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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl | 824 |
1 files changed, 824 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl new file mode 100644 index 00000000000..9e5f8a33270 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -0,0 +1,824 @@ + +#define M_PI 3.14159265358979323846 /* pi */ +#define M_2PI 6.28318530717958647692 /* 2*pi */ +#define M_PI_2 1.57079632679489661923 /* pi/2 */ +#define M_1_PI 0.318309886183790671538 /* 1/pi */ +#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */ +#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */ + +#define LUT_SIZE 64 + +uniform mat4 ProjectionMatrix; +uniform mat4 ViewProjectionMatrix; +uniform mat4 ViewMatrixInverse; +#ifndef SHADOW_SHADER +uniform mat4 ViewMatrix; +#else +layout(std140) uniform shadow_render_block { + mat4 ShadowMatrix[6]; + mat4 FaceViewMatrix[6]; + vec4 lampPosition; + float cubeTexelSize; + float storedTexelSize; + float nearClip; + float farClip; + int shadowSampleCount; + float shadowInvSampleCount; +}; + +flat in int shFace; /* Shadow layer we are rendering to. */ +#define ViewMatrix FaceViewMatrix[shFace] +#endif + +/* Buffers */ +uniform sampler2D colorBuffer; +uniform sampler2D depthBuffer; +uniform sampler2D maxzBuffer; +uniform sampler2D minzBuffer; +uniform sampler2DArray planarDepth; + +#define cameraForward normalize(ViewMatrixInverse[2].xyz) +#define cameraPos ViewMatrixInverse[3].xyz +#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward) +#define viewCameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(-viewPosition) : vec3(0.0, 0.0, 1.0)) + +/* ------- Structures -------- */ + +/* ------ Lights ----- */ +struct LightData { + vec4 position_influence; /* w : InfluenceRadius */ + vec4 color_spec; /* w : Spec Intensity */ + vec4 spotdata_radius_shadow; /* x : spot size, y : spot blend, z : radius, w: shadow id */ + vec4 rightvec_sizex; /* xyz: Normalized up vector, w: area size X or spot scale X */ + vec4 upvec_sizey; /* xyz: Normalized right vector, w: area size Y or spot scale Y */ + vec4 forwardvec_type; /* xyz: Normalized forward vector, w: Lamp Type */ +}; + +/* convenience aliases */ +#define l_color color_spec.rgb +#define l_spec color_spec.a +#define l_position position_influence.xyz +#define l_influence position_influence.w +#define l_sizex rightvec_sizex.w +#define l_sizey upvec_sizey.w +#define l_right rightvec_sizex.xyz +#define l_up upvec_sizey.xyz +#define l_forward forwardvec_type.xyz +#define l_type forwardvec_type.w +#define l_spot_size spotdata_radius_shadow.x +#define l_spot_blend spotdata_radius_shadow.y +#define l_radius spotdata_radius_shadow.z +#define l_shadowid spotdata_radius_shadow.w + +/* ------ Shadows ----- */ +#ifndef MAX_CASCADE_NUM +#define MAX_CASCADE_NUM 4 +#endif + +struct ShadowData { + vec4 near_far_bias_exp; + vec4 shadow_data_start_end; + vec4 contact_shadow_data; +}; + +struct ShadowCubeData { + vec4 position; +}; + +struct ShadowCascadeData { + mat4 shadowmat[MAX_CASCADE_NUM]; + vec4 split_start_distances; + vec4 split_end_distances; +}; + +/* convenience aliases */ +#define sh_near near_far_bias_exp.x +#define sh_far near_far_bias_exp.y +#define sh_bias near_far_bias_exp.z +#define sh_exp near_far_bias_exp.w +#define sh_bleed near_far_bias_exp.w +#define sh_tex_start