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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.glsl243
1 files changed, 134 insertions, 109 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
index 50b3309e93b..4c0e521a7f0 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -28,114 +28,10 @@ flat in int shFace; /* Shadow layer we are rendering to. */
#define cameraForward normalize(ViewMatrixInverse[2].xyz)
#define cameraPos ViewMatrixInverse[3].xyz
-
+#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+#define viewCameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(viewPosition) : vec3(0.0, 0.0, -1.0))
/* ------- Structures -------- */
-#ifdef VOLUMETRICS
-
-struct Closure {
- vec3 absorption;
- vec3 scatter;
- vec3 emission;
- float anisotropy;
-};
-
-#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
- cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
- cl.emission = mix(cl1.emission, cl2.emission, fac);
- cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl;
- cl.absorption = cl1.absorption + cl2.absorption;
- cl.scatter = cl1.scatter + cl2.scatter;
- cl.emission = cl1.emission + cl2.emission;
- cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
- return cl;
-}
-#else
-
-struct Closure {
- vec3 radiance;
- float opacity;
- vec4 ssr_data;
- vec2 ssr_normal;
- int ssr_id;
-};
-
-#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
-
-uniform int outputSsrId;
-
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
-{
- Closure cl;
- if (cl1.ssr_id == outputSsrId) {
- cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
- cl.ssr_normal = cl1.ssr_normal;
- cl.ssr_id = cl1.ssr_id;
- }
- else {
- cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
- cl.ssr_normal = cl2.ssr_normal;
- cl.ssr_id = cl2.ssr_id;
- }
- cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
- cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
- return cl;
-}
-
-Closure closure_add(Closure cl1, Closure cl2)
-{
- Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
- cl.radiance = cl1.radiance + cl2.radiance;
- cl.opacity = cl1.opacity + cl2.opacity;
- return cl;
-}
-
-#if defined(MESH_SHADER) && !defined(SHADOW_SHADER)
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 ssrNormals;
-layout(location = 2) out vec4 ssrData;
-
-Closure nodetree_exec(void); /* Prototype */
-
-#define NODETREE_EXEC
-void main()
-{
- Closure cl = nodetree_exec();
- fragColor = vec4(cl.radiance, cl.opacity);
- ssrNormals = cl.ssr_normal.xyyy;
- ssrData = cl.ssr_data;
-}
-
-#endif /* MESH_SHADER && !SHADOW_SHADER */
-
-#endif /* VOLUMETRICS */
-
-Closure nodetree_exec(void); /* Prototype */
-
-/* TODO find a better place */
-#ifdef USE_MULTIPLY
-
-out vec4 fragColor;
-
-#define NODETREE_EXEC
-void main()
-{
- Closure cl = nodetree_exec();
- fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
-}
-#endif
-
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
vec4 color_spec; /* w : Spec Intensity */
@@ -194,8 +90,6 @@ struct ShadowCascadeData {
vec4 bias;
};
-#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
-
/* ------- Convenience functions --------- */
vec3 mul(mat3 m, vec3 v) { return m * v; }
@@ -364,6 +258,11 @@ vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
}
}
+vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
+{
+ return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
+}
+
vec3 get_specular_dominant_dir(vec3 N, vec3 V, float roughness)
{
vec3 R = -reflect(V, N);
@@ -377,6 +276,26 @@ float specular_occlusion(float NV, float AO, float roughness)
return saturate(pow(NV + AO, roughness) - 1.0 + AO);
}
+/* ---- Encode / Decode Normal buffer data ---- */
+/* From http://aras-p.info/texts/CompactNormalStorage.html
+ * Using Method #4: Spheremap Transform */
+vec2 normal_encode(vec3 n, vec3 view)
+{
+ float p = sqrt(n.z * 8.0 + 8.0);
+ return n.xy / p + 0.5;
+}
+
+vec3 normal_decode(vec2 enc, vec3 view)
+{
+ vec2 fenc = enc * 4.0 - 2.0;
+ float f = dot(fenc, fenc);
+ float g = sqrt(1.0 - f / 4.0);
+ vec3 n;
+ n.xy = fenc*g;
+ n.z = 1 - f / 2;
+ return n;
+}
+
/* Fresnel */
vec3 F_schlick(vec3 f0, float cos_theta)
{
@@ -443,4 +362,110 @@ float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness)
void accumulate_light(vec3 light, float fac, inout vec4 accum)
{
accum += vec4(light, 1.0) * min(fac, (1.0 - accum.a));
-} \ No newline at end of file
+}
+
+/* --------- Closure ---------- */
+#ifdef VOLUMETRICS
+
+struct Closure {
+ vec3 absorption;
+ vec3 scatter;
+ vec3 emission;
+ float anisotropy;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.absorption = mix(cl1.absorption, cl2.absorption, fac);
+ cl.scatter = mix(cl1.scatter, cl2.scatter, fac);
+ cl.emission = mix(cl1.emission, cl2.emission, fac);
+ cl.anisotropy = mix(cl1.anisotropy, cl2.anisotropy, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl;
+ cl.absorption = cl1.absorption + cl2.absorption;
+ cl.scatter = cl1.scatter + cl2.scatter;
+ cl.emission = cl1.emission + cl2.emission;
+ cl.anisotropy = (cl1.anisotropy + cl2.anisotropy) / 2.0; /* Average phase (no multi lobe) */
+ return cl;
+}
+#else
+
+struct Closure {
+ vec3 radiance;
+ float opacity;
+ vec4 ssr_data;
+ vec2 ssr_normal;
+ int ssr_id;
+};
+
+#define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
+
+uniform int outputSsrId;
+
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ if (cl1.ssr_id == outputSsrId) {
+ cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac); /* do not blend roughness */
+ cl.ssr_normal = cl1.ssr_normal;
+ cl.ssr_id = cl1.ssr_id;
+ }
+ else {
+ cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac); /* do not blend roughness */
+ cl.ssr_normal = cl2.ssr_normal;
+ cl.ssr_id = cl2.ssr_id;
+ }
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
+ return cl;
+}
+
+Closure closure_add(Closure cl1, Closure cl2)
+{
+ Closure cl = (cl1.ssr_id == outputSsrId) ? cl1 : cl2;
+ cl.radiance = cl1.radiance + cl2.radiance;
+ cl.opacity = cl1.opacity + cl2.opacity;
+ return cl;
+}
+
+#if defined(MESH_SHADER) && !defined(SHADOW_SHADER)
+layout(location = 0) out vec4 fragColor;
+layout(location = 1) out vec4 ssrNormals;
+layout(location = 2) out vec4 ssrData;
+
+Closure nodetree_exec(void); /* Prototype */
+
+#define NODETREE_EXEC
+void main()
+{
+ Closure cl = nodetree_exec();
+ fragColor = vec4(cl.radiance, cl.opacity);
+ ssrNormals = cl.ssr_normal.xyyy;
+ ssrData = cl.ssr_data;
+}
+
+#endif /* MESH_SHADER && !SHADOW_SHADER */
+
+#endif /* VOLUMETRICS */
+
+Closure nodetree_exec(void); /* Prototype */
+
+/* TODO find a better place */
+#ifdef USE_MULTIPLY
+
+out vec4 fragColor;
+
+#define NODETREE_EXEC
+void main()
+{
+ Closure cl = nodetree_exec();
+ fragColor = vec4(mix(vec3(1.0), cl.radiance, cl.opacity), 1.0);
+}
+#endif \ No newline at end of file