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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.glsl70
1 files changed, 15 insertions, 55 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 3327c5c4427..bd3fedf76ed 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -9,61 +9,14 @@
#define LUT_SIZE 64
uniform mat4 ProjectionMatrix;
+uniform mat4 ViewMatrixInverse;
+uniform mat4 ViewMatrix;
uniform vec4 viewvecs[2];
-/* ------- Structures -------- */
-
-struct ProbeData {
- vec4 position_type;
- vec4 attenuation_fac_type;
- mat4 influencemat;
- mat4 parallaxmat;
-};
+#define cameraForward normalize(ViewMatrixInverse[2].xyz)
+#define cameraPos ViewMatrixInverse[3].xyz
-#define PROBE_PARALLAX_BOX 1.0
-#define PROBE_ATTENUATION_BOX 1.0
-
-#define p_position position_type.xyz
-#define p_parallax_type position_type.w
-#define p_atten_fac attenuation_fac_type.x
-#define p_atten_type attenuation_fac_type.y
-
-struct PlanarData {
- vec4 plane_equation;
- vec4 clip_vec_x_fade_scale;
- vec4 clip_vec_y_fade_bias;
- vec4 clip_edges;
- vec4 facing_scale_bias;
- mat4 reflectionmat; /* transform world space into reflection texture space */
-};
-
-#define pl_plane_eq plane_equation
-#define pl_normal plane_equation.xyz
-#define pl_facing_scale facing_scale_bias.x
-#define pl_facing_bias facing_scale_bias.y
-#define pl_fade_scale clip_vec_x_fade_scale.w
-#define pl_fade_bias clip_vec_y_fade_bias.w
-#define pl_clip_pos_x clip_vec_x_fade_scale.xyz
-#define pl_clip_pos_y clip_vec_y_fade_bias.xyz
-#define pl_clip_edges clip_edges
-
-struct GridData {
- mat4 localmat;
- ivec4 resolution_offset;
- vec4 ws_corner_atten_scale; /* world space corner position */
- vec4 ws_increment_x_atten_bias; /* world space vector between 2 opposite cells */
- vec4 ws_increment_y;
- vec4 ws_increment_z;
-};
-
-#define g_corner ws_corner_atten_scale.xyz
-#define g_atten_scale ws_corner_atten_scale.w
-#define g_atten_bias ws_increment_x_atten_bias.w
-#define g_increment_x ws_increment_x_atten_bias.xyz
-#define g_increment_y ws_increment_y.xyz
-#define g_increment_z ws_increment_z.xyz
-#define g_resolution resolution_offset.xyz
-#define g_offset resolution_offset.w
+/* ------- Structures -------- */
struct LightData {
vec4 position_influence; /* w : InfluenceRadius */
@@ -126,14 +79,15 @@ struct ShadowCascadeData {
struct ShadingData {
vec3 V; /* View vector */
vec3 N; /* World Normal of the fragment */
- vec3 W; /* World Position of the fragment */
- vec3 l_vector; /* Current Light vector */
};
+#define cameraVec ((ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - worldPosition) : cameraForward)
+
/* ------- Convenience functions --------- */
vec3 mul(mat3 m, vec3 v) { return m * v; }
mat3 mul(mat3 m1, mat3 m2) { return m1 * m2; }
+vec3 transform_point(mat4 m, vec3 v) { return (m * vec4(v, 1.0)).xyz; }
float min_v3(vec3 v) { return min(v.x, min(v.y, v.z)); }
@@ -288,8 +242,9 @@ vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
}
}
-vec3 get_specular_dominant_dir(vec3 N, vec3 R, float roughness)
+vec3 get_specular_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));
@@ -362,3 +317,8 @@ float bsdf_ggx(vec3 N, vec3 L, vec3 V, float roughness)
/* 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));
+} \ No newline at end of file