diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl | 758 |
1 files changed, 0 insertions, 758 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl b/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl deleted file mode 100644 index 5527c99fbb0..00000000000 --- a/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl +++ /dev/null @@ -1,758 +0,0 @@ - -#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl) -#pragma BLENDER_REQUIRE(lights_lib.glsl) -#pragma BLENDER_REQUIRE(lightprobe_lib.glsl) -#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl) -#pragma BLENDER_REQUIRE(ssr_lib.glsl) - -/** - * Extensive use of Macros to be able to change the maximum amount of evaluated closure easily. - * NOTE: GLSL does not support variadic macros. - * - * Example - * // Declare the cl_eval function - * CLOSURE_EVAL_FUNCTION_DECLARE_3(name, Diffuse, Glossy, Refraction); - * // Declare the inputs & outputs - * CLOSURE_VARS_DECLARE(Diffuse, Glossy, Refraction); - * // Specify inputs - * in_Diffuse_0.N = N; - * ... - * // Call the cl_eval function - * CLOSURE_EVAL_FUNCTION_3(name, Diffuse, Glossy, Refraction); - * // Get the cl_out - * closure.radiance = out_Diffuse_0.radiance + out_Glossy_1.radiance + out_Refraction_2.radiance; - **/ - -#define CLOSURE_VARS_DECLARE(t0, t1, t2, t3) \ - ClosureInput##t0 in_##t0##_0 = CLOSURE_INPUT_##t0##_DEFAULT; \ - ClosureInput##t1 in_##t1##_1 = CLOSURE_INPUT_##t1##_DEFAULT; \ - ClosureInput##t2 in_##t2##_2 = CLOSURE_INPUT_##t2##_DEFAULT; \ - ClosureInput##t3 in_##t3##_3 = CLOSURE_INPUT_##t3##_DEFAULT; \ - ClosureOutput##t0 out_##t0##_0; \ - ClosureOutput##t1 out_##t1##_1; \ - ClosureOutput##t2 out_##t2##_2; \ - ClosureOutput##t3 out_##t3##_3; - -#define CLOSURE_EVAL_DECLARE(t0, t1, t2, t3) \ - ClosureEval##t0 eval_##t0##_0 = closure_##t0##_eval_init(in_##t0##_0, cl_common, out_##t0##_0); \ - ClosureEval##t1 eval_##t1##_1 = closure_##t1##_eval_init(in_##t1##_1, cl_common, out_##t1##_1); \ - ClosureEval##t2 eval_##t2##_2 = closure_##t2##_eval_init(in_##t2##_2, cl_common, out_##t2##_2); \ - ClosureEval##t3 eval_##t3##_3 = closure_##t3##_eval_init(in_##t3##_3, cl_common, out_##t3##_3); - -#define CLOSURE_META_SUBROUTINE(subroutine, t0, t1, t2, t3) \ - closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, out_##t0##_0); \ - closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, out_##t1##_1); \ - closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, out_##t2##_2); \ - closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, out_##t3##_3); - -#define CLOSURE_META_SUBROUTINE_DATA(subroutine, sub_data, t0, t1, t2, t3) \ - closure_##t0##_##subroutine(in_##t0##_0, eval_##t0##_0, cl_common, sub_data, out_##t0##_0); \ - closure_##t1##_##subroutine(in_##t1##_1, eval_##t1##_1, cl_common, sub_data, out_##t1##_1); \ - closure_##t2##_##subroutine(in_##t2##_2, eval_##t2##_2, cl_common, sub_data, out_##t2##_2); \ - closure_##t3##_##subroutine(in_##t3##_3, eval_##t3##_3, cl_common, sub_data, out_##t3##_3); - -/* Inputs are inout so that callers can get the final inputs used for evaluation. */ -#define CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) \ - void closure_##name##_eval(inout ClosureInput##t0 in_##t0##_0, \ - inout ClosureInput##t1 in_##t1##_1, \ - inout ClosureInput##t2 in_##t2##_2, \ - inout ClosureInput##t3 in_##t3##_3, \ - out ClosureOutput##t0 out_##t0##_0, \ - out ClosureOutput##t1 out_##t1##_1, \ - out ClosureOutput##t2 out_##t2##_2, \ - out ClosureOutput##t3 out_##t3##_3) \ - { \ - ClosureEvalCommon cl_common = closure_Common_eval_init(); \ - CLOSURE_EVAL_DECLARE(t0, t1, t2, t3); \ -\ - ClosurePlanarData planar; \ - PLANAR_ITER_BEGIN(planar) \ - { \ - CLOSURE_META_SUBROUTINE_DATA(planar_eval, planar, t0, t1, t2, t3); \ - } \ - PLANAR_ITER_END \ -\ - ClosureCubemapData cube; \ - CUBEMAP_ITER_BEGIN(cube) \ - { \ - CLOSURE_META_SUBROUTINE_DATA(cubemap_eval, cube, t0, t1, t2, t3); \ - } \ - CUBEMAP_ITER_END \ -\ - ClosureGridData grid; \ - GRID_ITER_BEGIN(grid) \ - { \ - CLOSURE_META_SUBROUTINE_DATA(grid_eval, grid, t0, t1, t2, t3); \ - } \ - GRID_ITER_END \ -\ - CLOSURE_META_SUBROUTINE(indirect_end, t0, t1, t2, t3); \ -\ - ClosureLightData light; \ - LIGHT_ITER_BEGIN(light) \ - { \ - CLOSURE_META_SUBROUTINE_DATA(light_eval, light, t0, t1, t2, t3); \ - } \ - LIGHT_ITER_END \ -\ - CLOSURE_META_SUBROUTINE(eval_end, t0, t1, t2, t3); \ - } - -#define CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) \ - closure_##name##_eval(in_##t0##_0, \ - in_##t1##_1, \ - in_##t2##_2, \ - in_##t3##_3, \ - out_##t0##_0, \ - out_##t1##_1, \ - out_##t2##_2, \ - out_##t3##_3) - -#define CLOSURE_EVAL_FUNCTION_DECLARE_1(name, t0) \ - CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, Dummy, Dummy, Dummy) -#define CLOSURE_EVAL_FUNCTION_DECLARE_2(name, t0, t1) \ - CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, Dummy, Dummy) -#define CLOSURE_EVAL_FUNCTION_DECLARE_3(name, t0, t1, t2) \ - CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, Dummy) -#define CLOSURE_EVAL_FUNCTION_DECLARE_4(name, t0, t1, t2, t3) \ - CLOSURE_EVAL_FUNCTION_DECLARE(name, t0, t1, t2, t3) - -#define CLOSURE_VARS_DECLARE_1(t0) CLOSURE_VARS_DECLARE(t0, Dummy, Dummy, Dummy) -#define CLOSURE_VARS_DECLARE_2(t0, t1) CLOSURE_VARS_DECLARE(t0, t1, Dummy, Dummy) -#define CLOSURE_VARS_DECLARE_3(t0, t1, t2) CLOSURE_VARS_DECLARE(t0, t1, t2, Dummy) -#define CLOSURE_VARS_DECLARE_4(t0, t1, t2, t3) CLOSURE_VARS_DECLARE(t0, t1, t2, t3) - -#define CLOSURE_EVAL_FUNCTION_1(name, t0) CLOSURE_EVAL_FUNCTION(name, t0, Dummy, Dummy, Dummy) -#define CLOSURE_EVAL_FUNCTION_2(name, t0, t1) CLOSURE_EVAL_FUNCTION(name, t0, t1, Dummy, Dummy) -#define CLOSURE_EVAL_FUNCTION_3(name, t0, t1, t2) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, Dummy) -#define CLOSURE_EVAL_FUNCTION_4(name, t0, t1, t2, t3) CLOSURE_EVAL_FUNCTION(name, t0, t1, t2, t3) - -/* -------------------------------------------------------------------- */ -/** \name Common cl_eval data - * - * Eval data not dependant on input parameters. All might not be used but unused ones - * will be optimized out. - * \{ */ - -struct ClosureEvalCommon { - vec3 V; /** View vector. */ - vec3 P; /** Surface position. */ - vec3 N; /** Normal vector, always facing camera. */ - vec3 vN; /** Normal vector, always facing camera. (viewspace) */ - vec3 vP; /** Surface position. (viewspace) */ - vec3 vNg; /** Geometric normal, always facing camera. (viewspace) */ - vec4 rand; /** Random numbers. 