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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.glsl228
1 files changed, 120 insertions, 108 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 274269846bc..7f795eaac2b 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -164,6 +164,19 @@ float sum(vec4 v)
return dot(vec4(1.0), v);
}
+float avg(vec2 v)
+{
+ return dot(vec2(1.0 / 2.0), v);
+}
+float avg(vec3 v)
+{
+ return dot(vec3(1.0 / 3.0), v);
+}
+float avg(vec4 v)
+{
+ return dot(vec4(1.0 / 4.0), v);
+}
+
float saturate(float a)
{
return clamp(a, 0.0, 1.0);
@@ -716,6 +729,7 @@ float cone_cosine(float r)
}
/* --------- Closure ---------- */
+
#ifdef VOLUMETRICS
struct Closure {
@@ -725,6 +739,8 @@ struct Closure {
float anisotropy;
};
+Closure nodetree_exec(void); /* Prototype */
+
# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), vec3(0.0), 0.0)
Closure closure_mix(Closure cl1, Closure cl2, float fac)
@@ -758,7 +774,8 @@ Closure closure_emission(vec3 rgb)
struct Closure {
vec3 radiance;
- float opacity;
+ vec3 transmittance;
+ float holdout;
# ifdef USE_SSS
vec4 sss_data;
# ifdef USE_SSS_ALBEDO
@@ -767,110 +784,117 @@ struct Closure {
# endif
vec4 ssr_data;
vec2 ssr_normal;
- int ssr_id;
+ int flag;
};
-/* This is hacking ssr_id to tag transparent bsdf */
-# define TRANSPARENT_CLOSURE_FLAG -2
-# define REFRACT_CLOSURE_FLAG -3
-# define NO_SSR -999
+Closure nodetree_exec(void); /* Prototype */
+
+# define FLAG_TEST(flag, val) (((flag) & (val)) != 0)
+
+# define CLOSURE_SSR_FLAG 1
+# define CLOSURE_SSS_FLAG 2
+# define CLOSURE_HOLDOUT_FLAG 4
# 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)
+ Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec3(0.0), vec4(0.0), vec2(0.0), 0)
# else
-# define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec4(0.0), vec2(0.0), -1)
+# define CLOSURE_DEFAULT \
+ Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec4(0.0), vec2(0.0), 0)
# endif
# else
-# define CLOSURE_DEFAULT Closure(vec3(0.0), 1.0, vec4(0.0), vec2(0.0), -1)
+# define CLOSURE_DEFAULT Closure(vec3(0.0), vec3(0.0), 0.0, vec4(0.0), vec2(0.0), 0)
# endif
-uniform int outputSsrId;
+uniform int outputSsrId = 1;
+uniform int outputSssId = 1;
-Closure closure_mix(Closure cl1, Closure cl2, float fac)
+void closure_load_ssr_data(
+ vec3 ssr_spec, float roughness, vec3 N, vec3 viewVec, int ssr_id, inout Closure cl)
{
- Closure cl;
+ /* Still encode to avoid artifacts in the SSR pass. */
+ vec3 vN = normalize(mat3(ViewMatrix) * N);
+ cl.ssr_normal = normal_encode(vN, viewVec);
+
+ if (ssr_id == outputSsrId) {
+ cl.ssr_data = vec4(ssr_spec, roughness);
+ cl.flag |= CLOSURE_SSR_FLAG;
+ }
+}
- if (cl1.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
- cl.ssr_normal = cl2.ssr_normal;
- cl.ssr_data = cl2.ssr_data;
- cl.ssr_id = cl2.ssr_id;
# ifdef USE_SSS
- cl1.sss_data = cl2.sss_data;
+void closure_load_sss_data(float radius,
+ vec3 sss_radiance,
# ifdef USE_SSS_ALBEDO
- cl1.sss_albedo = cl2.sss_albedo;
+ vec3 sss_albedo,
# endif
-# endif
- }
- else if (cl2.ssr_id == TRANSPARENT_CLOSURE_FLAG) {
- cl.ssr_normal = cl1.ssr_normal;
- cl.ssr_data = cl1.ssr_data;
- cl.ssr_id = cl1.ssr_id;
-# ifdef USE_SSS
- cl2.sss_data = cl1.sss_data;
+ int sss_id,
+ inout Closure cl)
+{
+ if (sss_id == outputSssId) {
+ cl.sss_data = vec4(sss_radiance, radius);
# ifdef USE_SSS_ALBEDO
- cl2.sss_albedo = cl1.sss_albedo;
+ cl.sss_albedo = sss_albedo;
# endif
-# endif
- }
- else if (cl1.ssr_id == outputSsrId) {
- /* When mixing SSR don't blend roughness.
