgb(vec4(h, s, v, 1.0), col);
-}
-
-void output_node(vec4 rgb, float alpha, out vec4 outrgb)
-{
- outrgb = vec4(rgb.rgb, alpha);
-}
-
-/*********** TEXTURES ***************/
-
-void texco_norm(vec3 normal, out vec3 outnormal)
-{
- /* corresponds to shi->orn, which is negated so cancels
- out blender normal negation */
- outnormal = normalize(normal);
-}
-
-vec3 mtex_2d_mapping(vec3 vec)
-{
- return vec3(vec.xy * 0.5 + vec2(0.5), vec.z);
-}
-
-/** helper method to extract the upper left 3x3 matrix from a 4x4 matrix */
-mat3 to_mat3(mat4 m4)
-{
- mat3 m3;
- m3[0] = m4[0].xyz;
- m3[1] = m4[1].xyz;
- m3[2] = m4[2].xyz;
- return m3;
-}
-
-/*********** NEW SHADER UTILITIES **************/
-
-float fresnel_dielectric_0(float eta)
-{
- /* compute fresnel reflactance at normal incidence => cosi = 1.0 */
- float A = (eta - 1.0) / (eta + 1.0);
-
- return A * A;
-}
-
-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);
-}
-
-float hypot(float x, float y)
-{
- return sqrt(x * x + y * y);
-}
-
-void generated_from_orco(vec3 orco, out vec3 generated)
-{
-#ifdef VOLUMETRICS
-# ifdef MESH_SHADER
- generated = volumeObjectLocalCoord;
-# else
- generated = worldPosition;
-# endif
-#else
- generated = orco;
-#endif
-}
-
-int floor_to_int(float x)
-{
- return int(floor(x));
-}
-
-int quick_floor(float x)
-{
- return int(x) - ((x < 0) ? 1 : 0);
-}
-
-float integer_noise(int n)
-{
- int nn;
- n = (n + 1013) & 0x7fffffff;
- n = (n >> 13) ^ n;
- nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
- return 0.5 * (float(nn) / 1073741824.0);
-}
-
-/* Cell Noise */
-
-float bits_to_01(uint bits)
-{
- return (float(bits) / 4294967295.0);
-}
-
-float cellnoise(vec3 p)
-{
- int ix = quick_floor(p.x);
- int iy = quick_floor(p.y);
- int iz = quick_floor(p.z);
-
- return hash_uint3_to_float(uint(ix), uint(iy), uint(iz));
-}
-
-vec3 cellnoise_color(vec3 p)
-{
- float r = cellnoise(p.xyz);
- float g = cellnoise(p.yxz);
- float b = cellnoise(p.yzx);
-
- return vec3(r, g, b);
-}
-
-float floorfrac(float x, out int i)
-{
- float x_floor = floor(x);
- i = int(x_floor);
- return x - x_floor;
-}
-
-/* bsdfs */
-
-vec3 tint_from_color(vec3 color)
-{
- float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
- return (lum > 0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
-}
-
-void convert_metallic_to_specular_tinted(vec3 basecol,
- vec3 basecol_tint,
- float metallic,
- float specular_fac,
- float specular_tint,
- out vec3 diffuse,
- out vec3 f0)
-{
- vec3 tmp_col = mix(vec3(1.0), basecol_tint, specular_tint);
- f0 = mix((0.08 * specular_fac) * tmp_col, basecol, metallic);
- diffuse = basecol * (1.0 - metallic);
-}
-
-vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
-{
- float f = 1.0 - NV;
- /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps,
- * therefore we need to clamp value. */
- f = clamp(f, 0.0, 1.0);
- /* Empirical approximation (manual curve fitting). Can be refined. */
- float sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;
- return sheen * mix(vec3(1.0), basecol_tint, sheen_tint);
-}
-
-#ifndef VOLUMETRICS
-void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
-{
- N = normalize(N);
- result = CLOSURE_DEFAULT;
- eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance);
- closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
- result.radiance *= color.rgb;
-}
-
-void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result)
-{
- N = normalize(N);
- vec3 out_spec, ssr_spec;
- eevee_closure_glossy(N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
- vec3 vN = mat3(ViewMatrix) * N;
- result = CLOSURE_DEFAULT;
- result.radiance = out_spec * color.rgb;
- closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result);
-}
-
-void node_bsdf_anisotropic(vec4 color,
- float roughness,
- float anisotropy,
- float rotation,
- vec3 N,
- vec3 T,
- out Closure result)
-{
- node_bsdf_glossy(color, roughness, N, -1, result);
-}
-
-void node_bsdf_glass(
- vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result)
-{
- N = normalize(N);
- vec3 out_spec, out_refr, ssr_spec;
- vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb :
- color.rgb; /* Simulate 2 transmission event */
- eevee_closure_glass(
- N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
- out_refr *= refr_color;
- out_spec *= color.rgb;
- float fresnel = F_eta(ior, dot(N, cameraVec));
- vec3 vN = mat3(ViewMatrix) * N;
- result = CLOSURE_DEFAULT;
- result.radiance = mix(out_refr, out_spec, fresnel);
- closure_load_ssr_data(
- ssr_spec * color.rgb * fresnel, roughness, N, viewCameraVec, int(ssr_id), result);
-}
-
-void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result)
-{
- node_bsdf_diffuse(color, 0.0, N, result);
-}
-
-void node_bsdf_principled(vec4 base_color,
- float subsurface,
- vec3 subsurface_radius,
- vec4 subsurface_color,
- float metallic,
- float specular,
- float specular_tint,
- float roughness,
- float anisotropic,
- float anisotropic_rotation,
- float sheen,
- float sheen_tint,
- float clearcoat,
- float clearcoat_roughness,
- float ior,
- float transmission,
- float transmission_roughness,
- vec4 emission,
- float alpha,
- vec3 N,
- vec3 CN,
- vec3 T,
- vec3 I,
- float ssr_id,
- float sss_id,
- vec3 sss_scale,
- out Closure result)
-{
- N = normalize(N);
- ior = max(ior, 1e-5);
- metallic = saturate(metallic);
- transmission = saturate(transmission);
- float dielectric = 1.0 - metallic;
- transmission *= dielectric;
- sheen *= dielectric;
- subsurface_color *= dielectric;
-
- vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec;
- vec3 ctint = tint_from_color(base_color.rgb);
- convert_metallic_to_specular_tinted(
- base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
-
- float NV = dot(N, cameraVec);
- vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
-
- /* Far from being accurate, but 2 glossy evaluation is too expensive.
- * Most noticeable difference is at grazing angles since the bsdf lut
- * f0 color interpolation is done on top of this interpolation. */
- vec3 f0_glass = mix(vec3(1.0), base_color.rgb, specular_tint);
- float fresnel = F_eta(ior, NV);
- vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel;
- f0 = mix(f0, spec_col, transmission);
-
- vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
-
- vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
-
- float sss_scalef = avg(sss_scale) * subsurface;
- eevee_closure_principled(N,
- mixed_ss_base_color,
- f0,
- f90,
- int(ssr_id),
- roughness,
- CN,
- clearcoat * 0.25,
- clearcoat_roughness,
- 1.0,
- sss_scalef,
- ior,
- out_diff,
- out_trans,
- out_spec,
- out_refr,
- ssr_spec);
-
- vec3 refr_color = base_color.rgb;
- refr_color *= (refractionDepth > 0.0) ? refr_color :
- vec3(1.0); /* Simulate 2 transmission event */
- out_refr *= refr_color * (1.0 - fresnel) * transmission;
-
- result = CLOSURE_DEFAULT;
- result.radiance = out_spec + out_refr;
- result.radiance += out_diff * out_sheen; /* Coarse approx. */
-
- closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
-
- vec3 sss_radiance = (out_diff + out_trans) * alpha;
-# ifndef USE_SSS
- result.radiance += sss_radiance * mixed_ss_base_color * (1.0 - transmission);
-# else
-# ifdef USE_SSS_ALBEDO
- vec3 sss_albedo = mixed_ss_base_color;
-# else
- sss_radiance *= mixed_ss_base_color;
-# endif
- sss_radiance *= (1.0 - transmission);
- closure_load_sss_data(sss_scalef,
- sss_radiance,
-# ifdef USE_SSS_ALBEDO
- sss_albedo,
-# endif
- int(sss_id),
- result);
-# endif /* USE_SSS */
-
- result.radiance += emission.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(1.0 - alpha);
-}
-
-void node_bsdf_principled_dielectric(vec4 base_color,
- float subsurface,
- vec3 subsurface_radius,
- vec4 subsurface_color,
- float metallic,
- float specular,
- float specular_tint,
- float roughness,
- float anisotropic,
- float anisotropic_rotation,
- float sheen,
- float sheen_tint,
- float clearcoat,
- float clearcoat_roughness,
- float ior,
- float transmission,
- float transmission_roughness,
- vec4 emission,
- float alpha,
- vec3 N,
- vec3 CN,
- vec3 T,
- vec3 I,
- float ssr_id,
- float sss_id,
- vec3 sss_scale,
- out Closure result)
-{
- N = normalize(N);
- metallic = saturate(metallic);
- float dielectric = 1.0 - metallic;
-
- vec3 diffuse, f0, out_diff, out_spec, ssr_spec;
- vec3 ctint = tint_from_color(base_color.rgb);
- convert_metallic_to_specular_tinted(
- base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
-
- float NV = dot(N, cameraVec);
- vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
-
- eevee_closure_default(
- N, diffuse, f0, vec3(1.0), int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec);
-
- result = CLOSURE_DEFAULT;
- result.radiance = out_spec + out_diff * (diffuse + out_sheen);
- closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
- result.radiance += emission.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(1.0 - alpha);
-}
-
-void node_bsdf_principled_metallic(vec4 base_color,
- float subsurface,
- vec3 subsurface_radius,
- vec4 subsurface_color,
- float metallic,
- float specular,
- float specular_tint,
- float roughness,
- float anisotropic,
- float anisotropic_rotation,
- float sheen,
- float sheen_tint,
- float clearcoat,
- float clearcoat_roughness,
- float ior,
- float transmission,
- float transmission_roughness,
- vec4 emission,
- float alpha,
- vec3 N,
- vec3 CN,
- vec3 T,
- vec3 I,
- float ssr_id,
- float sss_id,
- vec3 sss_scale,
- out Closure result)
-{
- N = normalize(N);
- vec3 out_spec, ssr_spec;
-
- vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
-
- eevee_closure_glossy(N, base_color.rgb, f90, int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
-
- result = CLOSURE_DEFAULT;
- result.radiance = out_spec;
- closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
- result.radiance += emission.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(1.0 - alpha);
-}
-
-void node_bsdf_principled_clearcoat(vec4 base_color,
- float subsurface,
- vec3 subsurface_radius,
- vec4 subsurface_color,
- float metallic,
- float specular,
- float specular_tint,
- float roughness,
- float anisotropic,
- float anisotropic_rotation,
- float sheen,
- float sheen_tint,
- float clearcoat,
- float clearcoat_roughness,
- float ior,
- float transmission,
- float transmission_roughness,
- vec4 emission,
- float alpha,
- vec3 N,
- vec3 CN,
- vec3 T,
- vec3 I,
- float ssr_id,
- float sss_id,
- vec3 sss_scale,
- out Closure result)
-{
- vec3 out_spec, ssr_spec;
- N = normalize(N);
-
- vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
-
- eevee_closure_clearcoat(N,
- base_color.rgb,
- f90,
- int(ssr_id),
- roughness,
- CN,
- clearcoat * 0.25,
- clearcoat_roughness,
- 1.0,
- out_spec,
- ssr_spec);
-
- result = CLOSURE_DEFAULT;
- result.radiance = out_spec;
- closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
- result.radiance += emission.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(1.0 - alpha);
-}
-
-void node_bsdf_principled_subsurface(vec4 base_color,
- float subsurface,
- vec3 subsurface_radius,
- vec4 subsurface_color,
- float metallic,
- float specular,
- float specular_tint,
- float roughness,
- float anisotropic,
- float anisotropic_rotation,
- float sheen,
- float sheen_tint,
- float clearcoat,
- float clearcoat_roughness,
- float ior,
- float transmission,
- float transmission_roughness,
- vec4 emission,
- float alpha,
- vec3 N,
- vec3 CN,
- vec3 T,
- vec3 I,
- float ssr_id,
- float sss_id,
- vec3 sss_scale,
- out Closure result)
-{
- metallic = saturate(metallic);
- N = normalize(N);
-
- vec3 diffuse, f0, out_diff, out_spec, out_trans, ssr_spec;
- vec3 ctint = tint_from_color(base_color.rgb);
- convert_metallic_to_specular_tinted(
- base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
-
- subsurface_color = subsurface_color * (1.0 - metallic);
- vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
- float sss_scalef = avg(sss_scale) * subsurface;
-
- float NV = dot(N, cameraVec);
- vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
-
- vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
-
- eevee_closure_skin(N,
- mixed_ss_base_color,
- f0,
- f90,
- int(ssr_id),
- roughness,
- 1.0,
- sss_scalef,
- out_diff,
- out_trans,
- out_spec,
- ssr_spec);
-
- result = CLOSURE_DEFAULT;
- result.radiance = out_spec;
- closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
-
- vec3 sss_radiance = (out_diff + out_trans) * alpha;
-# ifndef USE_SSS
- result.radiance += sss_radiance * mixed_ss_base_color * (1.0 - transmission);
-# else
-# ifdef USE_SSS_ALBEDO
- vec3 sss_albedo = mixed_ss_base_color;
-# else
- sss_radiance *= mixed_ss_base_color;
-# endif
- sss_radiance *= (1.0 - transmission);
- closure_load_sss_data(sss_scalef,
- sss_radiance,
-# ifdef USE_SSS_ALBEDO
- sss_albedo,
-# endif
- int(sss_id),
- result);
-# endif /* USE_SSS */
-
- result.radiance += out_diff * out_sheen;
- result.radiance += emission.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(1.0 - alpha);
-}
-
-void node_bsdf_principled_glass(vec4 base_color,
- float subsurface,
- vec3 subsurface_radius,
- vec4 subsurface_color,
- float metallic,
- float specular,
- float specular_tint,
- float roughness,
- float anisotropic,
- float anisotropic_rotation,
- float sheen,
- float sheen_tint,
- float clearcoat,
- float clearcoat_roughness,
- float ior,
- float transmission,
- float transmission_roughness,
- vec4 emission,
- float alpha,
- vec3 N,
- vec3 CN,
- vec3 T,
- vec3 I,
- float ssr_id,
- float sss_id,
- vec3 sss_scale,
- out Closure result)
-{
- ior = max(ior, 1e-5);
- N = normalize(N);
-
- vec3 f0, out_spec, out_refr, ssr_spec;
- f0 = mix(vec3(1.0), base_color.rgb, specular_tint);
-
- eevee_closure_glass(
- N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
-
- vec3 refr_color = base_color.rgb;
- refr_color *= (refractionDepth > 0.0) ? refr_color :
- vec3(1.0); /* Simulate 2 transmission events */
- out_refr *= refr_color;
-
- float fresnel = F_eta(ior, dot(N, cameraVec));
- vec3 spec_col = F_color_blend(ior, fresnel, f0);
- out_spec *= spec_col;
- ssr_spec *= spec_col * fresnel;
-
- result = CLOSURE_DEFAULT;
- result.radiance = mix(out_refr, out_spec, fresnel);
- closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
- result.radiance += emission.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(1.0 - alpha);
-}
-
-void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
-{
- node_bsdf_diffuse(color, 0.0, -N, result);
-}
-
-void node_bsdf_transparent(vec4 color, out Closure result)
-{
- result = CLOSURE_DEFAULT;
- result.radiance = vec3(0.0);
- result.transmittance = abs(color.rgb);
-}
-
-void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)
-{
- node_bsdf_diffuse(color, 0.0, N, result);
-}
-
-void node_subsurface_scattering(vec4 color,
- float scale,
- vec3 radius,
- float sharpen,
- float texture_blur,
- vec3 N,
- float sss_id,
- out Closure result)
-{
-# if defined(USE_SSS)
- N = normalize(N);
- vec3 out_diff, out_trans;
- vec3 vN = mat3(ViewMatrix) * N;
- result = CLOSURE_DEFAULT;
- closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
-
- eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans);
-
- vec3 sss_radiance = out_diff + out_trans;
-# ifdef USE_SSS_ALBEDO
- /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
- vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur);
- sss_radiance *= mix(vec3(1.0), color.rgb, texture_blur);
-# else
- sss_radiance *= color.rgb;
-# endif
- closure_load_sss_data(scale,
- sss_radiance,
-# ifdef USE_SSS_ALBEDO
- sss_albedo,
-# endif
- int(sss_id),
- result);
-# else
- node_bsdf_diffuse(color, 0.0, N, result);
-# endif
-}
-
-void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
-{
- N = normalize(N);
- vec3 out_refr;
- color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
- eevee_closure_refraction(N, roughness, ior, out_refr);
- vec3 vN = mat3(ViewMatrix) * N;
- result = CLOSURE_DEFAULT;
- result.ssr_normal = normal_encode(vN, viewCameraVec);
- result.radiance = out_refr * color.rgb;
-}
-
-void node_ambient_occlusion(
- vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao)
-{
- vec3 bent_normal;
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
- result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal);
- result_color = result_ao * color;
-}
-
-void node_wireframe(float size, vec2 barycentric, vec3 barycentric_dist, out float fac)
-{
- vec3 barys = barycentric.xyy;
- barys.z = 1.0 - barycentric.x - barycentric.y;
-
- size *= 0.5;
- vec3 s = step(-size, -barys * barycentric_dist);
-
- fac = max(s.x, max(s.y, s.z));
-}
-
-void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
-{
- vec3 barys = barycentric.xyy;
- barys.z = 1.0 - barycentric.x - barycentric.y;
-
- size *= (1.0 / 3.0);
- vec3 dx = dFdx(barys);
- vec3 dy = dFdy(barys);
- vec3 deltas = sqrt(dx * dx + dy * dy);
-
- vec3 s = step(-deltas * size, -barys);
-
- fac = max(s.x, max(s.y, s.z));
-}
-
-#else /* VOLUMETRICS */
-
-/* Stub all bsdf functions not compatible with volumetrics. */
-# define node_bsdf_diffuse
-# define node_bsdf_glossy
-# define node_bsdf_anisotropic
-# define node_bsdf_glass
-# define node_bsdf_toon
-# define node_bsdf_principled
-# define node_bsdf_principled_dielectric
-# define node_bsdf_principled_metallic
-# define node_bsdf_principled_clearcoat
-# define node_bsdf_principled_subsurface
-# define node_bsdf_principled_glass
-# define node_bsdf_translucent
-# define node_bsdf_transparent
-# define node_bsdf_velvet
-# define node_subsurface_scattering
-# define node_bsdf_refraction
-# define node_ambient_occlusion
-# define node_wireframe
-# define node_wireframe_screenspace
-
-#endif /* VOLUMETRICS */
-
-/* emission */
-
-void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
-{
- result = CLOSURE_DEFAULT;
-#ifndef VOLUMETRICS
- result.radiance = color.rgb * strength;
- result.ssr_normal = normal_encode(vN, viewCameraVec);
-#else
- result.emission = color.rgb * strength;
-#endif
-}
-
-/* background */
-
-void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec)
-{
-#ifdef MESH_SHADER
- worldvec = worldPosition;
-#else
- vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
- vec4 co_homogenous = (ProjectionMatrixInverse * v);
-
- vec3 co = co_homogenous.xyz / co_homogenous.w;
-# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
- worldvec = mat3(ViewMatrixInverse) * co;
-# else
- worldvec = mat3(ModelMatrixInverse) * (mat3(ViewMatrixInverse) * co);
-# endif
-#endif
-}
-
-void node_background(vec4 color, float strength, out Closure result)
-{
-#ifndef VOLUMETRICS
- color *= strength;
- result = CLOSURE_DEFAULT;
- result.radiance = color.rgb;
- result.transmittance = vec3(0.0);
-#else
- result = CLOSURE_DEFAULT;
-#endif
-}
-
-/* volumes */
-
-void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result)
-{
-#ifdef VOLUMETRICS
- result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy);
-#else
- result = CLOSURE_DEFAULT;
-#endif
-}
-
-void node_volume_absorption(vec4 color, float density, 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
-}
-
-void node_blackbody(float temperature, sampler1DArray spectrummap, float layer, out vec4 color)
-{
- if (temperature >= 12000.0) {
- color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0);
- }
- else if (temperature < 965.0) {
- color = vec4(4.70366907, 0.0, 0.0, 1.0);
- }
- else {
- float t = (temperature - 965.0) / (12000.0 - 965.0);