shadow_data_start_end.x +#define sh_data_start shadow_data_start_end.y +#define sh_multi_nbr shadow_data_start_end.z +#define sh_blur shadow_data_start_end.w +#define sh_contact_dist contact_shadow_data.x +#define sh_contact_offset contact_shadow_data.y +#define sh_contact_spread contact_shadow_data.z +#define sh_contact_thickness contact_shadow_data.w + +/* ------- Convenience functions --------- */ + +vec3 mul(mat3 m, vec3 v) { return m * v; } +mat3 mul(mat3 m1, mat3 m2) { return m1 * m2; } +vec3 transform_direction(mat4 m, vec3 v) { return mat3(m) * v; } +vec3 transform_point(mat4 m, vec3 v) { return (m * vec4(v, 1.0)).xyz; } +vec3 project_point(mat4 m, vec3 v) { + vec4 tmp = m * vec4(v, 1.0); + return tmp.xyz / tmp.w; +} + +float min_v2(vec2 v) { return min(v.x, v.y); } +float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); } +float max_v2(vec2 v) { return max(v.x, v.y); } +float max_v3(vec3 v) { return max(v.x, max(v.y, v.z)); } + +float sum(vec2 v) { return dot(vec2(1.0), v); } +float sum(vec3 v) { return dot(vec3(1.0), v); } +float sum(vec4 v) { return dot(vec4(1.0), v); } + +float saturate(float a) { return clamp(a, 0.0, 1.0); } +vec2 saturate(vec2 a) { return clamp(a, 0.0, 1.0); } +vec3 saturate(vec3 a) { return clamp(a, 0.0, 1.0); } +vec4 saturate(vec4 a) { return clamp(a, 0.0, 1.0); } + +float distance_squared(vec2 a, vec2 b) { a -= b; return dot(a, a); } +float distance_squared(vec3 a, vec3 b) { a -= b; return dot(a, a); } +float len_squared(vec3 a) { return dot(a, a); } + +float inverse_distance(vec3 V) { return max( 1 / length(V), 1e-8); } + +vec2 mip_ratio_interp(float mip) { + float low_mip = floor(mip); + return mix(mipRatio[int(low_mip)], mipRatio[int(low_mip + 1.0)], mip - low_mip); +} +/* ------- Fast Math ------- */ + +/* [Drobot2014a] Low Level Optimizations for GCN */ +float fast_sqrt(float v) +{ + return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1)); +} + +vec2 fast_sqrt(vec2 v) +{ + return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1)); +} + +/* [Eberly2014] GPGPU Programming for Games and Science */ +float fast_acos(float v) +{ + float res = -0.156583 * abs(v) + M_PI_2; + res *= fast_sqrt(1.0 - abs(v)); + return (v >= 0) ? res : M_PI - res; +} + +vec2 fast_acos(vec2 v) +{ + vec2 res = -0.156583 * abs(v) + M_PI_2; + res *= fast_sqrt(1.0 - abs(v)); + v.x = (v.x >= 0) ? res.x : M_PI - res.x; + v.y = (v.y >= 0) ? res.y : M_PI - res.y; + return v; +} + +float point_plane_projection_dist(vec3 lineorigin, vec3 planeorigin, vec3 planenormal) +{ + return dot(planenormal, planeorigin - lineorigin); +} + +float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) +{ + return dot(planenormal, planeorigin - lineorigin) / dot(planenormal, linedirection); +} + +float line_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec4 plane) +{ + vec3 plane_co = plane.xyz * (-plane.w / len_squared(plane.xyz)); + vec3 h = lineorigin - plane_co; + return -dot(plane.xyz, h) / dot(plane.xyz, linedirection); +} + +vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin, vec3 planenormal) +{ + float dist = line_plane_intersect_dist(lineorigin, linedirection, planeorigin, planenormal); + return lineorigin + linedirection * dist; +} + +vec3 line_plane_intersect(vec3 lineorigin, vec3 linedirection, vec4 plane) +{ + float dist = line_plane_intersect_dist(lineorigin, linedirection, plane); + return