- *
- * It makes no sense to mix them really, so we take either one of them and
- * tone down its specularity (ssr_data.xyz) while keeping its roughness (ssr_data.w).
- */
- cl.ssr_data = mix(cl1.ssr_data.xyzw, vec4(vec3(0.0), cl1.ssr_data.w), fac);
- cl.ssr_normal = cl1.ssr_normal;
- cl.ssr_id = cl1.ssr_id;
+ cl.flag |= CLOSURE_SSS_FLAG;
}
else {
- cl.ssr_data = mix(vec4(vec3(0.0), cl2.ssr_data.w), cl2.ssr_data.xyzw, fac);
- cl.ssr_normal = cl2.ssr_normal;
- cl.ssr_id = cl2.ssr_id;
+ cl.radiance += sss_radiance;
+# ifdef USE_SSS_ALBEDO
+ cl.radiance += sss_radiance * sss_albedo;
+# endif
}
+}
+# endif
- cl.opacity = mix(cl1.opacity, cl2.opacity, fac);
- cl.radiance = mix(cl1.radiance * cl1.opacity, cl2.radiance * cl2.opacity, fac);
- cl.radiance /= max(1e-8, cl.opacity);
+Closure closure_mix(Closure cl1, Closure cl2, float fac)
+{
+ Closure cl;
+ cl.holdout = mix(cl1.holdout, cl2.holdout, fac);
+ cl.transmittance = mix(cl1.transmittance, cl2.transmittance, fac);
+ cl.radiance = mix(cl1.radiance, cl2.radiance, fac);
+ cl.flag = cl1.flag | cl2.flag;
+ cl.ssr_data = mix(cl1.ssr_data, cl2.ssr_data, fac);
+ bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
+ /* When mixing SSR don't blend roughness and normals but only specular (ssr_data.xyz).*/
+ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
+ cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
# ifdef USE_SSS
- /* Apply Mix on input */
- cl1.sss_data.rgb *= 1.0 - fac;
- cl2.sss_data.rgb *= fac;
-
- /* Select biggest radius. */
- bool use_cl1 = (cl1.sss_data.a > cl2.sss_data.a);
- cl.sss_data = (use_cl1) ? cl1.sss_data : cl2.sss_data;
-
+ cl.sss_data = mix(cl1.sss_data, cl2.sss_data, fac);
+ bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
+ /* It also does not make sense to mix SSS radius or albedo. */
+ cl.sss_data.w = (use_cl1_sss) ? cl1.sss_data.w : cl2.sss_data.w;
# ifdef USE_SSS_ALBEDO
- /* TODO Find a solution to this. Dither? */
- cl.sss_albedo = (use_cl1) ? cl1.sss_albedo : cl2.sss_albedo;
- /* Add radiance that was supposed to be filtered but was rejected. */
- cl.radiance += (use_cl1) ? cl2.sss_data.rgb * cl2.sss_albedo : cl1.sss_data.rgb * cl1.sss_albedo;
-# else
- /* Add radiance that was supposed to be filtered but was rejected. */
- cl.radiance += (use_cl1) ? cl2.sss_data.rgb : cl1.sss_data.rgb;
+ cl.sss_albedo = (use_cl1_sss) ? 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;
+ Closure cl;
+ cl.transmittance = cl1.transmittance + cl2.transmittance;
cl.radiance = cl1.radiance + cl2.radiance;
+ cl.holdout = cl1.holdout + cl2.holdout;
+ cl.flag = cl1.flag | cl2.flag;
+ cl.ssr_data = cl1.ssr_data + cl2.ssr_data;
+ bool use_cl1_ssr = FLAG_TEST(cl1.flag, CLOSURE_SSR_FLAG);
+ /* When mixing SSR don't blend roughness and normals.*/
+ cl.ssr_data.w = (use_cl1_ssr) ? cl1.ssr_data.w : cl2.ssr_data.w;
+ cl.ssr_normal = (use_cl1_ssr) ? cl1.ssr_normal : cl2.ssr_normal;
+
# ifdef USE_SSS
- cl.sss_data = (cl1.sss_data.a > 0.0) ? cl1.sss_data : cl2.sss_data;
- /* Add radiance that was supposed to be filtered but was rejected. */
- cl.radiance += (cl1.sss_data.a > 0.0) ? cl2.sss_data.rgb : cl1.sss_data.rgb;