- color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0);
- }
-}
-
-void node_volume_principled(vec4 color,
- float density,
- float anisotropy,
- vec4 absorption_color,
- float emission_strength,
- vec4 emission_color,
- float blackbody_intensity,
- vec4 blackbody_tint,
- float temperature,
- float density_attribute,
- vec4 color_attribute,
- float temperature_attribute,
- sampler1DArray spectrummap,
- float layer,
- out Closure result)
-{
-#ifdef VOLUMETRICS
- vec3 absorption_coeff = vec3(0.0);
- vec3 scatter_coeff = vec3(0.0);
- vec3 emission_coeff = vec3(0.0);
-
- /* Compute density. */
- density = max(density, 0.0);
-
- if (density > 1e-5) {
- density = max(density * density_attribute, 0.0);
- }
-
- if (density > 1e-5) {
- /* Compute scattering and absorption coefficients. */
- vec3 scatter_color = color.rgb * color_attribute.rgb;
-
- scatter_coeff = scatter_color * density;
- absorption_color.rgb = sqrt(max(absorption_color.rgb, 0.0));
- absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color.rgb, 0.0) *
- density;
- }
-
- /* Compute emission. */
- emission_strength = max(emission_strength, 0.0);
-
- if (emission_strength > 1e-5) {
- emission_coeff += emission_strength * emission_color.rgb;
- }
-
- if (blackbody_intensity > 1e-3) {
- /* Add temperature from attribute. */
- float T = max(temperature * max(temperature_attribute, 0.0), 0.0);
-
- /* Stefan-Boltzman law. */
- float T2 = T * T;
- float T4 = T2 * T2;
- float sigma = 5.670373e-8 * 1e-6 / M_PI;
- float intensity = sigma * mix(1.0, T4, blackbody_intensity);
-
- if (intensity > 1e-5) {
- vec4 bb;
- node_blackbody(T, spectrummap, layer, bb);
- emission_coeff += bb.rgb * blackbody_tint.rgb * intensity;
- }
- }
-
- result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy);
-#else
- result = CLOSURE_DEFAULT;
-#endif
-}
-
-void node_holdout(out Closure result)
-{
- result = CLOSURE_DEFAULT;
-#ifndef VOLUMETRICS
- result.holdout = 1.0;
- result.flag = CLOSURE_HOLDOUT_FLAG;
-#endif
-}
-
-/* closures */
-
-void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader)
-{
- shader = closure_mix(shader1, shader2, fac);
-}
-
-void node_add_shader(Closure shader1, Closure shader2, out Closure shader)
-{
- shader = closure_add(shader1, shader2);
-}
-
-/* fresnel */
-
-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);
-}
-
-/* layer_weight */
-
-void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
-{
- N = normalize(N);
-
- /* fresnel */
- float eta = max(1.0 - blend, 0.00001);
- vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
-
- fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta);
-
- /* facing */
- facing = abs(dot(I_view, N));
- if (blend != 0.5) {
- blend = clamp(blend, 0.0, 0.99999);
- blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
- facing = pow(facing, blend);
- }
- facing = 1.0 - facing;
-}
-
-/* gamma */
-
-void node_gamma(vec4 col, float gamma, out vec4 outcol)
-{
- outcol = col;
-
- if (col.r > 0.0) {
- outcol.r = compatible_pow(col.r, gamma);
- }
- if (col.g > 0.0) {
- outcol.g = compatible_pow(col.g, gamma);
- }
- if (col.b > 0.0) {
- outcol.b = compatible_pow(col.b, gamma);
- }
-}
-
-/* geometry */
-
-void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 cos = volumeObjectLocalCoord;
-#else
- vec3 cos = vec3(0.0);
-#endif
- outvec = texture(tex, cos).aaa;
- outcol = vec4(outvec, 1.0);
- outf = avg(outvec);
-}
-
-uniform vec3 volumeColor = vec3(1.0);
-
-void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 cos = volumeObjectLocalCoord;
-#else
- vec3 cos = vec3(0.0);
-#endif
-
- vec4 value = texture(tex, cos).rgba;
- /* Density is premultiplied for interpolation, divide it out here. */
- if (value.a > 1e-8) {
- value.rgb /= value.a;
- }
-
- outvec = value.rgb * volumeColor;
- outcol = vec4(outvec, 1.0);
- outf = avg(outvec);
-}
-
-void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 cos = volumeObjectLocalCoord;
-#else
- vec3 cos = vec3(0.0);
-#endif
- outf = texture(tex, cos).r;
- outvec = vec3(outf, outf, outf);
- outcol = vec4(outf, outf, outf, 1.0);
-}
-
-void node_attribute_volume_temperature(
- sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 cos = volumeObjectLocalCoord;
-#else
- vec3 cos = vec3(0.0);
-#endif
- float flame = texture(tex, cos).r;
-
- outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0;
- outvec = vec3(outf, outf, outf);
- outcol = vec4(outf, outf, outf, 1.0);
-}
-
-void node_volume_info(sampler3D densitySampler,
- sampler3D flameSampler,
- vec2 temperature,
- out vec4 outColor,
- out float outDensity,
- out float outFlame,
- out float outTemprature)
-{
-#if defined(MESH_SHADER) && defined(VOLUMETRICS)
- vec3 p = volumeObjectLocalCoord;
-#else
- vec3 p = vec3(0.0);
-#endif
-
- vec4 density = texture(densitySampler, p);
- outDensity = density.a;
-
- /* Density is premultiplied for interpolation, divide it out here. */
- if (density.a > 1e-8) {
- density.rgb /= density.a;
- }
- outColor = vec4(density.rgb * volumeColor, 1.0);
-
- float flame = texture(flameSampler, p).r;
- outFlame = flame;
-
- outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0;
-}
-
-void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
-{
- outcol = vec4(attr, 1.0);
- outvec = attr;
- outf = avg(attr);
-}
-
-void node_uvmap(vec3 attr_uv, out vec3 outvec)
-{
- outvec = attr_uv;
-}
-
-void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
-{
- orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
-}
-
-void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
-{
- orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
-}
-
-void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
-{
- orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
-}
-
-void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
-{
- tangent = normalize(attr_tangent.xyz);
-}
-
-void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T)
-{
- T = (objmat * vec4(orco, 0.0)).xyz;
- T = cross(N, normalize(cross(T, N)));
-}
-
-void node_geometry(vec3 I,
- vec3 N,
- vec3 orco,
- mat4 objmat,
- mat4 toworld,
- vec2 barycentric,
- out vec3 position,
- out vec3 normal,
- out vec3 tangent,
- out vec3 true_normal,
- out vec3 incoming,
- out vec3 parametric,
- out float backfacing,
- out float pointiness)
-{
- /* handle perspective/orthographic */
- vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
- incoming = -(toworld * vec4(I_view, 0.0)).xyz;
-
-#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
- position = -incoming;
- true_normal = normal = incoming;
- tangent = parametric = vec3(0.0);
- vec3(0.0);
- backfacing = 0.0;
- pointiness = 0.0;
-#else
-
- position = worldPosition;
-# ifndef VOLUMETRICS
- normal = normalize(N);
- vec3 B = dFdx(worldPosition);
- vec3 T = dFdy(worldPosition);
- true_normal = normalize(cross(B, T));
-# else
- normal = (toworld * vec4(N, 0.0)).xyz;
- true_normal = normal;
-# endif
- tangent_orco_z(orco, orco);
- node_tangent(N, orco, objmat, tangent);
-
- parametric = vec3(barycentric, 0.0);
- backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
- pointiness = 0.5;
-#endif
-}
-
-void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated)
-{
- vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
- vec4 co_homogenous = (ProjectionMatrixInverse * v);
- vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
- co.xyz = normalize(co.xyz);
-#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
- generated = (ViewMatrixInverse * co).xyz;
-#else
- generated_from_orco(attr_orco, generated);
-#endif
-}
-
-void node_tex_coord(vec3 I,
- vec3 wN,
- mat4 obmatinv,
- vec4 camerafac,
- vec3 attr_orco,
- vec3 attr_uv,
- out vec3 generated,
- out vec3 normal,
- out vec3 uv,
- out vec3 object,
- out vec3 camera,
- out vec3 window,
- out vec3 reflection)
-{
- generated = attr_orco;
- normal = normalize(normal_world_to_object(wN));
- uv = attr_uv;
- object = (obmatinv * (ViewMatrixInverse * vec4(I, 1.0))).xyz;
- camera = vec3(I.xy, -I.z);
- vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
- window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
- reflection = -reflect(cameraVec, normalize(wN));
-}
-
-void node_tex_coord_background(vec3 I,
- vec3 N,
- mat4 obmatinv,
- vec4 camerafac,
- vec3 attr_orco,
- vec3 attr_uv,
- out vec3 generated,
- out vec3 normal,
- out vec3 uv,
- out vec3 object,
- out vec3 camera,
- out vec3 window,
- out vec3 reflection)
-{
- vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
- vec4 co_homogenous = (ProjectionMatrixInverse * v);
-
- vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
-
- co = normalize(co);
-
- vec3 coords = (ViewMatrixInverse * co).xyz;
-
- generated = coords;
- normal = -coords;
- uv = vec3(attr_uv.xy, 0.0);
- object = (obmatinv * vec4(coords, 1.0)).xyz;
-
- camera = vec3(co.xy, -co.z);
- window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0);
-
- reflection = -coords;
-}
-
-#if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER))
-# define node_tex_coord node_tex_coord_background
-#endif
-
-/* textures */
-
-float calc_gradient(vec3 p, int gradient_type)
-{
- float x, y, z;
- x = p.x;
- y = p.y;
- z = p.z;
- if (gradient_type == 0) { /* linear */
- return x;
- }
- else if (gradient_type == 1) { /* quadratic */
- float r = max(x, 0.0);
- return r * r;
- }
- else if (gradient_type == 2) { /* easing */
- float r = min(max(x, 0.0), 1.0);
- float t = r * r;
- return (3.0 * t - 2.0 * t * r);
- }
- else if (gradient_type == 3) { /* diagonal */
- return (x + y) * 0.5;
- }
- else if (gradient_type == 4) { /* radial */
- return atan(y, x) / (M_PI * 2) + 0.5;
- }
- else {
- /* Bias a little bit for the case where p is a unit length vector,
- * to get exactly zero instead of a small random value depending
- * on float precision. */
- float r = max(0.999999 - sqrt(x * x + y * y + z * z), 0.0);
- if (gradient_type == 5) { /* quadratic sphere */
- return r * r;
- }
- else if (gradient_type == 6) { /* sphere */
- return r;
- }
- }
- return 0.0;
-}
-
-void node_tex_gradient(vec3 co, float gradient_type, out vec4 color, out float fac)
-{
- float f = calc_gradient(co, int(gradient_type));
- f = clamp(f, 0.0, 1.0);
-
- color = vec4(f, f, f, 1.0);
- fac = f;
-}
-
-void node_tex_checker(
- vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac)
-{
- vec3 p = co * scale;
-
- /* Prevent precision issues on unit coordinates. */
- p = (p + 0.000001) * 0.999999;
-
- int xi = int(abs(floor(p.x)));
- int yi = int(abs(floor(p.y)));
- int zi = int(abs(floor(p.z)));
-
- bool check = ((mod(xi, 2) == mod(yi, 2)) == bool(mod(zi, 2)));
-
- color = check ? color1 : color2;
- fac = check ? 1.0 : 0.0;
-}
-
-vec2 calc_brick_texture(vec3 p,
- float mortar_size,
- float mortar_smooth,
- float bias,
- float brick_width,
- float row_height,
- float offset_amount,
- int offset_frequency,
- float squash_amount,
- int squash_frequency)
-{
- int bricknum, rownum;
- float offset = 0.0;
- float x, y;
-
- rownum = floor_to_int(p.y / row_height);
-
- if (offset_frequency != 0 && squash_frequency != 0) {
- brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */
- offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width * offset_amount); /* offset */
- }
-
- bricknum = floor_to_int((p.x + offset) / brick_width);
-
- x = (p.x + offset) - brick_width * bricknum;
- y = p.y - row_height * rownum;
-
- float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0);
-
- float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
- if (min_dist >= mortar_size) {
- return vec2(tint, 0.0);
- }
- else if (mortar_smooth == 0.0) {
- return vec2(tint, 1.0);
- }
- else {
- min_dist = 1.0 - min_dist / mortar_size;
- return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
- }
-}
-
-void node_tex_brick(vec3 co,
- vec4 color1,
- vec4 color2,
- vec4 mortar,
- float scale,
- float mortar_size,
- float mortar_smooth,
- float bias,
- float brick_width,
- float row_height,
- float offset_amount,
- float offset_frequency,
- float squash_amount,
- float squash_frequency,
- out vec4 color,
- out float fac)
-{
- vec2 f2 = calc_brick_texture(co * scale,
- mortar_size,
- mortar_smooth,
- bias,
- brick_width,
- row_height,
- offset_amount,
- int(offset_frequency),
- squash_amount,
- int(squash_frequency));
- float tint = f2.x;
- float f = f2.y;
- if (f != 1.0) {
- float facm = 1.0 - tint;
- color1 = facm * color1 + tint * color2;
- }
- color = mix(color1, mortar, f);
- fac = f;
-}
-
-void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
-{
- color = vec4(1.0);
- fac = 1.0;
-}
-
-void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv)
-{
- vec3 nco = normalize(co);
- uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
- uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
-
- /* Fix pole bleeding */
- float half_height = clamp_size / float(textureSize(ima, 0).y);
- uv.y = clamp(uv.y, half_height, 1.0 - half_height);
- uv.z = 0.0;
-}
-
-void node_tex_environment_mirror_ball(vec3 co, out vec3 uv)
-{
- vec3 nco = normalize(co);
- nco.y -= 1.0;
-
- float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
- nco /= max(1e-8, div);
-
- uv = 0.5 * nco.xzz + 0.5;
-}
-
-void node_tex_environment_empty(vec3 co, out vec4 color)
-{
- color = vec4(1.0, 0.0, 1.0, 1.0);
-}
-
-/* 16bits floats limits. Higher/Lower values produce +/-inf. */
-#define safe_color(a) (clamp(a, -65520.0, 65520.0))
-
-void tex_color_alpha_clear(vec4 color, out vec4 result)
-{
- result = vec4(color.rgb, 1.0);
-}
-
-void tex_color_alpha_premultiply(vec4 color, out vec4 result)
-{
- result = vec4(color.rgb * color.a, 1.0);
-}
-
-void tex_color_alpha_unpremultiply(vec4 color, out vec4 result)
-{
- if (color.a == 0.0 || color.a == 1.0) {
- result = vec4(color.rgb, 1.0);
- }
- else {
- result = vec4(color.rgb / color.a, 1.0);
- }
-}
-
-void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alpha)
-{
- color = safe_color(texture(ima, co.xy));
- alpha = color.a;
-}
-
-void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha)
-{
- color = safe_color(textureLod(ima, co.xy, 0.0));
- alpha = color.a;
-}
-
-void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha)
-{
- ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy);
- color = safe_color(texelFetch(ima, pix, 0));
- alpha = color.a;
-}
-
-/* @arg f: signed distance to texel center. */
-void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3)
-{
- vec2 f2 = f * f;
- vec2 f3 = f2 * f;
- /* Bspline coefs (optimized) */
- w3 = f3 / 6.0;
- w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
- w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
- w2 = 1.0 - w0 - w1 - w3;
-}
-
-void node_tex_image_cubic_ex(
- vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha)
-{
- vec2 tex_size = vec2(textureSize(ima, 0).xy);
-
- co.xy *= tex_size;
- /* texel center */
- vec2 tc = floor(co.xy - 0.5) + 0.5;
- vec2 w0, w1, w2, w3;
- cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
-
-#if 1 /* Optimized version using 4 filtered tap. */
- vec2 s0 = w0 + w1;
- vec2 s1 = w2 + w3;
-
- vec2 f0 = w1 / (w0 + w1);
- vec2 f1 = w3 / (w2 + w3);
-
- vec4 final_co;
- final_co.xy = tc - 1.0 + f0;
- final_co.zw = tc + 1.0 + f1;
-
- if (do_extend == 1.0) {
- final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5);
- }
- final_co /= tex_size.xyxy;
-
- color = safe_color(textureLod(ima, final_co.xy, 0.0)) * s0.x * s0.y;
- color += safe_color(textureLod(ima, final_co.zy, 0.0)) * s1.x * s0.y;
- color += safe_color(textureLod(ima, final_co.xw, 0.0)) * s0.x * s1.y;
- color += safe_color(textureLod(ima, final_co.zw, 0.0)) * s1.x * s1.y;
-
-#else /* Reference bruteforce 16 tap. */
- color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
- color += texelFetch(ima, ivec2(tc + vec2(0.0, -1.0)), 0) * w1.x * w0.y;
- color += texelFetch(ima, ivec2(tc + vec2(1.0, -1.0)), 0) * w2.x * w0.y;
- color += texelFetch(ima, ivec2(tc + vec2(2.0, -1.0)), 0) * w3.x * w0.y;
-
- color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y;
- color += texelFetch(ima, ivec2(tc + vec2(0.0, 0.0)), 0) * w1.x * w1.y;
- color += texelFetch(ima, ivec2(tc + vec2(1.0, 0.0)), 0) * w2.x * w1.y;
- color += texelFetch(ima, ivec2(tc + vec2(2.0, 0.0)), 0) * w3.x * w1.y;
-
- color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y;
- color += texelFetch(ima, ivec2(tc + vec2(0.0, 1.0)), 0) * w1.x * w2.y;
- color += texelFetch(ima, ivec2(tc + vec2(1.0, 1.0)), 0) * w2.x * w2.y;
- color += texelFetch(ima, ivec2(tc + vec2(2.0, 1.0)), 0) * w3.x * w2.y;
-
- color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y;
- color += texelFetch(ima, ivec2(tc + vec2(0.0, 2.0)), 0) * w1.x * w3.y;
- color += texelFetch(ima, ivec2(tc + vec2(1.0, 2.0)), 0) * w2.x * w3.y;
- color += texelFetch(ima, ivec2(tc + vec2(2.0, 2.0)), 0) * w3.x * w3.y;
-#endif
-
- alpha = color.a;
-}
-
-void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
-{
- node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
-}
-
-void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha)
-{
- node_tex_image_cubic_ex(co, ima, 1.0, color, alpha);
-}
-
-void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
-{
- /* use cubic for now */
- node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
-}
-
-void tex_box_sample_linear(
- vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
-{
- /* X projection */
- vec2 uv = texco.yz;
- if (N.x < 0.0) {
- uv.x = 1.0 - uv.x;
- }
- color1 = texture(ima, uv);
- /* Y projection */
- uv = texco.xz;
- if (N.y > 0.0) {
- uv.x = 1.0 - uv.x;
- }
- color2 = texture(ima, uv);
- /* Z projection */
- uv = texco.yx;
- if (N.z > 0.0) {
- uv.x = 1.0 - uv.x;
- }
- color3 = texture(ima, uv);
-}
-
-void tex_box_sample_nearest(
- vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
-{
- /* X projection */
- vec2 uv = texco.yz;
- if (N.x < 0.0) {
- uv.x = 1.0 - uv.x;
- }
- ivec2 pix = ivec2(uv.xy * textureSize(ima, 0).xy);
- color1 = texelFetch(ima, pix, 0);
- /* Y projection */
- uv = texco.xz;
- if (N.y > 0.0) {
- uv.x = 1.0 - uv.x;
- }
- pix = ivec2(uv.xy * textureSize(ima, 0).xy);
- color2 = texelFetch(ima, pix, 0);
- /* Z projection */
- uv = texco.yx;
- if (N.z > 0.0) {
- uv.x = 1.0 - uv.x;
- }
- pix = ivec2(uv.xy * textureSize(ima, 0).xy);
- color3 = texelFetch(ima, pix, 0);
-}
-
-void tex_box_sample_cubic(
- vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
-{
- float alpha;
- /* X projection */
- vec2 uv = texco.yz;
- if (N.x < 0.0) {
- uv.x = 1.0 - uv.x;
- }
- node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha);
- /* Y projection */
- uv = texco.xz;
- if (N.y > 0.0) {
- uv.x = 1.0 - uv.x;
- }
- node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha);
- /* Z projection */
- uv = texco.yx;
- if (N.z > 0.0) {
- uv.x = 1.0 - uv.x;
- }
- node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha);
-}
-
-void tex_box_sample_smart(
- vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
-{
- tex_box_sample_cubic(texco, N, ima, color1, color2, color3);
-}
-
-void node_tex_image_box(vec3 texco,
- vec3 N,
- vec4 color1,
- vec4 color2,
- vec4 color3,
- sampler2D ima,
- float blend,
- out vec4 color,
- out float alpha)
-{
- /* project from direction vector to barycentric coordinates in triangles */
- N = abs(N);
- N /= dot(N, vec3(1.0));
-
- /* basic idea is to think of this as a triangle, each corner representing
- * one of the 3 faces of the cube. in the corners we have single textures,
- * in between we blend between two textures, and in the middle we a blend
- * between three textures.