lineorigin + linedirection * dist; +} + +float line_aligned_plane_intersect_dist(vec3 lineorigin, vec3 linedirection, vec3 planeorigin) +{ + /* aligned plane normal */ + vec3 L = planeorigin - lineorigin; + float diskdist = length(L); + vec3 planenormal = -normalize(L); + return -diskdist / dot(planenormal, linedirection); +} + +vec3 line_aligned_plane_intersect(vec3 lineorigin, vec3 linedirection, vec3 planeorigin) +{ + float dist = line_aligned_plane_intersect_dist(lineorigin, linedirection, planeorigin); + if (dist < 0) { + /* if intersection is behind we fake the intersection to be + * really far and (hopefully) not inside the radius of interest */ + dist = 1e16; + } + return lineorigin + linedirection * dist; +} + +float line_unit_sphere_intersect_dist(vec3 lineorigin, vec3 linedirection) +{ + float a = dot(linedirection, linedirection); + float b = dot(linedirection, lineorigin); + float c = dot(lineorigin, lineorigin) - 1; + + float dist = 1e15; + float determinant = b * b - a * c; + if (determinant >= 0) + dist = (sqrt(determinant) - b) / a; + + return dist; +} + +float line_unit_box_intersect_dist(vec3 lineorigin, vec3 linedirection) +{ + /* https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/ */ + vec3 firstplane = (vec3( 1.0) - lineorigin) / linedirection; + vec3 secondplane = (vec3(-1.0) - lineorigin) / linedirection; + vec3 furthestplane = max(firstplane, secondplane); + + return min_v3(furthestplane); +} + + +/* Return texture coordinates to sample Surface LUT */ +vec2 lut_coords(float cosTheta, float roughness) +{ + float theta = acos(cosTheta); + vec2 coords = vec2(roughness, theta / M_PI_2); + + /* scale and bias coordinates, for correct filtered lookup */ + return coords * (LUT_SIZE - 1.0) / LUT_SIZE + 0.5 / LUT_SIZE; +} + +/* -- Tangent Space conversion -- */ +vec3 tangent_to_world(vec3 vector, vec3 N, vec3 T, vec3 B) +{ + return T * vector.x + B * vector.y + N * vector.z; +} + +vec3 world_to_tangent(vec3 vector, vec3 N, vec3 T, vec3 B) +{ + return vec3( dot(T, vector), dot(B, vector), dot(N, vector)); +} + +void make_orthonormal_basis(vec3 N, out vec3 T, out vec3 B) +{ + vec3 UpVector = abs(N.z) < 0.99999 ? vec3(0.0,0.0,1.0) : vec3(1.0,0.0,0.0); + T = normalize( cross(UpVector, N) ); + B = cross(N, T); +} + +/* ---- Opengl Depth conversion ---- */ +float linear_depth(bool is_persp, float z, float zf, float zn) +{ + if (is_persp) { + return (zn * zf) / (z * (zn - zf) + zf); + } + else { + return (z * 2.0 - 1.0) * zf; + } +} + +float buffer_depth(bool is_persp, float z, float zf, float zn) +{ + if (is_persp) { + return (zf * (zn - z)) / (z * (zn - zf)); + } + else { + return (z / (zf * 2.0)) + 0.5; + } +} + +float get_view_z_from_depth(float depth) +{ + if (ProjectionMatrix[3][3] == 0.0) { + float d = 2.0 * depth - 1.0; + return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]); + } + else { + return viewVecs[0].z + depth * viewVecs[1].z; + } +} + +float get_depth_from_view_z(float z) +{ + if (ProjectionMatrix[3][3] == 0.0) { + float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2]; + return d * 0.5 + 0.5; + } + else { + return (z - viewVecs[0].z) / viewVecs[1].z; + } +} + +vec2 get_uvs_from_view(vec3 view) +{ + vec3 ndc = project_point(ProjectionMatrix, view); + return ndc.xy * 0.5 + 0.5; +} + +vec3 get_view_space_from_depth(vec2 