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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl74
1 files changed, 37 insertions, 37 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
index a1a5fab03af..a68b44838f1 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_direct_lib.glsl
@@ -11,10 +11,10 @@
/* ------------ Diffuse ------------- */
-float direct_diffuse_point(LightData ld, ShadingData sd)
+float direct_diffuse_point(ShadingData sd, vec4 l_vector)
{
- float dist = length(sd.l_vector);
- vec3 L = sd.l_vector / dist;
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
float bsdf = max(0.0, dot(sd.N, L));
bsdf /= dist * dist;
return bsdf;
@@ -29,12 +29,12 @@ float direct_diffuse_sun(LightData ld, ShadingData sd)
}
/* From Frostbite PBR Course
- * Analitical irradiance from a sphere with correct horizon handling
+ * Analytical irradiance from a sphere with correct horizon handling
* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
-float direct_diffuse_sphere(LightData ld, ShadingData sd)
+float direct_diffuse_sphere(LightData ld, ShadingData sd, vec4 l_vector)
{
- float dist = length(sd.l_vector);
- vec3 L = sd.l_vector / dist;
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
float radius = max(ld.l_sizex, 0.0001);
float costheta = clamp(dot(sd.N, L), -0.999, 0.999);
float h = min(ld.l_radius / dist , 0.9999);
@@ -61,13 +61,13 @@ float direct_diffuse_sphere(LightData ld, ShadingData sd)
/* From Frostbite PBR Course
* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
-float direct_diffuse_rectangle(LightData ld, ShadingData sd)
+float direct_diffuse_rectangle(LightData ld, ShadingData sd, vec4 l_vector)
{
vec3 corners[4];
- corners[0] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
- corners[1] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
- corners[2] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
- corners[3] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[1] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[3] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
float bsdf = ltc_evaluate(sd.N, sd.V, mat3(1.0), corners);
bsdf *= M_1_2PI;
@@ -83,10 +83,10 @@ float direct_diffuse_unit_disc(vec3 N, vec3 L)
#endif
/* ----------- GGx ------------ */
-vec3 direct_ggx_point(ShadingData sd, float roughness, vec3 f0)
+vec3 direct_ggx_point(ShadingData sd, vec4 l_vector, float roughness, vec3 f0)
{
- float dist = length(sd.l_vector);
- vec3 L = sd.l_vector / dist;
+ float dist = l_vector.w;
+ vec3 L = l_vector.xyz / dist;
float bsdf = bsdf_ggx(sd.N, L, sd.V, roughness);
bsdf /= dist * dist;
@@ -102,13 +102,13 @@ vec3 direct_ggx_sun(LightData ld, ShadingData sd, float roughness, vec3 f0)
return F_schlick(f0, VH) * bsdf;
}
-vec3 direct_ggx_sphere(LightData ld, ShadingData sd, float roughness, vec3 f0)
+vec3 direct_ggx_sphere(LightData ld, ShadingData sd, vec4 l_vector, float roughness, vec3 f0)
{
- vec3 L = normalize(sd.l_vector);
- vec3 spec_dir = get_specular_dominant_dir(sd.N, reflect(-sd.V, sd.N), roughness);
- vec3 P = line_aligned_plane_intersect(vec3(0.0), spec_dir, sd.l_vector);
+ vec3 L = l_vector.xyz / l_vector.w;
+ vec3 spec_dir = get_specular_dominant_dir(sd.N, sd.V, roughness);
+ vec3 P = line_aligned_plane_intersect(vec3(0.0), spec_dir, l_vector.xyz);
- vec3 Px = normalize(P - sd.l_vector) * ld.l_radius;
+ vec3 Px = normalize(P - l_vector.xyz) * ld.l_radius;
vec3 Py = cross(Px, L);
vec2 uv = lut_coords(dot(sd.N, sd.V), sqrt(roughness));
@@ -123,21 +123,21 @@ vec3 direct_ggx_sphere(LightData ld, ShadingData sd, float roughness, vec3 f0)
/* counter clockwise */
vec3 points[8];
- points[0] = sd.l_vector + Px;
- points[1] = sd.l_vector - Pxy2;
- points[2] = sd.l_vector - Py;
- points[3] = sd.l_vector - Pxy1;
- points[4] = sd.l_vector - Px;
- points[5] = sd.l_vector + Pxy2;
- points[6] = sd.l_vector + Py;
- points[7] = sd.l_vector + Pxy1;
+ points[0] = l_vector.xyz + Px;
+ points[1] = l_vector.xyz - Pxy2;
+ points[2] = l_vector.xyz - Py;
+ points[3] = l_vector.xyz - Pxy1;
+ points[4] = l_vector.xyz - Px;
+ points[5] = l_vector.xyz + Pxy2;
+ points[6] = l_vector.xyz + Py;
+ points[7] = l_vector.xyz + Pxy1;
float bsdf = ltc_evaluate_circle(sd.N, sd.V, ltc_mat, points);
#else
vec3 points[4];
- points[0] = sd.l_vector + Px;
- points[1] = sd.l_vector - Py;
- points[2] = sd.l_vector - Px;
- points[3] = sd.l_vector + Py;
+ points[0] = l_vector.xyz + Px;
+ points[1] = l_vector.xyz - Py;
+ points[2] = l_vector.xyz - Px;
+ points[3] = l_vector.xyz + Py;
float bsdf = ltc_evaluate(sd.N, sd.V, ltc_mat, points);
/* sqrt(pi/2) difference between square and disk area */
bsdf *= 1.25331413731;
@@ -151,13 +151,13 @@ vec3 direct_ggx_sphere(LightData ld, ShadingData sd, float roughness, vec3 f0)
return spec;
}
-vec3 direct_ggx_rectangle(LightData ld, ShadingData sd, float roughness, vec3 f0)
+vec3 direct_ggx_rectangle(LightData ld, ShadingData sd, vec4 l_vector, float roughness, vec3 f0)
{
vec3 corners[4];
- corners[0] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
- corners[1] = sd.l_vector + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
- corners[2] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
- corners[3] = sd.l_vector + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[0] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * ld.l_sizey;
+ corners[1] = l_vector.xyz + ld.l_right * -ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[2] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * -ld.l_sizey;
+ corners[3] = l_vector.xyz + ld.l_right * ld.l_sizex + ld.l_up * ld.l_sizey;
vec2 uv = lut_coords(dot(sd.N, sd.V), sqrt(roughness));
vec3 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rgb;