- *
- * the Nxyz values are the barycentric coordinates in an equilateral
- * triangle, which in case of blending, in the middle has a smaller
- * equilateral triangle where 3 textures blend. this divides things into
- * 7 zones, with an if () test for each zone
- * EDIT: Now there is only 4 if's. */
-
- float limit = 0.5 + 0.5 * blend;
-
- vec3 weight;
- weight = N.xyz / (N.xyx + N.yzz);
- weight = clamp((weight - 0.5 * (1.0 - blend)) / max(1e-8, blend), 0.0, 1.0);
-
- /* test for mixes between two textures */
- if (N.z < (1.0 - limit) * (N.y + N.x)) {
- weight.z = 0.0;
- weight.y = 1.0 - weight.x;
- }
- else if (N.x < (1.0 - limit) * (N.y + N.z)) {
- weight.x = 0.0;
- weight.z = 1.0 - weight.y;
- }
- else if (N.y < (1.0 - limit) * (N.x + N.z)) {
- weight.y = 0.0;
- weight.x = 1.0 - weight.z;
- }
- else {
- /* last case, we have a mix between three */
- weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend);
- }
-
- color = weight.x * color1 + weight.y * color2 + weight.z * color3;
- alpha = color.a;
-}
-
-void tex_clip_linear(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
-{
- vec2 tex_size = vec2(textureSize(ima, 0).xy);
- vec2 minco = min(co.xy, 1.0 - co.xy);
- minco = clamp(minco * tex_size + 0.5, 0.0, 1.0);
- float fac = minco.x * minco.y;
-
- color = mix(vec4(0.0), icolor, fac);
- alpha = color.a;
-}
-
-void tex_clip_nearest(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
-{
- vec4 minco = vec4(co.xy, 1.0 - co.xy);
- color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor;
- alpha = color.a;
-}
-
-void tex_clip_cubic(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
-{
- vec2 tex_size = vec2(textureSize(ima, 0).xy);
-
- co.xy *= tex_size;
- /* texel center */
- vec2 tc = floor(co.xy - 0.5) + 0.5;
- vec2 w0, w1, w2, w3;
- cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
-
- /* TODO Optimize this part. I'm sure there is a smarter way to do that.
- * Could do that when sampling? */
-#define CLIP_CUBIC_SAMPLE(samp, size) \
- (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size))))
- ivec2 itex_size = textureSize(ima, 0).xy;
- float fac;
- fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, -1.0), itex_size) * w1.x * w0.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, -1.0), itex_size) * w2.x * w0.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, -1.0), itex_size) * w3.x * w0.y;
-
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 0.0), itex_size) * w1.x * w1.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 0.0), itex_size) * w2.x * w1.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 0.0), itex_size) * w3.x * w1.y;
-
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 1.0), itex_size) * w1.x * w2.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 1.0), itex_size) * w2.x * w2.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 1.0), itex_size) * w3.x * w2.y;
-
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 2.0), itex_size) * w1.x * w3.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 2.0), itex_size) * w2.x * w3.y;
- fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 2.0), itex_size) * w3.x * w3.y;
-#undef CLIP_CUBIC_SAMPLE
-
- color = mix(vec4(0.0), icolor, fac);
- alpha = color.a;
-}
-
-void tex_clip_smart(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
-{
- tex_clip_cubic(co, ima, icolor, color, alpha);
-}
-
-void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
-{
- color = vec4(0.0);
- alpha = 0.0;
-}
-
-float noise_fade(float t)
-{
- return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
-}
-
-float noise_scale3(float result)
-{
- return 0.9820 * result;
-}
-
-float noise_nerp(float t, float a, float b)
-{
- return (1.0 - t) * a + t * b;
-}
-
-float noise_grad(uint hash, float x, float y, float z)
-{
- uint h = hash & 15u;
- float u = h < 8u ? x : y;
- float vt = ((h == 12u) || (h == 14u)) ? x : z;
- float v = h < 4u ? y : vt;
- return (((h & 1u) != 0u) ? -u : u) + (((h & 2u) != 0u) ? -v : v);
-}
-
-float noise_perlin(float x, float y, float z)
-{
- int X;
- float fx = floorfrac(x, X);
- int Y;
- float fy = floorfrac(y, Y);
- int Z;
- float fz = floorfrac(z, Z);
-
- float u = noise_fade(fx);
- float v = noise_fade(fy);
- float w = noise_fade(fz);
-
- float noise_u[2], noise_v[2];
-
- noise_u[0] = noise_nerp(u,
- noise_grad(hash_int3(X, Y, Z), fx, fy, fz),
- noise_grad(hash_int3(X + 1, Y, Z), fx - 1.0, fy, fz));
-
- noise_u[1] = noise_nerp(u,
- noise_grad(hash_int3(X, Y + 1, Z), fx, fy - 1.0, fz),
- noise_grad(hash_int3(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
-
- noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]);
-
- noise_u[0] = noise_nerp(u,
- noise_grad(hash_int3(X, Y, Z + 1), fx, fy, fz - 1.0),
- noise_grad(hash_int3(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
-
- noise_u[1] = noise_nerp(
- u,
- noise_grad(hash_int3(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
- noise_grad(hash_int3(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
-
- noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]);
-
- float r = noise_scale3(noise_nerp(w, noise_v[0], noise_v[1]));
-
- return (isinf(r)) ? 0.0 : r;
-}
-
-float noise(vec3 p)
-{
- return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5;
-}
-
-float snoise(vec3 p)
-{
- return noise_perlin(p.x, p.y, p.z);
-}
-
-float noise_turbulence(vec3 p, float octaves, int hard)
-{
- float fscale = 1.0;
- float amp = 1.0;
- float sum = 0.0;
- octaves = clamp(octaves, 0.0, 16.0);
- int n = int(octaves);
- for (int i = 0; i <= n; i++) {
- float t = noise(fscale * p);
- if (hard != 0) {
- t = abs(2.0 * t - 1.0);
- }
- sum += t * amp;
- amp *= 0.5;
- fscale *= 2.0;
- }
- float rmd = octaves - floor(octaves);
- if (rmd != 0.0) {
- float t = noise(fscale * p);
- if (hard != 0) {
- t = abs(2.0 * t - 1.0);
- }
- float sum2 = sum + t * amp;
- sum *= (float(1 << n) / float((1 << (n + 1)) - 1));
- sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1));
- return (1.0 - rmd) * sum + rmd * sum2;
- }
- else {
- sum *= (float(1 << n) / float((1 << (n + 1)) - 1));
- return sum;
- }
-}
-
-void node_tex_noise(
- vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
-{
- vec3 p = co * scale;
- int hard = 0;
- if (distortion != 0.0) {
- vec3 r, offset = vec3(13.5, 13.5, 13.5);
- r.x = noise(p + offset) * distortion;
- r.y = noise(p) * distortion;
- r.z = noise(p - offset) * distortion;
- p += r;
- }
-
- fac = noise_turbulence(p, detail, hard);
- color = vec4(fac,
- noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
- noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
- 1);
-}
-
-/* Musgrave fBm
- *
- * H: fractal increment parameter
- * lacunarity: gap between successive frequencies
- * octaves: number of frequencies in the fBm
- *
- * from "Texturing and Modelling: A procedural approach"
- */
-
-float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves)
-{
- float rmd;
- float value = 0.0;
- float pwr = 1.0;
- float pwHL = pow(lacunarity, -H);
-
- for (int i = 0; i < int(octaves); i++) {
- value += snoise(p) * pwr;
- pwr *= pwHL;
- p *= lacunarity;
- }
-
- rmd = octaves - floor(octaves);
- if (rmd != 0.0) {
- value += rmd * snoise(p) * pwr;
- }
-
- return value;
-}
-
-/* Musgrave Multifractal
- *
- * H: highest fractal dimension
- * lacunarity: gap between successive frequencies
- * octaves: number of frequencies in the fBm
- */
-
-float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octaves)
-{
- float rmd;
- float value = 1.0;
- float pwr = 1.0;
- float pwHL = pow(lacunarity, -H);
-
- for (int i = 0; i < int(octaves); i++) {
- value *= (pwr * snoise(p) + 1.0);
- pwr *= pwHL;
- p *= lacunarity;
- }
-
- rmd = octaves - floor(octaves);
- if (rmd != 0.0) {
- value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */
- }
-
- return value;
-}
-
-/* Musgrave Heterogeneous Terrain
- *
- * H: fractal dimension of the roughest area
- * lacunarity: gap between successive frequencies
- * octaves: number of frequencies in the fBm
- * offset: raises the terrain from `sea level'
- */
-
-float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float octaves, float offset)
-{
- float value, increment, rmd;
- float pwHL = pow(lacunarity, -H);
- float pwr = pwHL;
-
- /* first unscaled octave of function; later octaves are scaled */
- value = offset + snoise(p);
- p *= lacunarity;
-
- for (int i = 1; i < int(octaves); i++) {
- increment = (snoise(p) + offset) * pwr * value;
- value += increment;
- pwr *= pwHL;
- p *= lacunarity;
- }
-
- rmd = octaves - floor(octaves);
- if (rmd != 0.0) {
- increment = (snoise(p) + offset) * pwr * value;
- value += rmd * increment;
- }
-
- return value;
-}
-
-/* Hybrid Additive/Multiplicative Multifractal Terrain
- *
- * H: fractal dimension of the roughest area
- * lacunarity: gap between successive frequencies
- * octaves: number of frequencies in the fBm
- * offset: raises the terrain from `sea level'
- */
-
-float noise_musgrave_hybrid_multi_fractal(
- vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
-{
- float result, signal, weight, rmd;
- float pwHL = pow(lacunarity, -H);
- float pwr = pwHL;
-
- result = snoise(p) + offset;
- weight = gain * result;
- p *= lacunarity;
-
- for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
- if (weight > 1.0) {
- weight = 1.0;
- }
-
- signal = (snoise(p) + offset) * pwr;
- pwr *= pwHL;
- result += weight * signal;
- weight *= gain * signal;
- p *= lacunarity;
- }
-
- rmd = octaves - floor(octaves);
- if (rmd != 0.0) {
- result += rmd * ((snoise(p) + offset) * pwr);
- }
-
- return result;
-}
-
-/* Ridged Multifractal Terrain
- *
- * H: fractal dimension of the roughest area
- * lacunarity: gap between successive frequencies
- * octaves: number of frequencies in the fBm
- * offset: raises the terrain from `sea level'
- */
-
-float noise_musgrave_ridged_multi_fractal(
- vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
-{
- float result, signal, weight;
- float pwHL = pow(lacunarity, -H);
- float pwr = pwHL;
-
- signal = offset - abs(snoise(p));
- signal *= signal;
- result = signal;
- weight = 1.0;
-
- for (int i = 1; i < int(octaves); i++) {
- p *= lacunarity;
- weight = clamp(signal * gain, 0.0, 1.0);
- signal = offset - abs(snoise(p));
- signal *= signal;
- signal *= weight;
- result += signal * pwr;
- pwr *= pwHL;
- }
-
- return result;
-}
-
-float svm_musgrave(int type,
- float dimension,
- float lacunarity,
- float octaves,
- float offset,
- float intensity,
- float gain,
- vec3 p)
-{
- if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) {
- return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
- }
- else if (type == 1 /* NODE_MUSGRAVE_FBM */) {
- return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
- }
- else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) {
- return intensity *
- noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
- }
- else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) {
- return intensity *
- noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
- }
- else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) {
- return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
- }
- return 0.0;
-}
-
-void node_tex_musgrave(vec3 co,
- float scale,
- float detail,
- float dimension,
- float lacunarity,
- float offset,
- float gain,
- float type,
- out vec4 color,
- out float fac)
-{
- fac = svm_musgrave(int(type), dimension, lacunarity, detail, offset, 1.0, gain, co *scale);
-
- color = vec4(fac, fac, fac, 1.0);
-}
-
-void node_tex_sky(vec3 co, out vec4 color)
-{
- color = vec4(1.0);
-}
-
-void node_tex_voronoi(vec3 co,
- float scale,
- float exponent,
- float coloring,
- float metric,
- float feature,
- out vec4 color,
- out float fac)
-{
- vec3 p = co * scale;
- int xx, yy, zz, xi, yi, zi;
- vec4 da = vec4(1e10);
- vec3 pa[4] = vec3[4](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
-
- xi = floor_to_int(p[0]);
- yi = floor_to_int(p[1]);
- zi = floor_to_int(p[2]);
-
- for (xx = xi - 1; xx <= xi + 1; xx++) {
- for (yy = yi - 1; yy <= yi + 1; yy++) {
- for (zz = zi - 1; zz <= zi + 1; zz++) {
- vec3 ip = vec3(xx, yy, zz);
- vec3 vp = cellnoise_color(ip);
- vec3 pd = p - (vp + ip);
-
- float d = 0.0;
- if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */
- d = dot(pd, pd);
- }
- else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */
- d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]);
- }
- else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */
- d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2])));
- }
- else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */
- d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) +
- pow(abs(pd[2]), exponent),
- 1.0 / exponent);
- }
-
- vp += vec3(xx, yy, zz);
- if (d < da[0]) {
- da.yzw = da.xyz;
- da[0] = d;
-
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = pa[0];
- pa[0] = vp;
- }
- else if (d < da[1]) {
- da.zw = da.yz;
- da[1] = d;
-
- pa[3] = pa[2];
- pa[2] = pa[1];
- pa[1] = vp;
- }
- else if (d < da[2]) {
- da[3] = da[2];
- da[2] = d;
-
- pa[3] = pa[2];
- pa[2] = vp;
- }
- else if (d < da[3]) {
- da[3] = d;
- pa[3] = vp;
- }
- }
- }
- }
-
- if (coloring == 0.0) {
- /* Intensity output */
- if (feature == 0.0) { /* F1 */
- fac = abs(da[0]);
- }
- else if (feature == 1.0) { /* F2 */
- fac = abs(da[1]);
- }
- else if (feature == 2.0) { /* F3 */
- fac = abs(da[2]);
- }
- else if (feature == 3.0) { /* F4 */
- fac = abs(da[3]);
- }
- else if (feature == 4.0) { /* F2F1 */
- fac = abs(da[1] - da[0]);
- }
- color = vec4(fac, fac, fac, 1.0);
- }
- else {
- /* Color output */
- vec3 col = vec3(fac, fac, fac);
- if (feature == 0.0) { /* F1 */
- col = pa[0];
- }
- else if (feature == 1.0) { /* F2 */
- col = pa[1];
- }
- else if (feature == 2.0) { /* F3 */
- col = pa[2];
- }
- else if (feature == 3.0) { /* F4 */
- col = pa[3];
- }
- else if (feature == 4.0) { /* F2F1 */
- col = abs(pa[1] - pa[0]);
- }
-
- color = vec4(cellnoise_color(col), 1.0);
- fac = (color.x + color.y + color.z) * (1.0 / 3.0);
- }
-}
-
-float calc_wave(
- vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
-{
- float n;
-
- if (wave_type == 0) { /* type bands */
- n = (p.x + p.y + p.z) * 10.0;
- }
- else { /* type rings */
- n = length(p) * 20.0;
- }
-
- if (distortion != 0.0) {
- n += distortion * noise_turbulence(p * detail_scale, detail, 0);
- }
-
- if (wave_profile == 0) { /* profile sin */
- return 0.5 + 0.5 * sin(n);
- }
- else { /* profile saw */
- n /= 2.0 * M_PI;
- n -= int(n);
- return (n < 0.0) ? n + 1.0 : n;
- }
-}
-
-void node_tex_wave(vec3 co,
- float scale,
- float distortion,
- float detail,
- float detail_scale,
- float wave_type,
- float wave_profile,
- out vec4 color,
- out float fac)
-{
- float f;
- f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
-
- color = vec4(f, f, f, 1.0);
- fac = f;
-}
-
-/* light path */
-
-void node_light_path(out float is_camera_ray,
- out float is_shadow_ray,
- out float is_diffuse_ray,
- out float is_glossy_ray,
- out float is_singular_ray,
- out float is_reflection_ray,
- out float is_transmission_ray,
- out float ray_length,
- out float ray_depth,
- out float diffuse_depth,
- out float glossy_depth,
- out float transparent_depth,
- out float transmission_depth)
-{
- /* Supported. */
- is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0;
- is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0;
- is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0;
- is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0;
- /* Kind of supported. */
- is_singular_ray = is_glossy_ray;
- is_reflection_ray = is_glossy_ray;
- is_transmission_ray = is_glossy_ray;
- ray_depth = rayDepth;
- diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0;
- glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0;
- transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0;
- /* Not supported. */
- ray_length = 1.0;
- transparent_depth = 0.0;
-}
-
-void node_light_falloff(
- float strength, float tsmooth, out float quadratic, out float linear, out float constant)
-{
- quadratic = strength;
- linear = strength;
- constant = strength;
-}
-
-void node_object_info(mat4 obmat,
- vec4 obcolor,
- vec4 info,
- float mat_index,
- out vec3 location,
- out vec4 color,
- out float object_index,
- out float material_index,
- out float random)
-{
- location = obmat[3].xyz;
- color = obcolor;
- object_index = info.x;
- material_index = mat_index;
- random = info.z;
-}
-
-void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
-{
- if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
- outnormal = normal;
- return;
- }
- tangent *= (gl_FrontFacing ? 1.0 : -1.0);
- vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w;
-
- outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
- outnormal = normalize(outnormal);
-}
-
-void node_bump(
- float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
-{
- N = mat3(ViewMatrix) * normalize(N);
- dist *= gl_FrontFacing ? invert : -invert;
-
- vec3 dPdx = dFdx(surf_pos);
- vec3 dPdy = dFdy(surf_pos);
-
- /* Get surface tangents from normal. */
- vec3 Rx = cross(dPdy, N);
- vec3 Ry = cross(N, dPdx);
-
- /* Compute surface gradient and determinant. */
- float det = dot(dPdx, Rx);
-
- float dHdx = dFdx(height);
- float dHdy = dFdy(height);
- vec3 surfgrad = dHdx * Rx + dHdy * Ry;
-
- strength = max(strength, 0.0);
-
- result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
- result = normalize(mix(N, result, strength));
-
- result = mat3(ViewMatrixInverse) * result;
-}
-
-void node_bevel(float radius, vec3 N, out vec3 result)
-{
- result = N;
-}
-
-void node_hair_info(out float is_strand,
- out float intercept,
- out float thickness,
- out vec3 tangent,
- out float random)
-{
-#ifdef HAIR_SHADER
- is_strand = 1.0;
- intercept = hairTime;
- thickness = hairThickness;
- tangent = normalize(worldNormal);
- random = wang_hash_noise(
- uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */
-#else
- is_strand = 0.0;
- intercept = 0.0;
- thickness = 0.0;
- tangent = vec3(1.0);
- random = 0.0;
-#endif
-}
-
-void node_displacement_object(
- float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
-{
- N = (vec4(N, 0.0) * obmat).xyz;
- result = (height - midlevel) * scale * normalize(N);
- result = (obmat * vec4(result, 0.0)).xyz;
-}
-
-void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
-{
- result = (height - midlevel) * scale * normalize(N);
-}
-
-void node_vector_displacement_tangent(vec4 vector,
- float midlevel,
- float scale,
- vec4 tangent,
- vec3 normal,
- mat4 obmat,
- mat4 viewmat,
- out vec3 result)
-{
- /* TODO(fclem) this is broken. revisit latter. */
- vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
- vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
- vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
-
- vec3 offset = (vector.xyz - vec3(midlevel)) * scale;
- result = offset.x * T_object + offset.y * N_object + offset.z * B_object;
- result = (obmat * vec4(result, 0.0)).xyz;
-}
-
-void node_vector_displacement_object(
- vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result)
-{
- result = (vector.xyz - vec3(midlevel)) * scale;
- result = (obmat * vec4(result, 0.0)).xyz;
-}
-
-void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result)
-{
- result = (vector.xyz - vec3(midlevel)) * scale;
-}
-
-/* output */
-
-void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result)
-{
-#ifdef VOLUMETRICS
- result = volume;
-#else
- result = surface;
-#endif
-}
-
-uniform float backgroundAlpha;
-
-void node_output_world(Closure surface, Closure volume, out Closure result)
-{
-#ifndef VOLUMETRICS
- result.radiance = surface.radiance * backgroundAlpha;
- result.transmittance = vec3(1.0 - backgroundAlpha);
-#else
- result = volume;
-#endif /* VOLUMETRICS */
-}
-
-/* TODO : clean this ifdef mess */
-/* EEVEE output */
-void world_normals_get(out vec3 N)
-{
-#ifndef VOLUMETRICS
-# ifdef HAIR_SHADER
- vec3 B = normalize(cross(worldNormal, hairTangent));
- float cos_theta;
- if (hairThicknessRes == 1) {
- vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
- /* Random cosine normal distribution on the hair surface. */
- cos_theta = rand.x * 2.0 - 1.0;
- }
- else {
- /* Shade as a cylinder. */
- cos_theta = hairThickTime / hairThickness;
- }
- float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
- N = normalize(worldNormal * sin_theta + B * cos_theta);
-# else
- N = gl_FrontFacing ? worldNormal : -worldNormal;
-# endif
-#else
- generated_from_orco(vec3(0.0), N);