uvcoords, float depth) +{ + if (ProjectionMatrix[3][3] == 0.0) { + return vec3(viewVecs[0].xy + uvcoords * viewVecs[1].xy, 1.0) * get_view_z_from_depth(depth); + } + else { + return viewVecs[0].xyz + vec3(uvcoords, depth) * viewVecs[1].xyz; + } +} + +vec3 get_world_space_from_depth(vec2 uvcoords, float depth) +{ + return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz; +} + +vec3 get_specular_reflection_dominant_dir(vec3 N, vec3 V, float roughness) +{ + vec3 R = -reflect(V, N); + float smoothness = 1.0 - roughness; + float fac = smoothness * (sqrt(smoothness) + roughness); + return normalize(mix(N, R, fac)); +} + +float specular_occlusion(float NV, float AO, float roughness) +{ + return saturate(pow(NV + AO, roughness) - 1.0 + AO); +} + +/* --- Refraction utils --- */ + +float ior_from_f0(float f0) +{ + float f = sqrt(f0); + return (-f - 1.0) / (f - 1.0); +} + +float f0_from_ior(float eta) +{ + float A = (eta - 1.0) / (eta + 1.0); + return A * A; +} + +vec3 get_specular_refraction_dominant_dir(vec3 N, vec3 V, float roughness, float ior) +{ + /* TODO: This a bad approximation. Better approximation should fit + * the refracted vector and roughness into the best prefiltered reflection + * lobe. */ + /* Correct the IOR for ior < 1.0 to not see the abrupt delimitation or the TIR */ + ior = (ior < 1.0) ? mix(ior, 1.0, roughness) : ior; + float eta = 1.0 / ior; + + float NV = dot(N, -V); + + /* Custom Refraction. */ + float k = 1.0 - eta * eta * (1.0 - NV * NV); + k = max(0.0, k); /* Only this changes. */ + vec3 R = eta * -V - (eta * NV + sqrt(k)) * N; + + return R; +} + +float get_btdf_lut(sampler2DArray btdf_lut_tex, float NV, float roughness, float ior) +{ + const vec3 lut_scale_bias_texel_size = vec3((LUT_SIZE - 1.0), 0.5, 1.5) / LUT_SIZE; + + vec3 coords; + /* Try to compensate for the low resolution and interpolation error. */ + coords.x = (ior > 1.0) + ? (0.9 + lut_scale_bias_texel_size.z) + (0.1 - lut_scale_bias_texel_size.z) * f0_from_ior(ior) + : (0.9 + lut_scale_bias_texel_size.z) * ior * ior; + coords.y = 1.0 - saturate(NV); + coords.xy *= lut_scale_bias_texel_size.x; + coords.xy += lut_scale_bias_texel_size.y; + + const float lut_lvl_ofs = 4.0; /* First texture lvl of roughness. */ + const float lut_lvl_scale = 16.0; /* How many lvl of roughness in the lut. */ + + float mip = roughness * lut_lvl_scale; + float mip_floor = floor(mip); + + coords.z = lut_lvl_ofs + mip_floor + 1.0; + float btdf_high = textureLod(btdf_lut_tex, coords, 0.0).r; + + coords.z -= 1.0; + float btdf_low = textureLod(btdf_lut_tex, coords, 0.0).r; + + float btdf = (ior == 1.0) ? 1.0 : mix(btdf_low, btdf_high, mip - coords.z); + + return btdf; +} + +/* ---- Encode / Decode Normal buffer data ---- */ +/* From http://aras-p.info/texts/CompactNormalStorage.html + * Using Method #4: Spheremap Transform */ +vec2 normal_encode(vec3 n, vec3 view) +{ + float p = sqrt(n.z * 8.0 + 8.0); + return n.xy / p + 0.5; +} + +vec3 normal_decode(vec2 enc, vec3 view) +{ + vec2 fenc = enc * 4.0 - 2.0; + float f = dot(fenc, fenc); + float g = sqrt(1.0 - f / 4.0); + vec3 n; + n.xy = fenc*g; + n.z = 1 - f / 2; + return n; +} + +/* ---- RGBM (shared multiplier) encoding ---- */ +/* From http://iwasbeingirony.blogspot.fr/2010/06/difference-between-rgbm-and-rgbd.html */ + +/* Higher RGBM_MAX_RANGE gives imprecision issues in low