+ cl.sss_data = cl1.sss_data + cl2.sss_data;
+ bool use_cl1_sss = FLAG_TEST(cl1.flag, CLOSURE_SSS_FLAG);
+ /* It also does not make sense to mix SSS radius or albedo. */
+ cl.sss_data.w = (use_cl1_sss) ? cl1.sss_data.w : cl2.sss_data.w;
# 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;
+ cl.sss_albedo = (use_cl1_sss) ? cl1.sss_albedo : cl2.sss_albedo;
# endif
# endif
- cl.opacity = saturate(cl1.opacity + cl2.opacity);
return cl;
}
@@ -883,19 +907,23 @@ Closure closure_emission(vec3 rgb)
/* Breaking this across multiple lines causes issues for some older GLSL compilers. */
/* clang-format off */
-# if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) && !defined(USE_MULTIPLY)
+# if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER)
/* clang-format on */
-layout(location = 0) out vec4 fragColor;
-layout(location = 1) out vec4 ssrNormals;
+# ifndef USE_ALPHA_BLEND
+layout(location = 0) out vec4 outRadiance;
+layout(location = 1) out vec2 ssrNormals;
layout(location = 2) out vec4 ssrData;
-# ifdef USE_SSS
+# ifdef USE_SSS
layout(location = 3) out vec4 sssData;
-# ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
layout(location = 4) out vec4 sssAlbedo;
-# endif /* USE_SSS_ALBEDO */
-# endif /* USE_SSS */
-
-Closure nodetree_exec(void); /* Prototype */
+# endif
+# endif
+# else /* USE_ALPHA_BLEND */
+/* Use dual source blending to be able to make a whole range of effects. */
+layout(location = 0, index = 0) out vec4 outRadiance;
+layout(location = 0, index = 1) out vec4 outTransmittance;
+# endif /* USE_ALPHA_BLEND */
# if defined(USE_ALPHA_BLEND)
/* Prototype because this file is included before volumetric_lib.glsl */
@@ -909,27 +937,26 @@ void volumetric_resolve(vec2 frag_uvs,
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)
+ float holdout = 1.0 - saturate(cl.holdout);
+
+# ifdef USE_ALPHA_BLEND
vec2 uvs = gl_FragCoord.xy * volCoordScale.zw;
- vec3 transmittance, scattering;
- volumetric_resolve(uvs, gl_FragCoord.z, transmittance, scattering);
- fragColor.rgb = cl.radiance * transmittance + scattering;
- fragColor.a = cl.opacity;
-# else
- fragColor = vec4(cl.radiance, cl.opacity);
-# endif
+ vec3 vol_transmit, vol_scatter;
+ volumetric_resolve(uvs, gl_FragCoord.z, vol_transmit, vol_scatter);
- ssrNormals = cl.ssr_normal.xyyy;
+ float transmit = saturate(avg(cl.transmittance));
+ outRadiance = vec4(cl.radiance * vol_transmit + vol_scatter, (1.0 - transmit) * holdout);
+ outTransmittance = vec4(cl.transmittance, transmit * holdout);
+# else
+ outRadiance = vec4(cl.radiance, holdout);
+ ssrNormals = cl.ssr_normal;
ssrData = cl.ssr_data;
-# ifdef USE_SSS
+# ifdef USE_SSS
sssData = cl.sss_data;
-# ifdef USE_SSS_ALBEDO
+# ifdef USE_SSS_ALBEDO
sssAlbedo = cl.sss_albedo.rgbb;
+# endif
# endif
# endif
@@ -945,9 +972,9 @@ void main()
# endif
# ifdef USE_SSS_ALBEDO
- fragColor.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * fac;
+ outRadiance.rgb += cl.sss_data.rgb * cl.sss_albedo.rgb * fac;
# else
- fragColor.rgb += cl.sss_data.rgb * fac;
+ outRadiance.rgb += cl.sss_data.rgb * fac;
# endif
# endif
}
@@ -955,18 +982,3 @@ void main()
# 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