-#endif
-}
-
-#ifndef VOLUMETRICS
-void node_eevee_specular(vec4 diffuse,
- vec4 specular,
- float roughness,
- vec4 emissive,
- float transp,
- vec3 normal,
- float clearcoat,
- float clearcoat_roughness,
- vec3 clearcoat_normal,
- float occlusion,
- float ssr_id,
- out Closure result)
-{
- normal = normalize(normal);
-
- vec3 out_diff, out_spec, ssr_spec;
- eevee_closure_default_clearcoat(normal,
- diffuse.rgb,
- specular.rgb,
- vec3(1.0),
- int(ssr_id),
- roughness,
- clearcoat_normal,
- clearcoat * 0.25,
- clearcoat_roughness,
- occlusion,
- out_diff,
- out_spec,
- ssr_spec);
-
- float alpha = 1.0 - transp;
- result = CLOSURE_DEFAULT;
- result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb;
- result.radiance *= alpha;
- result.transmittance = vec3(transp);
-
- closure_load_ssr_data(ssr_spec * alpha, roughness, normal, viewCameraVec, int(ssr_id), result);
-}
-
-void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
-{
- vec4 spec_accum = vec4(0.0);
- if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) {
- vec3 V = cameraVec;
- vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec);
- vec3 N = transform_direction(ViewMatrixInverse, vN);
- float roughness = cl.ssr_data.a;
- float roughnessSquared = max(1e-3, roughness * roughness);
- fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
- }
-
- outalpha = avg(cl.transmittance);
- outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0);
-
-# ifdef USE_SSS
-# ifdef USE_SSS_ALBEDO
- outcol.rgb += cl.sss_data.rgb * cl.sss_albedo;
-# else
- outcol.rgb += cl.sss_data.rgb;
-# endif
-# endif
-}
-
-#endif /* VOLUMETRICS */
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl
new file mode 100644
index 00000000000..99117400c57
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_add_shader.glsl
@@ -0,0 +1,4 @@
+void node_add_shader(Closure shader1, Closure shader2, out Closure shader)
+{
+ shader = closure_add(shader1, shader2);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
new file mode 100644
index 00000000000..8f8ebebb5f1
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_ambient_occlusion.glsl
@@ -0,0 +1,13 @@
+#ifndef VOLUMETRICS
+void node_ambient_occlusion(
+ vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao)
+{
+ vec3 bent_normal;
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal);
+ result_color = result_ao * color;
+}
+#else
+/* Stub ambient occlusion because it is not compatible with volumetrics. */
+# define node_ambient_occlusion
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl
new file mode 100644
index 00000000000..a8a900b40c6
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_anisotropic.glsl
@@ -0,0 +1,15 @@
+#ifndef VOLUMETRICS
+void node_bsdf_anisotropic(vec4 color,
+ float roughness,
+ float anisotropy,
+ float rotation,
+ vec3 N,
+ vec3 T,
+ out Closure result)
+{
+ node_bsdf_glossy(color, roughness, N, -1, result);
+}
+#else
+/* Stub anisotropic because it is not compatible with volumetrics. */
+# define node_bsdf_anisotropic
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
new file mode 100644
index 00000000000..10e1b4563bc
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_attribute.glsl
@@ -0,0 +1,6 @@
+void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
+{
+ outcol = vec4(attr, 1.0);
+ outvec = attr;
+ outf = avg(attr);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_background.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_background.glsl
new file mode 100644
index 00000000000..69ef4dcb7c7
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_background.glsl
@@ -0,0 +1,11 @@
+void node_background(vec4 color, float strength, out Closure result)
+{
+#ifndef VOLUMETRICS
+ color *= strength;
+ result = CLOSURE_DEFAULT;
+ result.radiance = color.rgb;
+ result.transmittance = vec3(0.0);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_bevel.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_bevel.glsl
new file mode 100644
index 00000000000..0d99390c2f9
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_bevel.glsl
@@ -0,0 +1,4 @@
+void node_bevel(float radius, vec3 N, out vec3 result)
+{
+ result = N;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl
new file mode 100644
index 00000000000..d0111aa3839
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl
@@ -0,0 +1,13 @@
+void node_blackbody(float temperature, sampler1DArray spectrummap, float layer, out vec4 color)
+{
+ if (temperature >= 12000.0) {
+ color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0);
+ }
+ else if (temperature < 965.0) {
+ color = vec4(4.70366907, 0.0, 0.0, 1.0);
+ }
+ else {
+ float t = (temperature - 965.0) / (12000.0 - 965.0);
+ color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0);
+ }
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_bright_contrast.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_bright_contrast.glsl
new file mode 100644
index 00000000000..a5a10833065
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_bright_contrast.glsl
@@ -0,0 +1,10 @@
+void brightness_contrast(vec4 col, float brightness, float contrast, out vec4 outcol)
+{
+ float a = 1.0 + contrast;
+ float b = brightness - contrast * 0.5;
+
+ outcol.r = max(a * col.r + b, 0.0);
+ outcol.g = max(a * col.g + b, 0.0);
+ outcol.b = max(a * col.b + b, 0.0);
+ outcol.a = col.a;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_bump.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_bump.glsl
new file mode 100644
index 00000000000..1137e5acdc6
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_bump.glsl
@@ -0,0 +1,27 @@
+void node_bump(
+ float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
+{
+ N = mat3(ViewMatrix) * normalize(N);
+ dist *= gl_FrontFacing ? invert : -invert;
+
+ vec3 dPdx = dFdx(surf_pos);
+ vec3 dPdy = dFdy(surf_pos);
+
+ /* Get surface tangents from normal. */
+ vec3 Rx = cross(dPdy, N);
+ vec3 Ry = cross(N, dPdx);
+
+ /* Compute surface gradient and determinant. */
+ float det = dot(dPdx, Rx);
+
+ float dHdx = dFdx(height);
+ float dHdy = dFdy(height);
+ vec3 surfgrad = dHdx * Rx + dHdy * Ry;
+
+ strength = max(strength, 0.0);
+
+ result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
+ result = normalize(mix(N, result, strength));
+
+ result = mat3(ViewMatrixInverse) * result;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl
new file mode 100644
index 00000000000..03e61e9f472
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_camera.glsl
@@ -0,0 +1,6 @@
+void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
+{
+ outdepth = abs(co.z);
+ outdist = length(co);
+ outview = normalize(co);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl
new file mode 100644
index 00000000000..881f2386cd4
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_cell_noise.glsl
@@ -0,0 +1,17 @@
+float cellnoise(vec3 p)
+{
+ int ix = quick_floor(p.x);
+ int iy = quick_floor(p.y);
+ int iz = quick_floor(p.z);
+
+ return hash_uint3_to_float(uint(ix), uint(iy), uint(iz));
+}
+
+vec3 cellnoise_color(vec3 p)
+{
+ float r = cellnoise(p.xyz);
+ float g = cellnoise(p.yxz);
+ float b = cellnoise(p.yzx);
+
+ return vec3(r, g, b);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_clamp.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_clamp.glsl
new file mode 100644
index 00000000000..b8842064b6f
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_clamp.glsl
@@ -0,0 +1,4 @@
+void clamp_value(float value, float min, float max, out float result)
+{
+ result = clamp(value, min, max);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl
new file mode 100644
index 00000000000..9fe45f91f45
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl
@@ -0,0 +1,28 @@
+void valtorgb_opti_constant(
+ float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ outcol = (fac > edge) ? color2 : color1;
+ outalpha = outcol.a;
+}
+
+void valtorgb_opti_linear(
+ float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
+{
+ fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0);
+ outcol = mix(color1, color2, fac);
+ outalpha = outcol.a;
+}
+
+void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
+{
+ outcol = texture(colormap, vec2(fac, layer));
+ outalpha = outcol.a;
+}
+
+void valtorgb_nearest(
+ float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = texelFetch(colormap, ivec2(fac * (textureSize(colormap, 0).x - 1), layer), 0);
+ outalpha = outcol.a;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl
new file mode 100644
index 00000000000..a5c3a990d90
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl
@@ -0,0 +1,111 @@
+void rgb_to_hsv(vec4 rgb, out vec4 outcol)
+{
+ float cmax, cmin, h, s, v, cdelta;
+ vec3 c;
+
+ cmax = max(rgb[0], max(rgb[1], rgb[2]));
+ cmin = min(rgb[0], min(rgb[1], rgb[2]));
+ cdelta = cmax - cmin;
+
+ v = cmax;
+ if (cmax != 0.0) {
+ s = cdelta / cmax;
+ }
+ else {
+ s = 0.0;
+ h = 0.0;
+ }
+
+ if (s == 0.0) {
+ h = 0.0;
+ }
+ else {
+ c = (vec3(cmax) - rgb.xyz) / cdelta;
+
+ if (rgb.x == cmax) {
+ h = c[2] - c[1];
+ }
+ else if (rgb.y == cmax) {
+ h = 2.0 + c[0] - c[2];
+ }
+ else {
+ h = 4.0 + c[1] - c[0];
+ }
+
+ h /= 6.0;
+
+ if (h < 0.0) {
+ h += 1.0;
+ }
+ }
+
+ outcol = vec4(h, s, v, rgb.w);
+}
+
+void hsv_to_rgb(vec4 hsv, out vec4 outcol)
+{
+ float i, f, p, q, t, h, s, v;
+ vec3 rgb;
+
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+
+ if (s == 0.0) {
+ rgb = vec3(v, v, v);
+ }
+ else {
+ if (h == 1.0) {
+ h = 0.0;
+ }
+
+ h *= 6.0;
+ i = floor(h);
+ f = h - i;
+ rgb = vec3(f, f, f);
+ p = v * (1.0 - s);
+ q = v * (1.0 - (s * f));
+ t = v * (1.0 - (s * (1.0 - f)));
+
+ if (i == 0.0) {
+ rgb = vec3(v, t, p);
+ }
+ else if (i == 1.0) {
+ rgb = vec3(q, v, p);
+ }
+ else if (i == 2.0) {
+ rgb = vec3(p, v, t);
+ }
+ else if (i == 3.0) {
+ rgb = vec3(p, q, v);
+ }
+ else if (i == 4.0) {
+ rgb = vec3(t, p, v);
+ }
+ else {
+ rgb = vec3(v, p, q);
+ }
+ }
+
+ outcol = vec4(rgb, hsv.w);
+}
+
+void color_alpha_clear(vec4 color, out vec4 result)
+{
+ result = vec4(color.rgb, 1.0);
+}
+
+void color_alpha_premultiply(vec4 color, out vec4 result)
+{
+ result = vec4(color.rgb * color.a, 1.0);
+}
+
+void color_alpha_unpremultiply(vec4 color, out vec4 result)
+{
+ if (color.a == 0.0 || color.a == 1.0) {
+ result = vec4(color.rgb, 1.0);
+ }
+ else {
+ result = vec4(color.rgb / color.a, 1.0);
+ }
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl
new file mode 100644
index 00000000000..2ce061da3cb
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl
@@ -0,0 +1,4 @@
+void combine_hsv(float h, float s, float v, out vec4 col)
+{
+ hsv_to_rgb(vec4(h, s, v, 1.0), col);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_rgb.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_rgb.glsl
new file mode 100644
index 00000000000..d9c882a048f
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_rgb.glsl
@@ -0,0 +1,4 @@
+void combine_rgb(float r, float g, float b, out vec4 col)
+{
+ col = vec4(r, g, b, 1.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_xyz.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_xyz.glsl
new file mode 100644
index 00000000000..d8d132ff1f9
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_xyz.glsl
@@ -0,0 +1,4 @@
+void combine_xyz(float x, float y, float z, out vec3 vec)
+{
+ vec = vec3(x, y, z);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
new file mode 100644
index 00000000000..14acf9925a2
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_diffuse.glsl
@@ -0,0 +1,13 @@
+#ifndef VOLUMETRICS
+void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
+{
+ N = normalize(N);
+ result = CLOSURE_DEFAULT;
+ eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance);
+ closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
+ result.radiance *= color.rgb;
+}
+#else
+/* Stub diffuse because it is not compatible with volumetrics. */
+# define node_bsdf_diffuse
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
new file mode 100644
index 00000000000..0838b5c8b71
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_displacement.glsl
@@ -0,0 +1,12 @@
+void node_displacement_object(
+ float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
+{
+ N = (vec4(N, 0.0) * obmat).xyz;
+ result = (height - midlevel) * scale * normalize(N);
+ result = (obmat * vec4(result, 0.0)).xyz;
+}
+
+void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
+{
+ result = (height - midlevel) * scale * normalize(N);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
new file mode 100644
index 00000000000..e69a53b6596
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_eevee_specular.glsl
@@ -0,0 +1,40 @@
+#ifndef VOLUMETRICS
+void node_eevee_specular(vec4 diffuse,
+ vec4 specular,
+ float roughness,
+ vec4 emissive,
+ float transp,
+ vec3 normal,
+ float clearcoat,
+ float clearcoat_roughness,
+ vec3 clearcoat_normal,
+ float occlusion,
+ float ssr_id,
+ out Closure result)
+{
+ normal = normalize(normal);
+
+ vec3 out_diff, out_spec, ssr_spec;
+ eevee_closure_default_clearcoat(normal,
+ diffuse.rgb,
+ specular.rgb,
+ vec3(1.0),
+ int(ssr_id),
+ roughness,
+ clearcoat_normal,
+ clearcoat * 0.25,
+ clearcoat_roughness,
+ occlusion,
+ out_diff,
+ out_spec,
+ ssr_spec);
+
+ float alpha = 1.0 - transp;
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(transp);
+
+ closure_load_ssr_data(ssr_spec * alpha, roughness, normal, viewCameraVec, int(ssr_id), result);
+}
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl
new file mode 100644
index 00000000000..092b9ed08bb
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_emission.glsl
@@ -0,0 +1,10 @@
+void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
+{
+ result = CLOSURE_DEFAULT;
+#ifndef VOLUMETRICS
+ result.radiance = color.rgb * strength;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+#else
+ result.emission = color.rgb * strength;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
new file mode 100644
index 00000000000..2a925c2a622
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
@@ -0,0 +1,32 @@
+float noise_turbulence(vec3 p, float octaves, int hard)
+{
+ float fscale = 1.0;
+ float amp = 1.0;
+ float sum = 0.0;
+ octaves = clamp(octaves, 0.0, 16.0);
+ int n = int(octaves);
+ for (int i = 0; i <= n; i++) {
+ float t = noise(fscale * p);
+ if (hard != 0) {
+ t = abs(2.0 * t - 1.0);
+ }
+ sum += t * amp;
+ amp *= 0.5;
+ fscale *= 2.0;
+ }
+ float rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ float t = noise(fscale * p);
+ if (hard != 0) {
+ t = abs(2.0 * t - 1.0);
+ }
+ float sum2 = sum + t * amp;
+ sum *= (float(1 << n) / float((1 << (n + 1)) - 1));
+ sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1));
+ return (1.0 - rmd) * sum + rmd * sum2;
+ }
+ else {
+ sum *= (float(1 << n) / float((1 << (n + 1)) - 1));
+ return sum;
+ }
+}
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);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl
new file mode 100644
index 00000000000..5733992f8dd
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl
@@ -0,0 +1,14 @@
+void node_gamma(vec4 col, float gamma, out vec4 outcol)
+{
+ outcol = col;
+
+ if (col.r > 0.0) {
+ outcol.r = compatible_pow(col.r, gamma);
+ }
+ if (col.g > 0.0) {
+ outcol.g = compatible_pow(col.g, gamma);
+ }
+ if (col.b > 0.0) {
+ outcol.b = compatible_pow(col.b, gamma);
+ }
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl
new file mode 100644
index 00000000000..79614495499
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_geometry.glsl
@@ -0,0 +1,46 @@
+void node_geometry(vec3 I,
+ vec3 N,
+ vec3 orco,
+ mat4 objmat,
+ mat4 toworld,
+ vec2 barycentric,
+ out vec3 position,
+ out vec3 normal,
+ out vec3 tangent,
+ out vec3 true_normal,
+ out vec3 incoming,
+ out vec3 parametric,
+ out float backfacing,
+ out float pointiness)
+{
+ /* handle perspective/orthographic */
+ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
+ incoming = -(toworld * vec4(I_view, 0.0)).xyz;
+
+#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
+ position = -incoming;
+ true_normal = normal = incoming;
+ tangent = parametric = vec3(0.0);
+ vec3(0.0);
+ backfacing = 0.0;
+ pointiness = 0.0;
+#else
+
+ position = worldPosition;
+# ifndef VOLUMETRICS
+ normal = normalize(N);
+ vec3 B = dFdx(worldPosition);
+ vec3 T = dFdy(worldPosition);
+ true_normal = normalize(cross(B, T));
+# else
+ normal = (toworld * vec4(N, 0.0)).xyz;
+ true_normal = normal;
+# endif
+ tangent_orco_z(orco, orco);
+ node_tangent(N, orco, objmat, tangent);
+
+ parametric = vec3(barycentric, 0.0);
+ backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
+ pointiness = 0.5;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
new file mode 100644
index 00000000000..8cc8ba2dd15
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glass.glsl
@@ -0,0 +1,23 @@
+#ifndef VOLUMETRICS
+void node_bsdf_glass(
+ vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result)
+{
+ N = normalize(N);
+ vec3 out_spec, out_refr, ssr_spec;
+ vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb :
+ color.rgb; /* Simulate 2 transmission event */
+ eevee_closure_glass(
+ N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
+ out_refr *= refr_color;
+ out_spec *= color.rgb;
+ float fresnel = F_eta(ior, dot(N, cameraVec));
+ vec3 vN = mat3(ViewMatrix) * N;
+ result = CLOSURE_DEFAULT;
+ result.radiance = mix(out_refr, out_spec, fresnel);
+ closure_load_ssr_data(
+ ssr_spec * color.rgb * fresnel, roughness, N, viewCameraVec, int(ssr_id), result);
+}
+#else
+/* Stub glass because it is not compatible with volumetrics. */
+# define node_bsdf_glass
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
new file mode 100644
index 00000000000..4d582e63725
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_glossy.glsl
@@ -0,0 +1,15 @@
+#ifndef VOLUMETRICS
+void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result)
+{
+ N = normalize(N);
+ vec3 out_spec, ssr_spec;
+ eevee_closure_glossy(N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
+ vec3 vN = mat3(ViewMatrix) * N;
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec * color.rgb;
+ closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result);
+}
+#else
+/* Stub glossy because it is not compatible with volumetrics. */
+# define node_bsdf_glossy
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
new file mode 100644
index 00000000000..3b23ac976ae
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl
@@ -0,0 +1,21 @@
+void node_hair_info(out float is_strand,
+ out float intercept,
+ out float thickness,
+ out vec3 tangent,
+ out float random)
+{
+#ifdef HAIR_SHADER
+ is_strand = 1.0;
+ intercept = hairTime;
+ thickness = hairThickness;
+ tangent = normalize(worldNormal);
+ random = wang_hash_noise(
+ uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */
+#else
+ is_strand = 0.0;
+ intercept = 0.0;
+ thickness = 0.0;
+ tangent = vec3(1.0);
+ random = 0.0;
+#endif
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material_hash.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl
index 9f95da0a75b..86191451e5f 100644
--- a/source/blender/gpu/shaders/gpu_shader_material_hash.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl
@@ -204,3 +204,14 @@ vec3 hash_vec4_to_vec3(vec4 k)
{
return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
}
+
+/* Other Hash Functions */
+
+float integer_noise(int n)
+{
+ int nn;
+ n = (n + 1013) & 0x7fffffff;
+ n = (n >> 13) ^ n;
+ nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
+ return 0.5 * (float(nn) / 1073741824.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_holdout.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_holdout.glsl
new file mode 100644
index 00000000000..50ce2bf2ab8
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_holdout.glsl
@@ -0,0 +1,8 @@
+void node_holdout(out Closure result)
+{
+ result = CLOSURE_DEFAULT;
+#ifndef VOLUMETRICS
+ result.holdout = 1.0;
+ result.flag = CLOSURE_HOLDOUT_FLAG;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl
new file mode 100644
index 00000000000..64ac73ecdf3
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl
@@ -0,0 +1,14 @@
+void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)
+{
+ vec4 hsv;
+
+ rgb_to_hsv(col, hsv);
+
+ hsv[0] = fract(hsv[0] + hue + 0.5);
+ hsv[1] = clamp(hsv[1] * sat, 0.0, 1.0);
+ hsv[2] = hsv[2] * value;
+
+ hsv_to_rgb(hsv, outcol);
+
+ outcol = mix(col, outcol, fac);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_invert.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_invert.glsl
new file mode 100644