intensity. */ +#define RGBM_MAX_RANGE 512.0 + +vec4 rgbm_encode(vec3 rgb) +{ + float maxRGB = max_v3(rgb); + float M = maxRGB / RGBM_MAX_RANGE; + M = ceil(M * 255.0) / 255.0; + return vec4(rgb / (M * RGBM_MAX_RANGE), M); +} + +vec3 rgbm_decode(vec4 data) +{ + return data.rgb * (data.a * RGBM_MAX_RANGE); +} + +/* ---- RGBE (shared exponent) encoding ---- */ +vec4 rgbe_encode(vec3 rgb) +{ + float maxRGB = max_v3(rgb); + float fexp = ceil(log2(maxRGB)); + return vec4(rgb / exp2(fexp), (fexp + 128.0) / 255.0); +} + +vec3 rgbe_decode(vec4 data) +{ + float fexp = data.a * 255.0 - 128.0; + return data.rgb * exp2(fexp); +} + +#if 1 +#define irradiance_encode rgbe_encode +#define irradiance_decode rgbe_decode +#else /* No ecoding (when using floating point format) */ +#define irradiance_encode(X) (X).rgbb +#define irradiance_decode(X) (X).rgb +#endif + +/* Irradiance Visibility Encoding */ +#if 1 +vec4 visibility_encode(vec2 accum, float range) +{ + accum /= range; + + vec4 data; + data.x = fract(accum.x); + data.y = floor(accum.x) / 255.0; + data.z = fract(accum.y); + data.w = floor(accum.y) / 255.0; + + return data; +} + +vec2 visibility_decode(vec4 data, float range) +{ + return (data.xz + data.yw * 255.0) * range; +} +#else /* No ecoding (when using floating point format) */ +vec4 visibility_encode(vec2 accum, float range) +{ + return accum.xyxy; +} + +vec2 visibility_decode(vec4 data, float range) +{ + return data.xy; +} +#endif + +/* Fresnel monochromatic, perfect mirror */ +float F_eta(float eta, float cos_theta) +{ + /* compute fresnel reflectance without explicitly computing + * the refracted direction */ + float c = abs(cos_theta); + float g = eta * eta - 1.0 + c * c; + float result; + + if (g > 0.0) { + g = sqrt(g); + vec2 g_c = vec2(g) + vec2(c, -c); + float A = g_c.y / g_c.x; + A *= A; + g_c *= c; + float B = (g_c.y - 1.0) / (g_c.x + 1.0); + B *= B; + result = 0.5 * A * (1.0 + B); + } + else { + result = 1.0; /* TIR (no refracted component) */ + } + + return result; +} + +/* Fresnel */ +vec3 F_schlick(vec3 f0, float cos_theta) +{ + float fac = 1.0 - cos_theta; + float fac2 = fac * fac; + fac = fac2 * fac2 * fac; + + /* Unreal specular matching : if specular color is below 2% intensity, + * (using green channel for intensity) treat as shadowning */ + return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac + (1.0 - fac) * f0; +} + +/* Fresnel approximation for LTC area lights (not MRP) */ +vec3 F_area(vec3 f0, vec2 lut) +{ + vec2 fac = normalize(lut.xy); /* XXX FIXME this does not work!!! */ + + /* Unreal specular matching : if specular color is below 2% intensity, + * treat as shadowning */ + return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * fac.y + fac.x * f0; +} + +/* Fresnel approximation for IBL */ +vec3 F_ibl(vec3 f0, vec2 lut) +{ + /* Unreal specular matching : if specular color is below 2% intensity, + * treat as shadowning */ + return saturate(50.0 * dot(f0, vec3(0.3, 0.6, 0.1))) * lut.y + lut.x * f0; +} + +/* GGX */ +float D_ggx_opti(float NH, float a2) +{ + float tmp = (NH * a2 - NH) * NH + 1.0; + return M_PI * tmp*tmp; /* Doing RCP and mul a2 at the end */ +} + +float G1_Smith_GGX(float NX, float a2) +{ + /* Using Brian Karis approach and refactoring by NX/NX + * this way the (2*NL)*(2*NV) in G = G1(V) * G1(L) gets canceled by the brdf denominator 4*NL*NV + * Rcp is done on the whole G later + * Note that this is not convenient for the transmition formula */ + return NX + sqrt(NX * (NX - NX * a2) + a2); + /* return 2 / (1 + sqrt(1 + a2 * (1 - NX*NX) / (NX*NX) ) ); /* Reference function */ +} + +float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness) +{ + float a = roughness; + float a2 = a * a; + + vec3 H = normalize(L + V); + float NH = max(dot(N, H), 1e-8); + float NL = max(dot(N, L), 1e-8); + float NV = max(dot(N, V), 1e-8); + + float G = G1_Smith_GGX(NV, a2) * G1_Smith_GGX(NL, a2); /* Doing RCP at the end */ + float D = D_ggx_opti(NH, a2); + + /* Denominator is canceled by G1_Smith */ + /* bsdf = D * G / (4.0 * NL * NV); /* Reference function */ + return NL * a2 / (D * G); /* NL to Fit cycles Equation : line. 345 in bsdf_microfacet.h */ +} + +void accumulate_light(vec3 light, float fac, inout vec4 accum) +{ + accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a)); +} + +/* ----------- Cone Apperture Approximation --------- */ + +/* Return a fitted cone angle given the input roughness */ +float cone_cosine(float r) +{ + /* Using phong gloss + * roughness = sqrt(2/(gloss+2)) */ + float gloss = -2 + 2 / (r * r); + /* Drobot 2014 in GPUPro5 */ + // return cos(2.0 * sqrt(2.0 / (gloss + 2))); + /* Uludag 2014 in GPUPro5 */ + // return pow(0.244, 1 / (gloss + 1)); + /* Jimenez 2016 in Practical Realtime Strategies for Accurate Indirect Occlusion*/ + return exp2(-3.32193 * r * r); +} + +/* --------- Closure ---------- */ +#ifdef VOLUMETRICS + +struct Closure { + vec3 absorption; + vec3 scatter; + vec3 emission; + float anisotropy; +}; + +#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0) + +Closure closure_mix(Closure cl1, Closure cl2, float fac) +{ + Closure cl; + cl.absorption = mix(cl1.absorption, cl2.absorption, fac); + cl.scatter = mix(cl1.scatter, cl2.scatter, fac); + cl.emission = mix(cl1.emission, cl2.emission, fac); + cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac); + return cl; +} + +Closure closure_add(Closure cl1, Closure cl2) +{ + Closure cl; + cl.absorption = cl1.absorption + cl2.absorption; + cl.scatter = cl1.scatter + cl2.scatter; + cl.emission = cl1.emission + cl2.emission; + cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */ + return cl; +} + +#else /* VOLUMETRICS */ + +struct Closure { + vec3 radiance; + float opacity; +#ifdef USE_SSS + vec4 sss_data; +#ifdef USE_SSS_ALBEDO + vec3 sss_albedo; +#endif +#endif + vec4 ssr_data; + vec2 ssr_normal; + int ssr_id; +}; + +/* This is hacking ssr_id to tag transparent bsdf */ +#define TRANSPARENT_CLOSURE_FLAG -2 +#define REFRACT_CLOSURE_FLAG -3 + +#ifdef USE_SSS +#ifdef USE_SSS_ALBEDO +#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), -1) +#else +#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1) +#endif +#else +#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1) +#endif + +uniform int outputSsrId; + +Closure closure_mix(Closure cl1, Closure cl2, float fac) +{ + Closure cl; + + if (cl1.ssr_id == outputSsrId) { + cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */ + cl.ssr_normal = cl1.ssr_normal; + cl.ssr_id = cl1.ssr_id; + } + else { + cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */ + cl.ssr_normal = cl2.ssr_normal; + cl.ssr_id = cl2.ssr_id; + } + if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) { + cl1.radiance = cl2.radiance; +#ifdef USE_SSS + cl1.sss_data = cl2.sss_data; +#ifdef USE_SSS_ALBEDO + cl1.sss_albedo = cl2.sss_albedo; +#endif +#endif + } + if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) { + cl2.radiance = cl1.radiance; +#ifdef USE_SSS + cl2.sss_data = cl1.sss_data; +#ifdef USE_SSS_ALBEDO + cl2.sss_albedo = cl1.sss_albedo; +#endif +#endif + } + cl.radiance = mix(cl1.radiance, cl2.radiance, fac); + cl.opacity = mix(cl1.opacity, cl2.opacity, fac); + +#ifdef USE_SSS + cl.sss_data.rgb = mix(cl1.sss_data.rgb, cl2.sss_data.rgb, fac); + cl.sss_data.a = (cl1.sss_data.a > 0.0) ? cl1.sss_data.a : cl2.sss_data.a; +#ifdef USE_SSS_ALBEDO + /* TODO Find a solution to this. Dither? */ + cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo; +#endif +#endif + + return cl; +} + +Closure closure_add(Closure cl1, Closure cl2) +{ + Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2; +#ifdef USE_SSS + cl.sss_data = (cl1.sss_data.a > 0.0) ? cl1.sss_data : cl2.sss_data; +#ifdef USE_SSS_ALBEDO + /* TODO Find a solution to this. Dither? */ + cl.sss_albedo = (cl1.sss_data.a > 0.0) ? cl1.sss_albedo : cl2.sss_albedo; +#endif +#endif + cl.radiance = cl1.radiance + cl2.radiance; + cl.opacity = saturate(cl1.opacity + cl2.opacity); + return cl; +} + +#if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY) +layout(location = 0) out vec4 fragColor; +#ifdef USE_SSS +#ifdef USE_SSS_ALBEDO +layout(location = 1) out vec4 sssData; +layout(location = 2) out vec4 sssAlbedo; +layout(location = 3) out vec4 ssrNormals; +layout(location = 4) out vec4 ssrData; +#else +layout(location = 1) out vec4 sssData; +layout(location = 2) out vec4 ssrNormals; +layout(location = 3) out vec4 ssrData; +#endif /* USE_SSS_ALBEDO */ +#else +layout(location = 1) out vec4 ssrNormals; +layout(location = 2) out vec4 ssrData; +#endif /* USE_SSS */ + +Closure nodetree_exec(void); /* Prototype */ + +#if defined(USE_ALPHA_BLEND_VOLUMETRICS) +/* Prototype because this file is included before volumetric_lib.glsl */ +vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth); +#endif + +#define NODETREE_EXEC +void main() +{ + Closure cl = nodetree_exec(); +#ifndef USE_ALPHA_BLEND + /* Prevent alpha hash material writing into alpha channel. */ + cl.opacity = 1.0; +#endif + +#if defined(USE_ALPHA_BLEND_VOLUMETRICS) + /* XXX fragile, better use real viewport resolution */ + vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy); + fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z); +#else + fragColor = vec4(cl.radiance, cl.opacity); +#endif + + ssrNormals = cl.ssr_normal.xyyy; + ssrData = cl.ssr_data; +#ifdef USE_SSS + sssData = cl.sss_data; +#ifdef USE_SSS_ALBEDO + sssAlbedo = cl.sss_albedo.rgbb; +#endif +#endif + + /* For Probe capture */ +#ifdef USE_SSS +#ifdef USE_SSS_ALBEDO + fragColor.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * float(!sssToggle); +#else + fragColor.rgb += cl.sss_data.rgb * float(!sssToggle); +#endif +#endif +} + +#endif /* MESH_SHADER && !SHADOW_SHADER */ + +#endif /* VOLUMETRICS */ + +Closure nodetree_exec(void); /* Prototype */ + +/* TODO find a better place */ +#ifdef USE_MULTIPLY + +out vec4 fragColor; + +#define NODETREE_EXEC +void main() +{ + Closure cl = nodetree_exec(); + fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0); +} +#endif
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