index 00000000000..5cf362a9947
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_invert.glsl
@@ -0,0 +1,5 @@
+void invert(float fac, vec4 col, out vec4 outcol)
+{
+ outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac);
+ outcol.w = col.w;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl
new file mode 100644
index 00000000000..588d295bcc4
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_layer_weight.glsl
@@ -0,0 +1,19 @@
+void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
+{
+ N = normalize(N);
+
+ /* fresnel */
+ float eta = max(1.0 - blend, 0.00001);
+ vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
+
+ fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta);
+
+ /* facing */
+ facing = abs(dot(I_view, N));
+ if (blend != 0.5) {
+ blend = clamp(blend, 0.0, 0.99999);
+ blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
+ facing = pow(facing, blend);
+ }
+ facing = 1.0 - facing;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl
new file mode 100644
index 00000000000..f3eae653f95
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_light_falloff.glsl
@@ -0,0 +1,7 @@
+void node_light_falloff(
+ float strength, float tsmooth, out float quadratic, out float linear, out float constant)
+{
+ quadratic = strength;
+ linear = strength;
+ constant = strength;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl
new file mode 100644
index 00000000000..50c87e3f105
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_light_path.glsl
@@ -0,0 +1,31 @@
+void node_light_path(out float is_camera_ray,
+ out float is_shadow_ray,
+ out float is_diffuse_ray,
+ out float is_glossy_ray,
+ out float is_singular_ray,
+ out float is_reflection_ray,
+ out float is_transmission_ray,
+ out float ray_length,
+ out float ray_depth,
+ out float diffuse_depth,
+ out float glossy_depth,
+ out float transparent_depth,
+ out float transmission_depth)
+{
+ /* Supported. */
+ is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0;
+ is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0;
+ is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0;
+ is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0;
+ /* Kind of supported. */
+ is_singular_ray = is_glossy_ray;
+ is_reflection_ray = is_glossy_ray;
+ is_transmission_ray = is_glossy_ray;
+ ray_depth = rayDepth;
+ diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0;
+ glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0;
+ transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0;
+ /* Not supported. */
+ ray_length = 1.0;
+ transparent_depth = 0.0;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl
new file mode 100644
index 00000000000..a185774f4b3
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl
@@ -0,0 +1,10 @@
+void map_range(
+ float value, float fromMin, float fromMax, float toMin, float toMax, out float result)
+{
+ if (fromMax != fromMin) {
+ result = toMin + ((value - fromMin) / (fromMax - fromMin)) * (toMax - toMin);
+ }
+ else {
+ result = 0.0;
+ }
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl
new file mode 100644
index 00000000000..ef47ac2be98
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl
@@ -0,0 +1,7 @@
+void mapping(
+ vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
+{
+ mat4 mat = mat4(m0, m1, m2, m3);
+ outvec = (mat * vec4(vec, 1.0)).xyz;
+ outvec = clamp(outvec, minvec, maxvec);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl
new file mode 100644
index 00000000000..4fac770e8fe
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl
@@ -0,0 +1,130 @@
+void math_add(float a, float b, out float result)
+{
+ result = a + b;
+}
+
+void math_subtract(float a, float b, out float result)
+{
+ result = a - b;
+}
+
+void math_multiply(float a, float b, out float result)
+{
+ result = a * b;
+}
+
+void math_divide(float a, float b, out float result)
+{
+ result = safe_divide(a, b);
+}
+
+void math_power(float a, float b, out float result)
+{
+ if (a >= 0.0) {
+ result = compatible_pow(a, b);
+ }
+ else {
+ float fraction = mod(abs(b), 1.0);
+ if (fraction > 0.999 || fraction < 0.001) {
+ result = compatible_pow(a, floor(b + 0.5));
+ }
+ else {
+ result = 0.0;
+ }
+ }
+}
+
+void math_logarithm(float a, float b, out float result)
+{
+ result = (a > 0.0 && b > 0.0) ? log2(a) / log2(b) : 0.0;
+}
+
+void math_sqrt(float a, float b, out float result)
+{
+ result = (a > 0.0) ? sqrt(a) : 0.0;
+}
+
+void math_absolute(float a, float b, out float result)
+{
+ result = abs(a);
+}
+
+void math_minimum(float a, float b, out float result)
+{
+ result = min(a, b);
+}
+
+void math_maximum(float a, float b, out float result)
+{
+ result = max(a, b);
+}
+
+void math_less_than(float a, float b, out float result)
+{
+ result = (a < b) ? 1.0 : 0.0;
+}
+
+void math_greater_than(float a, float b, out float result)
+{
+ result = (a > b) ? 1.0 : 0.0;
+}
+
+void math_round(float a, float b, out float result)
+{
+ result = floor(a + 0.5);
+}
+
+void math_floor(float a, float b, out float result)
+{
+ result = floor(a);
+}
+
+void math_ceil(float a, float b, out float result)
+{
+ result = ceil(a);
+}
+
+void math_fraction(float a, float b, out float result)
+{
+ result = a - floor(a);
+}
+
+void math_modulo(float a, float b, out float result)
+{
+ result = c_mod(a, b);
+}
+
+void math_sine(float a, float b, out float result)
+{
+ result = sin(a);
+}
+
+void math_cosine(float a, float b, out float result)
+{
+ result = cos(a);
+}
+
+void math_tangent(float a, float b, out float result)
+{
+ result = tan(a);
+}
+
+void math_arcsine(float a, float b, out float result)
+{
+ result = (a <= 1.0 && a >= -1.0) ? asin(a) : 0.0;
+}
+
+void math_arccosine(float a, float b, out float result)
+{
+ result = (a <= 1.0 && a >= -1.0) ? acos(a) : 0.0;
+}
+
+void math_arctangent(float a, float b, out float result)
+{
+ result = atan(a);
+}
+
+void math_arctan2(float a, float b, out float result)
+{
+ result = atan(a, b);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
new file mode 100644
index 00000000000..0be7da0cc4c
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl
@@ -0,0 +1,101 @@
+/* Float Math */
+
+float safe_divide(float a, float b)
+{
+ return (b != 0.0) ? a / b : 0.0;
+}
+
+/* Modulo with C sign convention. mod in GLSL will take absolute for negative numbers. */
+float c_mod(float a, float b)
+{
+ return (b != 0.0 && a != b) ? sign(a) * mod(abs(a), b) : 0.0;
+}
+
+float compatible_pow(float x, float y)
+{
+ if (y == 0.0) { /* x^0 -> 1, including 0^0 */
+ return 1.0;
+ }
+
+ /* glsl pow doesn't accept negative x */
+ if (x < 0.0) {
+ if (mod(-y, 2.0) == 0.0) {
+ return pow(-x, y);
+ }
+ else {
+ return -pow(-x, y);
+ }
+ }
+ else if (x == 0.0) {
+ return 0.0;
+ }
+
+ return pow(x, y);
+}
+
+float hypot(float x, float y)
+{
+ return sqrt(x * x + y * y);
+}
+
+int floor_to_int(float x)
+{
+ return int(floor(x));
+}
+
+int quick_floor(float x)
+{
+ return int(x) - ((x < 0) ? 1 : 0);
+}
+
+float floorfrac(float x, out int i)
+{
+ float x_floor = floor(x);
+ i = int(x_floor);
+ return x - x_floor;
+}
+
+/* Vector Math */
+
+vec3 safe_divide(vec3 a, vec3 b)
+{
+ return vec3(safe_divide(a.x, b.x), safe_divide(a.y, b.y), safe_divide(a.z, b.z));
+}
+
+vec3 c_mod(vec3 a, vec3 b)
+{
+ return vec3(c_mod(a.x, b.x), c_mod(a.y, b.y), c_mod(a.z, b.z));
+}
+
+void vector_mix(float strength, vec3 a, vec3 b, out vec3 outVector)
+{
+ outVector = strength * a + (1 - strength) * b;
+}
+
+void invert_z(vec3 v, out vec3 outv)
+{
+ v.z = -v.z;
+ outv = v;
+}
+
+void vector_normalize(vec3 normal, out vec3 outnormal)
+{
+ outnormal = normalize(normal);
+}
+
+/* Matirx Math */
+
+void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = (mat * vec4(vin, 0.0)).xyz;
+}
+
+void normal_transform_transposed_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = transpose(mat3(mat)) * vin;
+}
+
+void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
+{
+ vout = (mat * vec4(vin, 1.0)).xyz;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl
new file mode 100644
index 00000000000..abe6081489d
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl
@@ -0,0 +1,291 @@
+void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col1 + col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col1 * col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = vec4(1.0) - (vec4(facm) + fac * (vec4(1.0) - col2)) * (vec4(1.0) - col1);
+ outcol.a = col1.a;
+}
+
+void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ if (outcol.r < 0.5) {
+ outcol.r *= facm + 2.0 * fac * col2.r;
+ }
+ else {
+ outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r);
+ }
+
+ if (outcol.g < 0.5) {
+ outcol.g *= facm + 2.0 * fac * col2.g;
+ }
+ else {
+ outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g);
+ }
+
+ if (outcol.b < 0.5) {
+ outcol.b *= facm + 2.0 * fac * col2.b;
+ }
+ else {
+ outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b);
+ }
+}
+
+void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, col1 - col2, fac);
+ outcol.a = col1.a;
+}
+
+void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ if (col2.r != 0.0) {
+ outcol.r = facm * outcol.r + fac * outcol.r / col2.r;
+ }
+ if (col2.g != 0.0) {
+ outcol.g = facm * outcol.g + fac * outcol.g / col2.g;
+ }
+ if (col2.b != 0.0) {
+ outcol.b = facm * outcol.b + fac * outcol.b / col2.b;
+ }
+}
+
+void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = mix(col1, abs(col1 - col2), fac);
+ outcol.a = col1.a;
+}
+
+void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol.rgb = min(col1.rgb, col2.rgb * fac);
+ outcol.a = col1.a;
+}
+
+void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol.rgb = max(col1.rgb, col2.rgb * fac);
+ outcol.a = col1.a;
+}
+
+void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ outcol = col1;
+
+ if (outcol.r != 0.0) {
+ float tmp = 1.0 - fac * col2.r;
+ if (tmp <= 0.0) {
+ outcol.r = 1.0;
+ }
+ else if ((tmp = outcol.r / tmp) > 1.0) {
+ outcol.r = 1.0;
+ }
+ else {
+ outcol.r = tmp;
+ }
+ }
+ if (outcol.g != 0.0) {
+ float tmp = 1.0 - fac * col2.g;
+ if (tmp <= 0.0) {
+ outcol.g = 1.0;
+ }
+ else if ((tmp = outcol.g / tmp) > 1.0) {
+ outcol.g = 1.0;
+ }
+ else {
+ outcol.g = tmp;
+ }
+ }
+ if (outcol.b != 0.0) {
+ float tmp = 1.0 - fac * col2.b;
+ if (tmp <= 0.0) {
+ outcol.b = 1.0;
+ }
+ else if ((tmp = outcol.b / tmp) > 1.0) {
+ outcol.b = 1.0;
+ }
+ else {
+ outcol.b = tmp;
+ }
+ }
+}
+
+void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float tmp, facm = 1.0 - fac;
+
+ outcol = col1;
+
+ tmp = facm + fac * col2.r;
+ if (tmp <= 0.0) {
+ outcol.r = 0.0;
+ }
+ else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) {
+ outcol.r = 0.0;
+ }
+ else if (tmp > 1.0) {
+ outcol.r = 1.0;
+ }
+ else {
+ outcol.r = tmp;
+ }
+
+ tmp = facm + fac * col2.g;
+ if (tmp <= 0.0) {
+ outcol.g = 0.0;
+ }
+ else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) {
+ outcol.g = 0.0;
+ }
+ else if (tmp > 1.0) {
+ outcol.g = 1.0;
+ }
+ else {
+ outcol.g = tmp;
+ }
+
+ tmp = facm + fac * col2.b;
+ if (tmp <= 0.0) {
+ outcol.b = 0.0;
+ }
+ else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) {
+ outcol.b = 0.0;
+ }
+ else if (tmp > 1.0) {
+ outcol.b = 1.0;
+ }
+ else {
+ outcol.b = tmp;
+ }
+}
+
+void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ vec4 hsv, hsv2, tmp;
+ rgb_to_hsv(col2, hsv2);
+
+ if (hsv2.y != 0.0) {
+ rgb_to_hsv(outcol, hsv);
+ hsv.x = hsv2.x;
+ hsv_to_rgb(hsv, tmp);
+
+ outcol = mix(outcol, tmp, fac);
+ outcol.a = col1.a;
+ }
+}
+
+void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ vec4 hsv, hsv2;
+ rgb_to_hsv(outcol, hsv);
+
+ if (hsv.y != 0.0) {
+ rgb_to_hsv(col2, hsv2);
+
+ hsv.y = facm * hsv.y + fac * hsv2.y;
+ hsv_to_rgb(hsv, outcol);
+ }
+}
+
+void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ vec4 hsv, hsv2;
+ rgb_to_hsv(col1, hsv);
+ rgb_to_hsv(col2, hsv2);
+
+ hsv.z = facm * hsv.z + fac * hsv2.z;
+ hsv_to_rgb(hsv, outcol);
+}
+
+void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ outcol = col1;
+
+ vec4 hsv, hsv2, tmp;
+ rgb_to_hsv(col2, hsv2);
+
+ if (hsv2.y != 0.0) {
+ rgb_to_hsv(outcol, hsv);
+ hsv.x = hsv2.x;
+ hsv.y = hsv2.y;
+ hsv_to_rgb(hsv, tmp);
+
+ outcol = mix(outcol, tmp, fac);
+ outcol.a = col1.a;
+ }
+}
+
+void mix_soft(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+ float facm = 1.0 - fac;
+
+ vec4 one = vec4(1.0);
+ vec4 scr = one - (one - col2) * (one - col1);
+ outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr);
+}
+
+void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
+{
+ fac = clamp(fac, 0.0, 1.0);
+
+ outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
+}
+
+void clamp_color(vec3 vec, vec3 min, vec3 max, out vec3 out_vec)
+{
+ out_vec = clamp(vec, min, max);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl
new file mode 100644
index 00000000000..c303d21d7c1
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_mix_shader.glsl
@@ -0,0 +1,4 @@
+void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader)
+{
+ shader = closure_mix(shader1, shader2, fac);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl
new file mode 100644
index 00000000000..8c6a10e3fe7
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl
@@ -0,0 +1,74 @@
+float noise_fade(float t)
+{
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
+}
+
+float noise_scale3(float result)
+{
+ return 0.9820 * result;
+}
+
+float noise_nerp(float t, float a, float b)
+{
+ return (1.0 - t) * a + t * b;
+}
+
+float noise_grad(uint hash, float x, float y, float z)
+{
+ uint h = hash & 15u;
+ float u = h < 8u ? x : y;
+ float vt = ((h == 12u) || (h == 14u)) ? x : z;
+ float v = h < 4u ? y : vt;
+ return (((h & 1u) != 0u) ? -u : u) + (((h & 2u) != 0u) ? -v : v);
+}
+
+float noise_perlin(float x, float y, float z)
+{
+ int X;
+ float fx = floorfrac(x, X);
+ int Y;
+ float fy = floorfrac(y, Y);
+ int Z;
+ float fz = floorfrac(z, Z);
+
+ float u = noise_fade(fx);
+ float v = noise_fade(fy);
+ float w = noise_fade(fz);
+
+ float noise_u[2], noise_v[2];
+
+ noise_u[0] = noise_nerp(u,
+ noise_grad(hash_int3(X, Y, Z), fx, fy, fz),
+ noise_grad(hash_int3(X + 1, Y, Z), fx - 1.0, fy, fz));
+
+ noise_u[1] = noise_nerp(u,
+ noise_grad(hash_int3(X, Y + 1, Z), fx, fy - 1.0, fz),
+ noise_grad(hash_int3(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
+
+ noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]);
+
+ noise_u[0] = noise_nerp(u,
+ noise_grad(hash_int3(X, Y, Z + 1), fx, fy, fz - 1.0),
+ noise_grad(hash_int3(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
+
+ noise_u[1] = noise_nerp(
+ u,
+ noise_grad(hash_int3(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
+ noise_grad(hash_int3(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
+
+ noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]);
+
+ float r = noise_scale3(noise_nerp(w, noise_v[0], noise_v[1]));
+
+ return (isinf(r)) ? 0.0 : r;
+}
+
+float noise(vec3 p)
+{
+ return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5;
+}
+
+float snoise(vec3 p)
+{
+ return noise_perlin(p.x, p.y, p.z);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal.glsl
new file mode 100644
index 00000000000..4f6e68909ad
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal.glsl
@@ -0,0 +1,5 @@
+void normal_new_shading(vec3 nor, vec3 dir, out vec3 outnor, out float outdot)
+{
+ outnor = dir;
+ outdot = dot(normalize(nor), dir);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl
new file mode 100644
index 00000000000..6930e0c5dad
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_normal_map.glsl
@@ -0,0 +1,22 @@
+void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
+{
+ if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
+ outnormal = normal;
+ return;
+ }
+ tangent *= (gl_FrontFacing ? 1.0 : -1.0);
+ vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w;
+
+ outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
+ outnormal = normalize(outnormal);
+}
+
+void color_to_normal_new_shading(vec3 color, out vec3 normal)
+{
+ normal = vec3(2.0) * color - vec3(1.0);
+}
+
+void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
+{
+ normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_object_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_object_info.glsl
new file mode 100644
index 00000000000..ff77b0beea2
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_object_info.glsl
@@ -0,0 +1,16 @@
+void node_object_info(mat4 obmat,
+ vec4 obcolor,
+ vec4 info,
+ float mat_index,
+ out vec3 location,
+ out vec4 color,
+ out float object_index,
+ out float material_index,
+ out float random)
+{
+ location = obmat[3].xyz;
+ color = obcolor;
+ object_index = info.x;
+ material_index = mat_index;
+ random = info.z;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
new file mode 100644
index 00000000000..62f76d46088
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_output_material.glsl
@@ -0,0 +1,8 @@
+void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result)
+{
+#ifdef VOLUMETRICS
+ result = volume;
+#else
+ result = surface;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
new file mode 100644
index 00000000000..ba391df185e
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_output_world.glsl
@@ -0,0 +1,11 @@
+uniform float backgroundAlpha;
+
+void node_output_world(Closure surface, Closure volume, out Closure result)
+{
+#ifndef VOLUMETRICS
+ result.radiance = surface.radiance * backgroundAlpha;
+ result.transmittance = vec3(1.0 - backgroundAlpha);
+#else
+ result = volume;
+#endif /* VOLUMETRICS */
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_particle_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_particle_info.glsl
new file mode 100644
index 00000000000..bdd60c20a81
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_particle_info.glsl
@@ -0,0 +1,23 @@
+void particle_info(vec4 sprops,
+ vec4 loc,
+ vec3 vel,
+ vec3 avel,
+ out float index,
+ out float random,
+ out float age,
+ out float life_time,
+ out vec3 location,
+ out float size,
+ out vec3 velocity,
+ out vec3 angular_velocity)
+{
+ index = sprops.x;
+ random = loc.w;
+ age = sprops.y;
+ life_time = sprops.z;
+ size = sprops.w;
+
+ location = loc.xyz;
+ velocity = vel;
+ angular_velocity = avel;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
new file mode 100644
index 00000000000..c6b640c572d
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_principled.glsl
@@ -0,0 +1,439 @@
+#ifndef VOLUMETRICS
+vec3 tint_from_color(vec3 color)
+{
+ float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
+ return (lum > 0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
+}
+
+void convert_metallic_to_specular_tinted(vec3 basecol,
+ vec3 basecol_tint,
+ float metallic,
+ float specular_fac,
+ float specular_tint,
+ out vec3 diffuse,
+ out vec3 f0)
+{
+ vec3 tmp_col = mix(vec3(1.0), basecol_tint, specular_tint);
+ f0 = mix((0.08 * specular_fac) * tmp_col, basecol, metallic);
+ diffuse = basecol * (1.0 - metallic);
+}
+
+vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
+{
+ float f = 1.0 - NV;
+ /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps,
+ * therefore we need to clamp value. */
+ f = clamp(f, 0.0, 1.0);
+ /* Empirical approximation (manual curve fitting). Can be refined. */
+ float sheen = f * f * f * 0.077 + f * 0.01 + 0.00026;
+ return sheen * mix(vec3(1.0), basecol_tint, sheen_tint);
+}
+
+void node_bsdf_principled(vec4 base_color,
+ float subsurface,
+ vec3 subsurface_radius,
+ vec4 subsurface_color,
+ float metallic,
+ float specular,
+ float specular_tint,
+ float roughness,
+ float anisotropic,
+ float anisotropic_rotation,
+ float sheen,
+ float sheen_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float ior,
+ float transmission,
+ float transmission_roughness,
+ vec4 emission,
+ float alpha,
+ vec3 N,
+ vec3 CN,
+ vec3 T,
+ vec3 I,
+ float ssr_id,
+ float sss_id,
+ vec3 sss_scale,
+ out Closure result)
+{
+ N = normalize(N);
+ ior = max(ior, 1e-5);
+ metallic = saturate(metallic);
+ transmission = saturate(transmission);
+ float dielectric = 1.0 - metallic;
+ transmission *= dielectric;
+ sheen *= dielectric;
+ subsurface_color *= dielectric;
+
+ vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec;
+ vec3 ctint = tint_from_color(base_color.rgb);
+ convert_metallic_to_specular_tinted(
+ base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
+
+ float NV = dot(N, cameraVec);
+ vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
+
+ /* Far from being accurate, but 2 glossy evaluation is too expensive.
+ * Most noticeable difference is at grazing angles since the bsdf lut
+ * f0 color interpolation is done on top of this interpolation. */
+ vec3 f0_glass = mix(vec3(1.0), base_color.rgb, specular_tint);
+ float fresnel = F_eta(ior, NV);
+ vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel;
+ f0 = mix(f0, spec_col, transmission);
+
+ vec3 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic);
+
+ vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
+
+ float sss_scalef = avg(sss_scale) * subsurface;
+ eevee_closure_principled(N,
+ mixed_ss_base_color,
+ f0,
+ f90,
+ int(ssr_id),
+ roughness,
+ CN,
+ clearcoat * 0.25,
+ clearcoat_roughness,
+ 1.0,
+ sss_scalef,
+ ior,
+ out_diff,
+ out_trans,
+ out_spec,
+ out_refr,
+ ssr_spec);
+
+ vec3 refr_color = base_color.rgb;
+ refr_color *= (refractionDepth > 0.0) ? refr_color :
+ vec3(1.0); /* Simulate 2 transmission event */
+ out_refr *= refr_color * (1.0 - fresnel) * transmission;
+
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec + out_refr;
+ result.radiance += out_diff * out_sheen; /* Coarse approx. */
+
+ closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
+
+ vec3 sss_radiance = (out_diff + out_trans) * alpha;
+# ifndef USE_SSS
+ result.radiance += sss_radiance * mixed_ss_base_color * (1.0 - transmission);
+# else
+# ifdef USE_SSS_ALBEDO
+ vec3 sss_albedo = mixed_ss_base_color;
+# else
+ sss_radiance *= mixed_ss_base_color;
+# endif
+ sss_radiance *= (1.0 - transmission);
+ closure_load_sss_data(sss_scalef,
+ sss_radiance,
+# ifdef USE_SSS_ALBEDO
+ sss_albedo,
+# endif
+ int(sss_id),
+ result);
+# endif /* USE_SSS */
+
+ result.radiance += emission.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(1.0 - alpha);
+}
+
+void node_bsdf_principled_dielectric(vec4 base_color,
+ float subsurface,
+ vec3 subsurface_radius,
+ vec4 subsurface_color,
+ float metallic,
+ float specular,
+ float specular_tint,
+ float roughness,
+ float anisotropic,
+ float anisotropic_rotation,
+ float sheen,
+ float sheen_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float ior,
+ float transmission,
+ float transmission_roughness,
+ vec4 emission,
+ float alpha,
+ vec3 N,
+ vec3 CN,
+ vec3 T,
+ vec3 I,
+ float ssr_id,
+ float sss_id,
+ vec3 sss_scale,
+ out Closure result)
+{
+ N = normalize(N);
+ metallic = saturate(metallic);
+ float dielectric = 1.0 - metallic;
+
+ vec3 diffuse, f0, out_diff, out_spec, ssr_spec;
+ vec3 ctint = tint_from_color(base_color.rgb);
+ convert_metallic_to_specular_tinted(
+ base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
+
+ float NV = dot(N, cameraVec);
+ vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
+
+ eevee_closure_default(
+ N, diffuse, f0, vec3(1.0), int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec);
+
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec + out_diff * (diffuse + out_sheen);
+ closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
+ result.radiance += emission.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(1.0 - alpha);
+}
+
+void node_bsdf_principled_metallic(vec4 base_color,
+ float subsurface,
+ vec3 subsurface_radius,
+ vec4 subsurface_color,
+ float metallic,
+ float specular,
+ float specular_tint,
+ float roughness,
+ float anisotropic,
+ float anisotropic_rotation,
+ float sheen,
+ float sheen_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float ior,
+ float transmission,
+ float transmission_roughness,
+ vec4 emission,
+ float alpha,
+ vec3 N,
+ vec3 CN,
+ vec3 T,
+ vec3 I,
+ float ssr_id,
+ float sss_id,
+ vec3 sss_scale,
+ out Closure result)
+{
+ N = normalize(N);
+ vec3 out_spec, ssr_spec;
+
+ vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
+
+ eevee_closure_glossy(N, base_color.rgb, f90, int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
+
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec;
+ closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
+ result.radiance += emission.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(1.0 - alpha);
+}
+
+void node_bsdf_principled_clearcoat(vec4 base_color,
+ float subsurface,
+ vec3 subsurface_radius,
+ vec4 subsurface_color,
+ float metallic,
+ float specular,
+ float specular_tint,
+ float roughness,
+ float anisotropic,
+ float anisotropic_rotation,
+ float sheen,
+ float sheen_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float ior,
+ float transmission,
+ float transmission_roughness,
+ vec4 emission,
+ float alpha,
+ vec3 N,
+ vec3 CN,
+ vec3 T,
+ vec3 I,
+ float ssr_id,
+ float sss_id,
+ vec3 sss_scale,
+ out Closure result)
+{
+ vec3 out_spec, ssr_spec;
+ N = normalize(N);
+
+ vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
+
+ eevee_closure_clearcoat(N,
+ base_color.rgb,
+ f90,
+ int(ssr_id),
+ roughness,
+ CN,
+ clearcoat * 0.25,
+ clearcoat_roughness,
+ 1.0,
+ out_spec,
+ ssr_spec);
+
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec;
+ closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
+ result.radiance += emission.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(1.0 - alpha);
+}
+
+void node_bsdf_principled_subsurface(vec4 base_color,
+ float subsurface,
+ vec3 subsurface_radius,
+ vec4 subsurface_color,
+ float metallic,
+ float specular,
+ float specular_tint,
+ float roughness,
+ float anisotropic,
+ float anisotropic_rotation,
+ float sheen,
+ float sheen_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float ior,
+ float transmission,
+ float transmission_roughness,
+ vec4 emission,
+ float alpha,
+ vec3 N,
+ vec3 CN,
+ vec3 T,
+ vec3 I,
+ float ssr_id,
+ float sss_id,
+ vec3 sss_scale,
+ out Closure result)
+{
+ metallic = saturate(metallic);
+ N = normalize(N);
+
+ vec3 diffuse, f0, out_diff, out_spec, out_trans, ssr_spec;
+ vec3 ctint = tint_from_color(base_color.rgb);
+ convert_metallic_to_specular_tinted(
+ base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
+
+ subsurface_color = subsurface_color * (1.0 - metallic);
+ vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
+ float sss_scalef = avg(sss_scale) * subsurface;
+
+ float NV = dot(N, cameraVec);
+ vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
+
+ vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic);
+
+ eevee_closure_skin(N,
+ mixed_ss_base_color,
+ f0,
+ f90,
+ int(ssr_id),
+ roughness,
+ 1.0,
+ sss_scalef,
+ out_diff,
+ out_trans,
+ out_spec,
+ ssr_spec);
+
+ result = CLOSURE_DEFAULT;
+ result.radiance = out_spec;
+ closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
+
+ vec3 sss_radiance = (out_diff + out_trans) * alpha;
+# ifndef USE_SSS
+ result.radiance += sss_radiance * mixed_ss_base_color * (1.0 - transmission);
+# else
+# ifdef USE_SSS_ALBEDO
+ vec3 sss_albedo = mixed_ss_base_color;
+# else
+ sss_radiance *= mixed_ss_base_color;
+# endif
+ sss_radiance *= (1.0 - transmission);
+ closure_load_sss_data(sss_scalef,
+ sss_radiance,
+# ifdef USE_SSS_ALBEDO
+ sss_albedo,
+# endif
+ int(sss_id),
+ result);
+# endif /* USE_SSS */
+
+ result.radiance += out_diff * out_sheen;
+ result.radiance += emission.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(1.0 - alpha);
+}
+
+void node_bsdf_principled_glass(vec4 base_color,
+ float subsurface,
+ vec3 subsurface_radius,
+ vec4 subsurface_color,
+ float metallic,
+ float specular,
+ float specular_tint,
+ float roughness,
+ float anisotropic,
+ float anisotropic_rotation,
+ float sheen,
+ float sheen_tint,
+ float clearcoat,
+ float clearcoat_roughness,
+ float ior,
+ float transmission,
+ float transmission_roughness,
+ vec4 emission,
+ float alpha,
+ vec3 N,
+ vec3 CN,
+ vec3 T,
+ vec3 I,
+ float ssr_id,
+ float sss_id,
+ vec3 sss_scale,
+ out Closure result)
+{
+ ior = max(ior, 1e-5);
+ N = normalize(N);
+
+ vec3 f0, out_spec, out_refr, ssr_spec;
+ f0 = mix(vec3(1.0), base_color.rgb, specular_tint);
+
+ eevee_closure_glass(
+ N, vec3(1.0), vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
+
+ vec3 refr_color = base_color.rgb;
+ refr_color *= (refractionDepth > 0.0) ? refr_color :
+ vec3(1.0); /* Simulate 2 transmission events */
+ out_refr *= refr_color;
+
+ float fresnel = F_eta(ior, dot(N, cameraVec));
+ vec3 spec_col = F_color_blend(ior, fresnel, f0);
+ out_spec *= spec_col;
+ ssr_spec *= spec_col * fresnel;
+
+ result = CLOSURE_DEFAULT;
+ result.radiance = mix(out_refr, out_spec, fresnel);
+ closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result);
+ result.radiance += emission.rgb;
+ result.radiance *= alpha;
+ result.transmittance = vec3(1.0 - alpha);
+}
+#else
+/* Stub principled because it is not compatible with volumetrics. */
+# define node_bsdf_principled
+# define node_bsdf_principled_dielectric
+# define node_bsdf_principled_metallic
+# define node_bsdf_principled_clearcoat
+# define node_bsdf_principled_subsurface
+# define node_bsdf_principled_glass
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
new file mode 100644
index 00000000000..04394a9420b
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_refraction.glsl
@@ -0,0 +1,16 @@
+#ifndef VOLUMETRICS
+void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
+{
+ N = normalize(N);
+ vec3 out_refr;
+ color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
+ eevee_closure_refraction(N, roughness, ior, out_refr);
+ vec3 vN = mat3(ViewMatrix) * N;
+ result = CLOSURE_DEFAULT;
+ result.ssr_normal = normal_encode(vN, viewCameraVec);
+ result.radiance = out_refr * color.rgb;
+}
+#else
+/* Stub refraction because it is not compatible with volumetrics. */
+# define node_bsdf_refraction
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl
new file mode 100644
index 00000000000..054fdddf7c3
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl
@@ -0,0 +1,73 @@
+/* ext is vec4(in_x, in_dy, out_x, out_dy). */
+float curve_extrapolate(float x, float y, vec4 ext)
+{
+ if (x < 0.0) {
+ return y + x * ext.y;
+ }
+ else if (x > 1.0) {
+ return y + (x - 1.0) * ext.w;
+ }
+ else {
+ return y;
+ }
+}
+
+#define RANGE_RESCALE(x, min, range) ((x - min) * range)
+
+void curves_rgb(float fac,
+ vec4 col,
+ sampler1DArray curvemap,
+ float layer,
+ vec4 range,
+ vec4 ext_r,
+ vec4 ext_g,
+ vec4 ext_b,
+ vec4 ext_a,
+ out vec4 outcol)
+{
+ vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
+ vec3 samp;
+ samp.r = texture(curvemap, co.xw).a;
+ samp.g = texture(curvemap, co.yw).a;
+ samp.b = texture(curvemap, co.zw).a;
+
+ samp.r = curve_extrapolate(co.x, samp.r, ext_a);
+ samp.g = curve_extrapolate(co.y, samp.g, ext_a);
+ samp.b = curve_extrapolate(co.z, samp.b, ext_a);
+
+ vec3 rgb_min = vec3(ext_r.x, ext_g.x, ext_b.x);
+ co.xyz = RANGE_RESCALE(samp.rgb, rgb_min, range.rgb);
+
+ samp.r = texture(curvemap, co.xw).r;
+ samp.g = texture(curvemap, co.yw).g;
+ samp.b = texture(curvemap, co.zw).b;
+
+ outcol.r = curve_extrapolate(co.x, samp.r, ext_r);
+ outcol.g = curve_extrapolate(co.y, samp.g, ext_g);
+ outcol.b = curve_extrapolate(co.z, samp.b, ext_b);
+ outcol.a = col.a;
+
+ outcol = mix(col, outcol, fac);
+}
+
+void curves_rgb_opti(float fac,
+ vec4 col,
+ sampler1DArray curvemap,
+ float layer,
+ vec4 range,
+ vec4 ext_a,
+ out vec4 outcol)
+{
+ vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
+ vec3 samp;
+ samp.r = texture(curvemap, co.xw).a;
+ samp.g = texture(curvemap, co.yw).a;
+ samp.b = texture(curvemap, co.zw).a;
+
+ outcol.r = curve_extrapolate(co.x, samp.r, ext_a);
+ outcol.g = curve_extrapolate(co.y, samp.g, ext_a);
+ outcol.b = curve_extrapolate(co.z, samp.b, ext_a);
+ outcol.a = col.a;
+
+ outcol = mix(col, outcol, fac);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_rgb_to_bw.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_rgb_to_bw.glsl
new file mode 100644
index 00000000000..ceca02a2356
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_rgb_to_bw.glsl
@@ -0,0 +1,5 @@
+void rgbtobw(vec4 color, out float outval)
+{
+ vec3 factors = vec3(0.2126, 0.7152, 0.0722);
+ outval = dot(color.rgb, factors);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl
new file mode 100644
index 00000000000..fb64e424c6c
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl
@@ -0,0 +1,9 @@
+void separate_hsv(vec4 col, out float h, out float s, out float v)
+{
+ vec4 hsv;
+
+ rgb_to_hsv(col, hsv);
+ h = hsv[0];
+ s = hsv[1];
+ v = hsv[2];
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_rgb.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_rgb.glsl
new file mode 100644
index 00000000000..4232b4c001e
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_rgb.glsl
@@ -0,0 +1,6 @@
+void separate_rgb(vec4 col, out float r, out float g, out float b)
+{
+ r = col.r;
+ g = col.g;
+ b = col.b;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_xyz.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_xyz.glsl
new file mode 100644
index 00000000000..fac29ccc135
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_xyz.glsl
@@ -0,0 +1,6 @@
+void separate_xyz(vec3 vec, out float x, out float y, out float z)
+{
+ x = vec.r;
+ y = vec.g;
+ z = vec.b;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_set.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_set.glsl
new file mode 100644
index 00000000000..dc2ecb05351
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_set.glsl
@@ -0,0 +1,44 @@
+void set_value(float val, out float outval)
+{
+ outval = val;
+}
+
+void set_rgb(vec3 col, out vec3 outcol)
+{
+ outcol = col;
+}
+
+void set_rgba(vec4 col, out vec4 outcol)
+{
+ outcol = col;
+}
+
+void set_value_zero(out float outval)
+{
+ outval = 0.0;
+}
+
+void set_value_one(out float outval)
+{
+ outval = 1.0;
+}
+
+void set_rgb_zero(out vec3 outval)
+{
+ outval = vec3(0.0);
+}
+
+void set_rgb_one(out vec3 outval)
+{
+ outval = vec3(1.0);
+}
+
+void set_rgba_zero(out vec4 outval)
+{
+ outval = vec4(0.0);
+}
+
+void set_rgba_one(out vec4 outval)
+{
+ outval = vec4(1.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
new file mode 100644
index 00000000000..0a587c7e471
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_shader_to_rgba.glsl
@@ -0,0 +1,25 @@
+#ifndef VOLUMETRICS
+void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
+{
+ vec4 spec_accum = vec4(0.0);
+ if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) {
+ vec3 V = cameraVec;
+ vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec);
+ vec3 N = transform_direction(ViewMatrixInverse, vN);
+ float roughness = cl.ssr_data.a;
+ float roughnessSquared = max(1e-3, roughness * roughness);
+ fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
+ }
+
+ outalpha = avg(cl.transmittance);
+ outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0);
+
+# ifdef USE_SSS
+# ifdef USE_SSS_ALBEDO
+ outcol.rgb += cl.sss_data.rgb * cl.sss_albedo;
+# else
+ outcol.rgb += cl.sss_data.rgb;
+# endif
+# endif
+}
+#endif /* VOLUMETRICS */
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_squeeze.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_squeeze.glsl
new file mode 100644
index 00000000000..b73bdebf7f6
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_squeeze.glsl
@@ -0,0 +1,4 @@
+void squeeze(float val, float width, float center, out float outval)
+{
+ outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width)));
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
new file mode 100644
index 00000000000..fc81f3c4674
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_subsurface_scattering.glsl
@@ -0,0 +1,42 @@
+#ifndef VOLUMETRICS
+void node_subsurface_scattering(vec4 color,
+ float scale,
+ vec3 radius,
+ float sharpen,
+ float texture_blur,
+ vec3 N,
+ float sss_id,
+ out Closure result)
+{
+# if defined(USE_SSS)
+ N = normalize(N);
+ vec3 out_diff, out_trans;
+ vec3 vN = mat3(ViewMatrix) * N;
+ result = CLOSURE_DEFAULT;
+ closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
+
+ eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans);
+
+ vec3 sss_radiance = out_diff + out_trans;
+# ifdef USE_SSS_ALBEDO
+ /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
+ vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur);
+ sss_radiance *= mix(vec3(1.0), color.rgb, texture_blur);
+# else
+ sss_radiance *= color.rgb;
+# endif
+ closure_load_sss_data(scale,
+ sss_radiance,
+# ifdef USE_SSS_ALBEDO
+ sss_albedo,
+# endif
+ int(sss_id),
+ result);
+# else
+ node_bsdf_diffuse(color, 0.0, N, result);
+# endif
+}
+#else
+/* Stub subsurface scattering because it is not compatible with volumetrics. */
+# define node_subsurface_scattering
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tangent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tangent.glsl
new file mode 100644
index 00000000000..ff2dbc7ead3
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tangent.glsl
@@ -0,0 +1,25 @@
+void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
+{
+ orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
+}
+
+void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
+{
+ orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
+}
+
+void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
+{
+ orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
+}
+
+void node_tangentmap(vec4 attr_tangent, out vec3 tangent)
+{
+ tangent = normalize(attr_tangent.xyz);
+}
+
+void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T)
+{
+ T = (objmat * vec4(orco, 0.0)).xyz;
+ T = cross(N, normalize(cross(T, N)));
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
new file mode 100644
index 00000000000..e252e5ba726
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl
@@ -0,0 +1,78 @@
+vec2 calc_brick_texture(vec3 p,
+ float mortar_size,
+ float mortar_smooth,
+ float bias,
+ float brick_width,
+ float row_height,
+ float offset_amount,
+ int offset_frequency,
+ float squash_amount,
+ int squash_frequency)
+{
+ int bricknum, rownum;
+ float offset = 0.0;
+ float x, y;
+
+ rownum = floor_to_int(p.y / row_height);
+
+ if (offset_frequency != 0 && squash_frequency != 0) {
+ brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */
+ offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width * offset_amount); /* offset */
+ }
+
+ bricknum = floor_to_int((p.x + offset) / brick_width);
+
+ x = (p.x + offset) - brick_width * bricknum;
+ y = p.y - row_height * rownum;
+
+ float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0);
+
+ float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
+ if (min_dist >= mortar_size) {
+ return vec2(tint, 0.0);
+ }
+ else if (mortar_smooth == 0.0) {
+ return vec2(tint, 1.0);
+ }
+ else {
+ min_dist = 1.0 - min_dist / mortar_size;
+ return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
+ }
+}
+
+void node_tex_brick(vec3 co,
+ vec4 color1,
+ vec4 color2,
+ vec4 mortar,
+ float scale,
+ float mortar_size,
+ float mortar_smooth,
+ float bias,
+ float brick_width,
+ float row_height,
+ float offset_amount,
+ float offset_frequency,
+ float squash_amount,
+ float squash_frequency,
+ out vec4 color,
+ out float fac)
+{
+ vec2 f2 = calc_brick_texture(co * scale,
+ mortar_size,
+ mortar_smooth,
+ bias,
+ brick_width,
+ row_height,
+ offset_amount,
+ int(offset_frequency),
+ squash_amount,
+ int(squash_frequency));
+ float tint = f2.x;
+ float f = f2.y;
+ if (f != 1.0) {
+ float facm = 1.0 - tint;
+ color1 = facm * color1 + tint * color2;
+ }
+ color = mix(color1, mortar, f);
+ fac = f;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_checker.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_checker.glsl
new file mode 100644
index 00000000000..f534f3bddf3
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_checker.glsl
@@ -0,0 +1,17 @@
+void node_tex_checker(
+ vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac)
+{
+ vec3 p = co * scale;
+
+ /* Prevent precision issues on unit coordinates. */
+ p = (p + 0.000001) * 0.999999;
+
+ int xi = int(abs(floor(p.x)));
+ int yi = int(abs(floor(p.y)));
+ int zi = int(abs(floor(p.z)));
+
+ bool check = ((mod(xi, 2) == mod(yi, 2)) == bool(mod(zi, 2)));
+
+ color = check ? color1 : color2;
+ fac = check ? 1.0 : 0.0;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
new file mode 100644
index 00000000000..9bd36f8a757
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl
@@ -0,0 +1,44 @@
+void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec)
+{
+#ifdef MESH_SHADER
+ worldvec = worldPosition;
+#else
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
+
+ vec3 co = co_homogenous.xyz / co_homogenous.w;
+# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
+ worldvec = mat3(ViewMatrixInverse) * co;
+# else
+ worldvec = mat3(ModelMatrixInverse) * (mat3(ViewMatrixInverse) * co);
+# endif
+#endif
+}
+
+void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv)
+{
+ vec3 nco = normalize(co);
+ uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
+ uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
+
+ /* Fix pole bleeding */
+ float half_height = clamp_size / float(textureSize(ima, 0).y);
+ uv.y = clamp(uv.y, half_height, 1.0 - half_height);
+ uv.z = 0.0;
+}
+
+void node_tex_environment_mirror_ball(vec3 co, out vec3 uv)
+{
+ vec3 nco = normalize(co);
+ nco.y -= 1.0;
+
+ float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
+ nco /= max(1e-8, div);
+
+ uv = 0.5 * nco.xzz + 0.5;
+}
+
+void node_tex_environment_empty(vec3 co, out vec4 color)
+{
+ color = vec4(1.0, 0.0, 1.0, 1.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_gradient.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_gradient.glsl
new file mode 100644
index 00000000000..f2f7e615267
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_gradient.glsl
@@ -0,0 +1,47 @@
+float calc_gradient(vec3 p, int gradient_type)
+{
+ float x, y, z;
+ x = p.x;
+ y = p.y;
+ z = p.z;
+ if (gradient_type == 0) { /* linear */
+ return x;
+ }
+ else if (gradient_type == 1) { /* quadratic */
+ float r = max(x, 0.0);
+ return r * r;
+ }
+ else if (gradient_type == 2) { /* easing */
+ float r = min(max(x, 0.0), 1.0);
+ float t = r * r;
+ return (3.0 * t - 2.0 * t * r);
+ }
+ else if (gradient_type == 3) { /* diagonal */
+ return (x + y) * 0.5;
+ }
+ else if (gradient_type == 4) { /* radial */
+ return atan(y, x) / (M_PI * 2) + 0.5;
+ }
+ else {
+ /* Bias a little bit for the case where p is a unit length vector,
+ * to get exactly zero instead of a small random value depending
+ * on float precision. */
+ float r = max(0.999999 - sqrt(x * x + y * y + z * z), 0.0);
+ if (gradient_type == 5) { /* quadratic sphere */
+ return r * r;
+ }
+ else if (gradient_type == 6) { /* sphere */
+ return r;
+ }
+ }
+ return 0.0;
+}
+
+void node_tex_gradient(vec3 co, float gradient_type, out vec4 color, out float fac)
+{
+ float f = calc_gradient(co, int(gradient_type));
+ f = clamp(f, 0.0, 1.0);
+
+ color = vec4(f, f, f, 1.0);
+ fac = f;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl
new file mode 100644
index 00000000000..c234e064d36
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_image.glsl
@@ -0,0 +1,355 @@
+void point_texco_remap_square(vec3 vin, out vec3 vout)
+{
+ vout = vin * 2.0 - 1.0;
+}
+
+void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout)
+{
+ vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy);
+ vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy);
+}
+
+void point_map_to_sphere(vec3 vin, out vec3 vout)
+{
+ float len = length(vin);
+ float v, u;
+ if (len > 0.0) {
+ if (vin.x == 0.0 && vin.y == 0.0) {
+ u = 0.0;
+ }
+ else {
+ u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0;
+ }
+
+ v = 1.0 - acos(vin.z / len) / M_PI;
+ }
+ else {
+ v = u = 0.0;
+ }
+
+ vout = vec3(u, v, 0.0);
+}
+
+void point_map_to_tube(vec3 vin, out vec3 vout)
+{
+ float u, v;
+ v = (vin.z + 1.0) * 0.5;
+ float len = sqrt(vin.x * vin.x + vin.y * vin[1]);
+ if (len > 0.0) {
+ u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5;
+ }
+ else {
+ v = u = 0.0;
+ }
+
+ vout = vec3(u, v, 0.0);
+}
+
+/* 16bits floats limits. Higher/Lower values produce +/-inf. */
+#define safe_color(a) (clamp(a, -65520.0, 65520.0))
+
+void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ color = safe_color(texture(ima, co.xy));
+ alpha = color.a;
+}
+
+void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ color = safe_color(textureLod(ima, co.xy, 0.0));
+ alpha = color.a;
+}
+
+void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy);
+ color = safe_color(texelFetch(ima, pix, 0));
+ alpha = color.a;
+}
+
+/* @arg f: signed distance to texel center. */
+void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3)
+{
+ vec2 f2 = f * f;
+ vec2 f3 = f2 * f;
+ /* Bspline coefs (optimized) */
+ w3 = f3 / 6.0;
+ w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
+ w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
+ w2 = 1.0 - w0 - w1 - w3;
+}
+
+void node_tex_image_cubic_ex(
+ vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha)
+{
+ vec2 tex_size = vec2(textureSize(ima, 0).xy);
+
+ co.xy *= tex_size;
+ /* texel center */
+ vec2 tc = floor(co.xy - 0.5) + 0.5;
+ vec2 w0, w1, w2, w3;
+ cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
+
+#if 1 /* Optimized version using 4 filtered tap. */
+ vec2 s0 = w0 + w1;
+ vec2 s1 = w2 + w3;
+
+ vec2 f0 = w1 / (w0 + w1);
+ vec2 f1 = w3 / (w2 + w3);
+
+ vec4 final_co;
+ final_co.xy = tc - 1.0 + f0;
+ final_co.zw = tc + 1.0 + f1;
+
+ if (do_extend == 1.0) {
+ final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5);
+ }
+ final_co /= tex_size.xyxy;
+
+ color = safe_color(textureLod(ima, final_co.xy, 0.0)) * s0.x * s0.y;
+ color += safe_color(textureLod(ima, final_co.zy, 0.0)) * s1.x * s0.y;
+ color += safe_color(textureLod(ima, final_co.xw, 0.0)) * s0.x * s1.y;
+ color += safe_color(textureLod(ima, final_co.zw, 0.0)) * s1.x * s1.y;
+
+#else /* Reference bruteforce 16 tap. */
+ color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
+ color += texelFetch(ima, ivec2(tc + vec2(0.0, -1.0)), 0) * w1.x * w0.y;
+ color += texelFetch(ima, ivec2(tc + vec2(1.0, -1.0)), 0) * w2.x * w0.y;
+ color += texelFetch(ima, ivec2(tc + vec2(2.0, -1.0)), 0) * w3.x * w0.y;
+
+ color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y;
+ color += texelFetch(ima, ivec2(tc + vec2(0.0, 0.0)), 0) * w1.x * w1.y;
+ color += texelFetch(ima, ivec2(tc + vec2(1.0, 0.0)), 0) * w2.x * w1.y;
+ color += texelFetch(ima, ivec2(tc + vec2(2.0, 0.0)), 0) * w3.x * w1.y;
+
+ color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y;
+ color += texelFetch(ima, ivec2(tc + vec2(0.0, 1.0)), 0) * w1.x * w2.y;
+ color += texelFetch(ima, ivec2(tc + vec2(1.0, 1.0)), 0) * w2.x * w2.y;
+ color += texelFetch(ima, ivec2(tc + vec2(2.0, 1.0)), 0) * w3.x * w2.y;
+
+ color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y;
+ color += texelFetch(ima, ivec2(tc + vec2(0.0, 2.0)), 0) * w1.x * w3.y;
+ color += texelFetch(ima, ivec2(tc + vec2(1.0, 2.0)), 0) * w2.x * w3.y;
+ color += texelFetch(ima, ivec2(tc + vec2(2.0, 2.0)), 0) * w3.x * w3.y;
+#endif
+
+ alpha = color.a;
+}
+
+void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
+}
+
+void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ node_tex_image_cubic_ex(co, ima, 1.0, color, alpha);
+}
+
+void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
+{
+ /* use cubic for now */
+ node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
+}
+
+void tex_box_sample_linear(
+ vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
+{
+ /* X projection */
+ vec2 uv = texco.yz;
+ if (N.x < 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ color1 = texture(ima, uv);
+ /* Y projection */
+ uv = texco.xz;
+ if (N.y > 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ color2 = texture(ima, uv);
+ /* Z projection */
+ uv = texco.yx;
+ if (N.z > 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ color3 = texture(ima, uv);
+}
+
+void tex_box_sample_nearest(
+ vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
+{
+ /* X projection */
+ vec2 uv = texco.yz;
+ if (N.x < 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ ivec2 pix = ivec2(uv.xy * textureSize(ima, 0).xy);
+ color1 = texelFetch(ima, pix, 0);
+ /* Y projection */
+ uv = texco.xz;
+ if (N.y > 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ pix = ivec2(uv.xy * textureSize(ima, 0).xy);
+ color2 = texelFetch(ima, pix, 0);
+ /* Z projection */
+ uv = texco.yx;
+ if (N.z > 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ pix = ivec2(uv.xy * textureSize(ima, 0).xy);
+ color3 = texelFetch(ima, pix, 0);
+}
+
+void tex_box_sample_cubic(
+ vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
+{
+ float alpha;
+ /* X projection */
+ vec2 uv = texco.yz;
+ if (N.x < 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha);
+ /* Y projection */
+ uv = texco.xz;
+ if (N.y > 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha);
+ /* Z projection */
+ uv = texco.yx;
+ if (N.z > 0.0) {
+ uv.x = 1.0 - uv.x;
+ }
+ node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha);
+}
+
+void tex_box_sample_smart(
+ vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3)
+{
+ tex_box_sample_cubic(texco, N, ima, color1, color2, color3);
+}
+
+void node_tex_image_box(vec3 texco,
+ vec3 N,
+ vec4 color1,
+ vec4 color2,
+ vec4 color3,
+ sampler2D ima,
+ float blend,
+ out vec4 color,
+ out float alpha)
+{
+ /* project from direction vector to barycentric coordinates in triangles */
+ N = abs(N);
+ N /= dot(N, vec3(1.0));
+
+ /* basic idea is to think of this as a triangle, each corner representing
+ * one of the 3 faces of the cube. in the corners we have single textures,
+ * in between we blend between two textures, and in the middle we a blend
+ * between three textures.
+ *
+ * the Nxyz values are the barycentric coordinates in an equilateral
+ * triangle, which in case of blending, in the middle has a smaller
+ * equilateral triangle where 3 textures blend. this divides things into
+ * 7 zones, with an if () test for each zone
+ * EDIT: Now there is only 4 if's. */
+
+ float limit = 0.5 + 0.5 * blend;
+
+ vec3 weight;
+ weight = N.xyz / (N.xyx + N.yzz);
+ weight = clamp((weight - 0.5 * (1.0 - blend)) / max(1e-8, blend), 0.0, 1.0);
+
+ /* test for mixes between two textures */
+ if (N.z < (1.0 - limit) * (N.y + N.x)) {
+ weight.z = 0.0;
+ weight.y = 1.0 - weight.x;
+ }
+ else if (N.x < (1.0 - limit) * (N.y + N.z)) {
+ weight.x = 0.0;
+ weight.z = 1.0 - weight.y;
+ }
+ else if (N.y < (1.0 - limit) * (N.x + N.z)) {
+ weight.y = 0.0;
+ weight.x = 1.0 - weight.z;
+ }
+ else {
+ /* last case, we have a mix between three */
+ weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend);
+ }
+
+ color = weight.x * color1 + weight.y * color2 + weight.z * color3;
+ alpha = color.a;
+}
+
+void tex_clip_linear(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
+{
+ vec2 tex_size = vec2(textureSize(ima, 0).xy);
+ vec2 minco = min(co.xy, 1.0 - co.xy);
+ minco = clamp(minco * tex_size + 0.5, 0.0, 1.0);
+ float fac = minco.x * minco.y;
+
+ color = mix(vec4(0.0), icolor, fac);
+ alpha = color.a;
+}
+
+void tex_clip_nearest(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
+{
+ vec4 minco = vec4(co.xy, 1.0 - co.xy);
+ color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor;
+ alpha = color.a;
+}
+
+void tex_clip_cubic(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
+{
+ vec2 tex_size = vec2(textureSize(ima, 0).xy);
+
+ co.xy *= tex_size;
+ /* texel center */
+ vec2 tc = floor(co.xy - 0.5) + 0.5;
+ vec2 w0, w1, w2, w3;
+ cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
+
+ /* TODO Optimize this part. I'm sure there is a smarter way to do that.
+ * Could do that when sampling? */
+#define CLIP_CUBIC_SAMPLE(samp, size) \
+ (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size))))
+ ivec2 itex_size = textureSize(ima, 0).xy;
+ float fac;
+ fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, -1.0), itex_size) * w1.x * w0.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, -1.0), itex_size) * w2.x * w0.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, -1.0), itex_size) * w3.x * w0.y;
+
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 0.0), itex_size) * w1.x * w1.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 0.0), itex_size) * w2.x * w1.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 0.0), itex_size) * w3.x * w1.y;
+
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 1.0), itex_size) * w1.x * w2.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 1.0), itex_size) * w2.x * w2.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 1.0), itex_size) * w3.x * w2.y;
+
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 2.0), itex_size) * w1.x * w3.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 2.0), itex_size) * w2.x * w3.y;
+ fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 2.0), itex_size) * w3.x * w3.y;
+#undef CLIP_CUBIC_SAMPLE
+
+ color = mix(vec4(0.0), icolor, fac);
+ alpha = color.a;
+}
+
+void tex_clip_smart(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
+{
+ tex_clip_cubic(co, ima, icolor, color, alpha);
+}
+
+void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
+{
+ color = vec4(0.0);
+ alpha = 0.0;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material_magic.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl
index 942c507cc38..942c507cc38 100644
--- a/source/blender/gpu/shaders/gpu_shader_material_magic.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_magic.glsl
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl
new file mode 100644
index 00000000000..52332c45c3d
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl
@@ -0,0 +1,208 @@
+/* Musgrave fBm
+ *
+ * H: fractal increment parameter
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ *
+ * from "Texturing and Modelling: A procedural approach"
+ */
+
+float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves)
+{
+ float rmd;
+ float value = 0.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < int(octaves); i++) {
+ value += snoise(p) * pwr;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value += rmd * snoise(p) * pwr;
+ }
+
+ return value;
+}
+
+/* Musgrave Multifractal
+ *
+ * H: highest fractal dimension
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ */
+
+float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octaves)
+{
+ float rmd;
+ float value = 1.0;
+ float pwr = 1.0;
+ float pwHL = pow(lacunarity, -H);
+
+ for (int i = 0; i < int(octaves); i++) {
+ value *= (pwr * snoise(p) + 1.0);
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */
+ }
+
+ return value;
+}
+
+/* Musgrave Heterogeneous Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float octaves, float offset)
+{
+ float value, increment, rmd;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ /* first unscaled octave of function; later octaves are scaled */
+ value = offset + snoise(p);
+ p *= lacunarity;
+
+ for (int i = 1; i < int(octaves); i++) {
+ increment = (snoise(p) + offset) * pwr * value;
+ value += increment;
+ pwr *= pwHL;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ increment = (snoise(p) + offset) * pwr * value;
+ value += rmd * increment;
+ }
+
+ return value;
+}
+
+/* Hybrid Additive/Multiplicative Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_hybrid_multi_fractal(
+ vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ float result, signal, weight, rmd;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ result = snoise(p) + offset;
+ weight = gain * result;
+ p *= lacunarity;
+
+ for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
+ if (weight > 1.0) {
+ weight = 1.0;
+ }
+
+ signal = (snoise(p) + offset) * pwr;
+ pwr *= pwHL;
+ result += weight * signal;
+ weight *= gain * signal;
+ p *= lacunarity;
+ }
+
+ rmd = octaves - floor(octaves);
+ if (rmd != 0.0) {
+ result += rmd * ((snoise(p) + offset) * pwr);
+ }
+
+ return result;
+}
+
+/* Ridged Multifractal Terrain
+ *
+ * H: fractal dimension of the roughest area
+ * lacunarity: gap between successive frequencies
+ * octaves: number of frequencies in the fBm
+ * offset: raises the terrain from `sea level'
+ */
+
+float noise_musgrave_ridged_multi_fractal(
+ vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
+{
+ float result, signal, weight;
+ float pwHL = pow(lacunarity, -H);
+ float pwr = pwHL;
+
+ signal = offset - abs(snoise(p));
+ signal *= signal;
+ result = signal;
+ weight = 1.0;
+
+ for (int i = 1; i < int(octaves); i++) {
+ p *= lacunarity;
+ weight = clamp(signal * gain, 0.0, 1.0);
+ signal = offset - abs(snoise(p));
+ signal *= signal;
+ signal *= weight;
+ result += signal * pwr;
+ pwr *= pwHL;
+ }
+
+ return result;
+}
+
+float svm_musgrave(int type,
+ float dimension,
+ float lacunarity,
+ float octaves,
+ float offset,
+ float intensity,
+ float gain,
+ vec3 p)
+{
+ if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) {
+ return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
+ }
+ else if (type == 1 /* NODE_MUSGRAVE_FBM */) {
+ return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
+ }
+ else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) {
+ return intensity *
+ noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
+ }
+ else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) {
+ return intensity *
+ noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
+ }
+ else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) {
+ return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
+ }
+ return 0.0;
+}
+
+void node_tex_musgrave(vec3 co,
+ float scale,
+ float detail,
+ float dimension,
+ float lacunarity,
+ float offset,
+ float gain,
+ float type,
+ out vec4 color,
+ out float fac)
+{
+ fac = svm_musgrave(int(type), dimension, lacunarity, detail, offset, 1.0, gain, co *scale);
+
+ color = vec4(fac, fac, fac, 1.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl
new file mode 100644
index 00000000000..30e27da16e8
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl
@@ -0,0 +1,19 @@
+void node_tex_noise(
+ vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
+{
+ vec3 p = co * scale;
+ int hard = 0;
+ if (distortion != 0.0) {
+ vec3 r, offset = vec3(13.5, 13.5, 13.5);
+ r.x = noise(p + offset) * distortion;
+ r.y = noise(p) * distortion;
+ r.z = noise(p - offset) * distortion;
+ p += r;
+ }
+
+ fac = noise_turbulence(p, detail, hard);
+ color = vec4(fac,
+ noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
+ noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
+ 1);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl
new file mode 100644
index 00000000000..981d17b4283
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_sky.glsl
@@ -0,0 +1,4 @@
+void node_tex_sky(vec3 co, out vec4 color)
+{
+ color = vec4(1.0);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
new file mode 100644
index 00000000000..018b74fd1a5
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl
@@ -0,0 +1,116 @@
+void node_tex_voronoi(vec3 co,
+ float scale,
+ float exponent,
+ float coloring,
+ float metric,
+ float feature,
+ out vec4 color,
+ out float fac)
+{
+ vec3 p = co * scale;
+ int xx, yy, zz, xi, yi, zi;
+ vec4 da = vec4(1e10);
+ vec3 pa[4] = vec3[4](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
+
+ xi = floor_to_int(p[0]);
+ yi = floor_to_int(p[1]);
+ zi = floor_to_int(p[2]);
+
+ for (xx = xi - 1; xx <= xi + 1; xx++) {
+ for (yy = yi - 1; yy <= yi + 1; yy++) {
+ for (zz = zi - 1; zz <= zi + 1; zz++) {
+ vec3 ip = vec3(xx, yy, zz);
+ vec3 vp = cellnoise_color(ip);
+ vec3 pd = p - (vp + ip);
+
+ float d = 0.0;
+ if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */
+ d = dot(pd, pd);
+ }
+ else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */
+ d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]);
+ }
+ else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */
+ d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2])));
+ }
+ else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */
+ d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) +
+ pow(abs(pd[2]), exponent),
+ 1.0 / exponent);
+ }
+
+ vp += vec3(xx, yy, zz);
+ if (d < da[0]) {
+ da.yzw = da.xyz;
+ da[0] = d;
+
+ pa[3] = pa[2];
+ pa[2] = pa[1];
+ pa[1] = pa[0];
+ pa[0] = vp;
+ }
+ else if (d < da[1]) {
+ da.zw = da.yz;
+ da[1] = d;
+
+ pa[3] = pa[2];
+ pa[2] = pa[1];
+ pa[1] = vp;
+ }
+ else if (d < da[2]) {
+ da[3] = da[2];
+ da[2] = d;
+
+ pa[3] = pa[2];
+ pa[2] = vp;
+ }
+ else if (d < da[3]) {
+ da[3] = d;
+ pa[3] = vp;
+ }
+ }
+ }
+ }
+
+ if (coloring == 0.0) {
+ /* Intensity output */
+ if (feature == 0.0) { /* F1 */
+ fac = abs(da[0]);
+ }
+ else if (feature == 1.0) { /* F2 */
+ fac = abs(da[1]);
+ }
+ else if (feature == 2.0) { /* F3 */
+ fac = abs(da[2]);
+ }
+ else if (feature == 3.0) { /* F4 */
+ fac = abs(da[3]);
+ }
+ else if (feature == 4.0) { /* F2F1 */
+ fac = abs(da[1] - da[0]);
+ }
+ color = vec4(fac, fac, fac, 1.0);
+ }
+ else {
+ /* Color output */
+ vec3 col = vec3(fac, fac, fac);
+ if (feature == 0.0) { /* F1 */
+ col = pa[0];
+ }
+ else if (feature == 1.0) { /* F2 */
+ col = pa[1];
+ }
+ else if (feature == 2.0) { /* F3 */
+ col = pa[2];
+ }
+ else if (feature == 3.0) { /* F4 */
+ col = pa[3];
+ }
+ else if (feature == 4.0) { /* F2F1 */
+ col = abs(pa[1] - pa[0]);
+ }
+
+ color = vec4(cellnoise_color(col), 1.0);
+ fac = (color.x + color.y + color.z) * (1.0 / 3.0);
+ }
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
new file mode 100644
index 00000000000..2196848a4ef
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl
@@ -0,0 +1,42 @@
+float calc_wave(
+ vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
+{
+ float n;
+
+ if (wave_type == 0) { /* type bands */
+ n = (p.x + p.y + p.z) * 10.0;
+ }
+ else { /* type rings */
+ n = length(p) * 20.0;
+ }
+
+ if (distortion != 0.0) {
+ n += distortion * noise_turbulence(p * detail_scale, detail, 0);
+ }
+
+ if (wave_profile == 0) { /* profile sin */
+ return 0.5 + 0.5 * sin(n);
+ }
+ else { /* profile saw */
+ n /= 2.0 * M_PI;
+ n -= int(n);
+ return (n < 0.0) ? n + 1.0 : n;
+ }
+}
+
+void node_tex_wave(vec3 co,
+ float scale,
+ float distortion,
+ float detail,
+ float detail_scale,
+ float wave_type,
+ float wave_profile,
+ out vec4 color,
+ out float fac)
+{
+ float f;
+ f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
+
+ color = vec4(f, f, f, 1.0);
+ fac = f;
+}
diff --git a/source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
index fce511deb79..fce511deb79 100644
--- a/source/blender/gpu/shaders/gpu_shader_material_white_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl
new file mode 100644
index 00000000000..24276156d55
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_texture_coordinates.glsl
@@ -0,0 +1,92 @@
+vec3 mtex_2d_mapping(vec3 vec)
+{
+ return vec3(vec.xy * 0.5 + vec2(0.5), vec.z);
+}
+
+void generated_from_orco(vec3 orco, out vec3 generated)
+{
+#ifdef VOLUMETRICS
+# ifdef MESH_SHADER
+ generated = volumeObjectLocalCoord;
+# else
+ generated = worldPosition;
+# endif
+#else
+ generated = orco;
+#endif
+}
+
+void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated)
+{
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
+ vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
+ co.xyz = normalize(co.xyz);
+#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
+ generated = (ViewMatrixInverse * co).xyz;
+#else
+ generated_from_orco(attr_orco, generated);
+#endif
+}
+
+void node_tex_coord(vec3 I,
+ vec3 wN,
+ mat4 obmatinv,
+ vec4 camerafac,
+ vec3 attr_orco,
+ vec3 attr_uv,
+ out vec3 generated,
+ out vec3 normal,
+ out vec3 uv,
+ out vec3 object,
+ out vec3 camera,
+ out vec3 window,
+ out vec3 reflection)
+{
+ generated = attr_orco;
+ normal = normalize(normal_world_to_object(wN));
+ uv = attr_uv;
+ object = (obmatinv * (ViewMatrixInverse * vec4(I, 1.0))).xyz;
+ camera = vec3(I.xy, -I.z);
+ vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
+ window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
+ reflection = -reflect(cameraVec, normalize(wN));
+}
+
+void node_tex_coord_background(vec3 I,
+ vec3 N,
+ mat4 obmatinv,
+ vec4 camerafac,
+ vec3 attr_orco,
+ vec3 attr_uv,
+ out vec3 generated,
+ out vec3 normal,
+ out vec3 uv,
+ out vec3 object,
+ out vec3 camera,
+ out vec3 window,
+ out vec3 reflection)
+{
+ vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 co_homogenous = (ProjectionMatrixInverse * v);
+
+ vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
+
+ co = normalize(co);
+
+ vec3 coords = (ViewMatrixInverse * co).xyz;
+
+ generated = coords;
+ normal = -coords;
+ uv = vec3(attr_uv.xy, 0.0);
+ object = (obmatinv * vec4(coords, 1.0)).xyz;
+
+ camera = vec3(co.xy, -co.z);
+ window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0);
+
+ reflection = -coords;
+}
+
+#if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER))
+# define node_tex_coord node_tex_coord_background
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl
new file mode 100644
index 00000000000..02d288d42bf
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_toon.glsl
@@ -0,0 +1,9 @@
+#ifndef VOLUMETRICS
+void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result)
+{
+ node_bsdf_diffuse(color, 0.0, N, result);
+}
+#else
+/* Stub toon because it is not compatible with volumetrics. */
+# define node_bsdf_toon
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
new file mode 100644
index 00000000000..ea41790e6aa
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_translucent.glsl
@@ -0,0 +1,9 @@
+#ifndef VOLUMETRICS
+void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
+{
+ node_bsdf_diffuse(color, 0.0, -N, result);
+}
+#else
+/* Stub translucent because it is not compatible with volumetrics. */
+# define node_bsdf_translucent
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl
new file mode 100644
index 00000000000..800d0f81d4a
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_transparent.glsl
@@ -0,0 +1,11 @@
+#ifndef VOLUMETRICS
+void node_bsdf_transparent(vec4 color, out Closure result)
+{
+ result = CLOSURE_DEFAULT;
+ result.radiance = vec3(0.0);
+ result.transmittance = abs(color.rgb);
+}
+#else
+/* Stub transparent because it is not compatible with volumetrics. */
+# define node_bsdf_transparent
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl
new file mode 100644
index 00000000000..d8fcbbfc361
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_uv_map.glsl
@@ -0,0 +1,4 @@
+void node_uvmap(vec3 attr_uv, out vec3 outvec)
+{
+ outvec = attr_uv;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl
new file mode 100644
index 00000000000..35d2e903cf4
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl
@@ -0,0 +1,8 @@
+void curves_vec(float fac, vec3 vec, sampler1DArray curvemap, float layer, out vec3 outvec)
+{
+ vec4 co = vec4(vec * 0.5 + 0.5, layer);
+ outvec.x = texture(curvemap, co.xw).x;
+ outvec.y = texture(curvemap, co.yw).y;
+ outvec.z = texture(curvemap, co.zw).z;
+ outvec = mix(vec, outvec, fac);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl
new file mode 100644
index 00000000000..b6b955dcdb4
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_displacement.glsl
@@ -0,0 +1,30 @@
+void node_vector_displacement_tangent(vec4 vector,
+ float midlevel,
+ float scale,
+ vec4 tangent,
+ vec3 normal,
+ mat4 obmat,
+ mat4 viewmat,
+ out vec3 result)
+{
+ /* TODO(fclem) this is broken. revisit latter. */
+ vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
+ vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
+ vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
+
+ vec3 offset = (vector.xyz - vec3(midlevel)) * scale;
+ result = offset.x * T_object + offset.y * N_object + offset.z * B_object;
+ result = (obmat * vec4(result, 0.0)).xyz;
+}
+
+void node_vector_displacement_object(
+ vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result)
+{
+ result = (vector.xyz - vec3(midlevel)) * scale;
+ result = (obmat * vec4(result, 0.0)).xyz;
+}
+
+void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result)
+{
+ result = (vector.xyz - vec3(midlevel)) * scale;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl
new file mode 100644
index 00000000000..93132b6044f
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl
@@ -0,0 +1,100 @@
+void vector_math_add(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a + b;
+}
+
+void vector_math_subtract(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a - b;
+}
+
+void vector_math_multiply(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a * b;
+}
+
+void vector_math_divide(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = safe_divide(a, b);
+}
+
+void vector_math_cross(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = cross(a, b);
+}
+
+void vector_math_project(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ float lenSquared = dot(b, b);
+ outVector = (lenSquared != 0.0) ? (dot(a, b) / lenSquared) * b : vec3(0.0);
+}
+
+void vector_math_reflect(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = reflect(a, normalize(b));
+}
+
+void vector_math_dot(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outValue = dot(a, b);
+}
+
+void vector_math_distance(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outValue = distance(a, b);
+}
+
+void vector_math_length(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outValue = length(a);
+}
+
+void vector_math_scale(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = a * scale;
+}
+
+void vector_math_normalize(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = normalize(a);
+}
+
+void vector_math_snap(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = floor(safe_divide(a, b)) * b;
+}
+
+void vector_math_floor(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = floor(a);
+}
+
+void vector_math_ceil(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = ceil(a);
+}
+
+void vector_math_modulo(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = c_mod(a, b);
+}
+
+void vector_math_fraction(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = fract(a);
+}
+
+void vector_math_absolute(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = abs(a);
+}
+
+void vector_math_minimum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = min(a, b);
+}
+
+void vector_math_maximum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue)
+{
+ outVector = max(a, b);
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl
new file mode 100644
index 00000000000..9646ffff8ca
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_velvet.glsl
@@ -0,0 +1,9 @@
+#ifndef VOLUMETRICS
+void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)
+{
+ node_bsdf_diffuse(color, 0.0, N, result);
+}
+#else
+/* Stub velvet because it is not compatible with volumetrics. */
+# define node_bsdf_velvet
+#endif
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
new file mode 100644
index 00000000000..e6c0880cd07
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_absorption.glsl
@@ -0,0 +1,8 @@
+void node_volume_absorption(vec4 color, float density, 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
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
new file mode 100644
index 00000000000..501aeb6f34e
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
@@ -0,0 +1,88 @@
+void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outvec = texture(tex, cos).aaa;
+ outcol = vec4(outvec, 1.0);
+ outf = avg(outvec);
+}
+
+uniform vec3 volumeColor = vec3(1.0);
+
+void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+
+ vec4 value = texture(tex, cos).rgba;
+ /* Density is premultiplied for interpolation, divide it out here. */
+ if (value.a > 1e-8) {
+ value.rgb /= value.a;
+ }
+
+ outvec = value.rgb * volumeColor;
+ outcol = vec4(outvec, 1.0);
+ outf = avg(outvec);
+}
+
+void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ outf = texture(tex, cos).r;
+ outvec = vec3(outf, outf, outf);
+ outcol = vec4(outf, outf, outf, 1.0);
+}
+
+void node_attribute_volume_temperature(
+ sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf)
+{
+#if defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 cos = volumeObjectLocalCoord;
+#else
+ vec3 cos = vec3(0.0);
+#endif
+ float flame = texture(tex, cos).r;
+
+ outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0;
+ outvec = vec3(outf, outf, outf);
+ outcol = vec4(outf, outf, outf, 1.0);
+}
+
+void node_volume_info(sampler3D densitySampler,
+ sampler3D flameSampler,
+ vec2 temperature,
+ out vec4 outColor,
+ out float outDensity,
+ out float outFlame,
+ out float outTemprature)
+{
+#if defined(MESH_SHADER) && defined(VOLUMETRICS)
+ vec3 p = volumeObjectLocalCoord;
+#else
+ vec3 p = vec3(0.0);
+#endif
+
+ vec4 density = texture(densitySampler, p);
+ outDensity = density.a;
+
+ /* Density is premultiplied for interpolation, divide it out here. */
+ if (density.a > 1e-8) {
+ density.rgb /= density.a;
+ }
+ outColor = vec4(density.rgb * volumeColor, 1.0);
+
+ float flame = texture(flameSampler, p).r;
+ outFlame = flame;
+
+ outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0;
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl
new file mode 100644
index 00000000000..884d5415c51
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_principled.glsl
@@ -0,0 +1,67 @@
+void node_volume_principled(vec4 color,
+ float density,
+ float anisotropy,
+ vec4 absorption_color,
+ float emission_strength,
+ vec4 emission_color,
+ float blackbody_intensity,
+ vec4 blackbody_tint,
+ float temperature,
+ float density_attribute,
+ vec4 color_attribute,
+ float temperature_attribute,
+ sampler1DArray spectrummap,
+ float layer,
+ out Closure result)
+{
+#ifdef VOLUMETRICS
+ vec3 absorption_coeff = vec3(0.0);
+ vec3 scatter_coeff = vec3(0.0);
+ vec3 emission_coeff = vec3(0.0);
+
+ /* Compute density. */
+ density = max(density, 0.0);
+
+ if (density > 1e-5) {
+ density = max(density * density_attribute, 0.0);
+ }
+
+ if (density > 1e-5) {
+ /* Compute scattering and absorption coefficients. */
+ vec3 scatter_color = color.rgb * color_attribute.rgb;
+
+ scatter_coeff = scatter_color * density;
+ absorption_color.rgb = sqrt(max(absorption_color.rgb, 0.0));
+ absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color.rgb, 0.0) *
+ density;
+ }
+
+ /* Compute emission. */
+ emission_strength = max(emission_strength, 0.0);
+
+ if (emission_strength > 1e-5) {
+ emission_coeff += emission_strength * emission_color.rgb;
+ }
+
+ if (blackbody_intensity > 1e-3) {
+ /* Add temperature from attribute. */
+ float T = max(temperature * max(temperature_attribute, 0.0), 0.0);
+
+ /* Stefan-Boltzman law. */
+ float T2 = T * T;
+ float T4 = T2 * T2;
+ float sigma = 5.670373e-8 * 1e-6 / M_PI;
+ float intensity = sigma * mix(1.0, T4, blackbody_intensity);
+
+ if (intensity > 1e-5) {
+ vec4 bb;
+ node_blackbody(T, spectrummap, layer, bb);
+ emission_coeff += bb.rgb * blackbody_tint.rgb * intensity;
+ }
+ }
+
+ result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_volume_scatter.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_volume_scatter.glsl
new file mode 100644
index 00000000000..02c54658be5
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_volume_scatter.glsl
@@ -0,0 +1,8 @@
+void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result)
+{
+#ifdef VOLUMETRICS
+ result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy);
+#else
+ result = CLOSURE_DEFAULT;
+#endif
+}
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl
new file mode 100644
index 00000000000..2fcf1b8d914
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_wireframe.glsl
@@ -0,0 +1,31 @@
+#ifndef VOLUMETRICS
+void node_wireframe(float size, vec2 barycentric, vec3 barycentric_dist, out float fac)
+{
+ vec3 barys = barycentric.xyy;
+ barys.z = 1.0 - barycentric.x - barycentric.y;
+
+ size *= 0.5;
+ vec3 s = step(-size, -barys * barycentric_dist);
+
+ fac = max(s.x, max(s.y, s.z));
+}
+
+void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
+{
+ vec3 barys = barycentric.xyy;
+ barys.z = 1.0 - barycentric.x - barycentric.y;
+
+ size *= (1.0 / 3.0);
+ vec3 dx = dFdx(barys);
+ vec3 dy = dFdy(barys);
+ vec3 deltas = sqrt(dx * dx + dy * dy);
+
+ vec3 s = step(-deltas * size, -barys);
+
+ fac = max(s.x, max(s.y, s.z));
+}
+#else
+/* Stub wireframe because it is not compatible with volumetrics. */
+# define node_wireframe
+# define node_wireframe_screenspace
+#endif
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
new file mode 100644
index 00000000000..f9691beee6f
--- /dev/null
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_world_normals.glsl
@@ -0,0 +1,25 @@
+/* TODO : clean this ifdef mess */
+void world_normals_get(out vec3 N)
+{
+#ifndef VOLUMETRICS
+# ifdef HAIR_SHADER
+ vec3 B = normalize(cross(worldNormal, hairTangent));
+ float cos_theta;
+ if (hairThicknessRes == 1) {
+ vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
+ /* Random cosine normal distribution on the hair surface. */
+ cos_theta = rand.x * 2.0 - 1.0;
+ }
+ else {
+ /* Shade as a cylinder. */
+ cos_theta = hairThickTime / hairThickness;
+ }
+ float sin_theta = sqrt(max(0.0, 1.0 - cos_theta * cos_theta));
+ N = normalize(worldNormal * sin_theta + B * cos_theta);
+# else
+ N = gl_FrontFacing ? worldNormal : -worldNormal;
+# endif
+#else
+ generated_from_orco(vec3(0.0), N);
+#endif
+}
diff --git a/source/blender/nodes/shader/node_shader_util.c b/source/blender/nodes/shader/node_shader_util.c
index 2e8f81979a8..65676a5ea91 100644
--- a/source/blender/nodes/shader/node_shader_util.c
+++ b/source/blender/nodes/shader/node_shader_util.c
@@ -283,7 +283,7 @@ void node_shader_gpu_tex_mapping(GPUMaterial *mat,
GPU_link(mat, "mapping", in[0].link, tmat0, tmat1, tmat2, tmat3, tmin, tmax, &in[0].link);
if (texmap->type == TEXMAP_TYPE_NORMAL) {
- GPU_link(mat, "texco_norm", in[0].link, &in[0].link);
+ GPU_link(mat, "vector_normalize", in[0].link, &in[0].link);
}
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_mapping.c b/source/blender/nodes/shader/nodes/node_shader_mapping.c
index eca0d96f2c8..e58a5d72f28 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mapping.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mapping.c
@@ -115,7 +115,7 @@ static int gpu_shader_mapping(GPUMaterial *mat,
GPU_stack_link(mat, node, "mapping", in, out, tmat0, tmat1, tmat2, tmat3, tmin, tmax);
if (texmap->type == TEXMAP_TYPE_NORMAL) {
- GPU_link(mat, "texco_norm", out[0].link, &out[0].link);
+ GPU_link(mat, "vector_normalize", out[0].link, &out[0].link);
}
return true;
diff --git a/source/blender/nodes/shader/nodes/node_shader_mixRgb.c b/source/blender/nodes/shader/nodes/node_shader_mixRgb.c
index 872f4f9da9c..ae2184d8237 100644
--- a/source/blender/nodes/shader/nodes/node_shader_mixRgb.c
+++ b/source/blender/nodes/shader/nodes/node_shader_mixRgb.c
@@ -92,7 +92,7 @@ static int gpu_shader_mix_rgb(GPUMaterial *mat,
if (ret && node->custom2 & SHD_MIXRGB_CLAMP) {
float min[3] = {0.0f, 0.0f, 0.0f};
float max[3] = {1.0f, 1.0f, 1.0f};
- GPU_link(mat, "clamp_vec3", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link);
+ GPU_link(mat, "clamp_color", out[0].link, GPU_constant(min), GPU_constant(max), &out[0].link);
}
return ret;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_normal_map.c b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
index 712c64084cc..18015d94f03 100644
--- a/source/blender/nodes/shader/nodes/node_shader_normal_map.c
+++ b/source/blender/nodes/shader/nodes/node_shader_normal_map.c
@@ -114,8 +114,8 @@ static int gpu_shader_normal_map(GPUMaterial *mat,
break;
}
- GPU_link(mat, "vector_math_mix", strength, realnorm, negnorm, &out[0].link);
- GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+ GPU_link(mat, "vector_mix", strength, realnorm, negnorm, &out[0].link);
+ GPU_link(mat, "vector_normalize", out[0].link, &out[0].link);
return true;
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
index bd8355ec885..a02262950a8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_environment.c
@@ -124,15 +124,15 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat,
if (ELEM(ima->alpha_mode, IMA_ALPHA_IGNORE, IMA_ALPHA_CHANNEL_PACKED) ||
IMB_colormanagement_space_name_is_data(ima->colorspace_settings.name)) {
/* Don't let alpha affect color output in these cases. */
- GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
}
else {
/* Always output with premultiplied alpha. */
if (ima->alpha_mode == IMA_ALPHA_PREMUL) {
- GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
}
else {
- GPU_link(mat, "tex_color_alpha_premultiply", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_premultiply", out[0].link, &out[0].link);
}
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_tex_image.c b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
index 6f3614e357d..5eaf09659d8 100644
--- a/source/blender/nodes/shader/nodes/node_shader_tex_image.c
+++ b/source/blender/nodes/shader/nodes/node_shader_tex_image.c
@@ -183,7 +183,7 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
if (ELEM(ima->alpha_mode, IMA_ALPHA_IGNORE, IMA_ALPHA_CHANNEL_PACKED) ||
IMB_colormanagement_space_name_is_data(ima->colorspace_settings.name)) {
/* Don't let alpha affect color output in these cases. */
- GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
}
else {
/* Output premultiplied alpha depending on alpha socket usage. This makes
@@ -192,18 +192,18 @@ static int node_shader_gpu_tex_image(GPUMaterial *mat,
* not, then there will be no artifacts from zero alpha areas. */
if (ima->alpha_mode == IMA_ALPHA_PREMUL) {
if (out[1].hasoutput) {
- GPU_link(mat, "tex_color_alpha_unpremultiply", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_unpremultiply", out[0].link, &out[0].link);
}
else {
- GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
}
}
else {
if (out[1].hasoutput) {
- GPU_link(mat, "tex_color_alpha_clear", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_clear", out[0].link, &out[0].link);
}
else {
- GPU_link(mat, "tex_color_alpha_premultiply", out[0].link, &out[0].link);
+ GPU_link(mat, "color_alpha_premultiply", out[0].link, &out[0].link);
}
}
}
diff --git a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
index fe0e7b1d638..563ef89162b 100644
--- a/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
+++ b/source/blender/nodes/shader/nodes/node_shader_vectTransform.c
@@ -132,7 +132,7 @@ static int gpu_shader_vect_transform(GPUMaterial *mat,
}
if (nodeprop->type == SHD_VECT_TRANSFORM_TYPE_NORMAL) {
- GPU_link(mat, "vect_normalize", out[0].link, &out[0].link);
+ GPU_link(mat, "vector_normalize", out[0].link, &out[0].link);
}
return true;