3 random sequences. zw is a random point on a circle. */ - - float specular_accum; /** Specular probe accumulator. Shared between planar and cubemap probe. */ - float diffuse_accum; /** Diffuse probe accumulator. */ - float tracing_depth; /** Viewspace depth to start raytracing from. */ -}; - -/* Common cl_out struct used by most closures. */ -struct ClosureOutput { - vec3 radiance; -}; - -ClosureEvalCommon closure_Common_eval_init(void) -{ - ClosureEvalCommon cl_eval; - cl_eval.rand = texelfetch_noise_tex(gl_FragCoord.xy); - cl_eval.V = cameraVec; - cl_eval.P = worldPosition; - cl_eval.N = safe_normalize(gl_FrontFacing ? worldNormal : -worldNormal); - cl_eval.vN = safe_normalize(gl_FrontFacing ? viewNormal : -viewNormal); - cl_eval.vP = viewPosition; - cl_eval.vNg = safe_normalize(cross(dFdx(viewPosition), dFdy(viewPosition))); - /* TODO(fclem) See if we can avoid this complicated setup. */ - cl_eval.tracing_depth = gl_FragCoord.z; - /* Constant bias (due to depth buffer precision) */ - /* Magic numbers for 24bits of precision. - * From http://terathon.com/gdc07_lengyel.pdf (slide 26) */ - cl_eval.tracing_depth -= mix(2.4e-7, 4.8e-7, gl_FragCoord.z); - /* Convert to view Z. */ - cl_eval.tracing_depth = get_view_z_from_depth(cl_eval.tracing_depth); - - cl_eval.specular_accum = 1.0; - cl_eval.diffuse_accum = 1.0; - return cl_eval; -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Light Loop - * - * \{ */ - -struct ClosureLightData { - LightData data; /** Light Data. */ - vec4 L; /** Non-Normalized Light Vector (surface to light) with length in W component. */ - float vis; /** Light visibility. */ - float contact_shadow; /** Result of contact shadow tracing. */ -}; - -ClosureLightData closure_light_eval_init(ClosureEvalCommon cl_common, int light_id) -{ - ClosureLightData light; - light.data = lights_data[light_id]; - - light.L.xyz = light.data.l_position - cl_common.P; - light.L.w = length(light.L.xyz); - - light.vis = light_visibility(light.data, cl_common.P, light.L); - light.contact_shadow = light_contact_shadows(light.data, - cl_common.P, - cl_common.vP, - cl_common.tracing_depth, - cl_common.vNg, - cl_common.rand.x, - light.vis); - - return light; -} - -#define LIGHT_ITER_BEGIN(light) \ - for (int i = 0; i < laNumLight && i < MAX_LIGHT; i++) { \ - light = closure_light_eval_init(cl_common, i); \ - if (light.vis < 1e-8) { \ - continue; \ - } - -#define LIGHT_ITER_END } - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Glossy Probe Loop - * - * \{ */ - -struct ClosureCubemapData { - int id; /** Probe id. */ - float attenuation; /** Attenuation. */ -}; - -ClosureCubemapData closure_cubemap_eval_init(int cube_id, inout ClosureEvalCommon cl_common) -{ - ClosureCubemapData cube; - cube.id = cube_id; - cube.attenuation = probe_attenuation_cube(cube_id, cl_common.P); - cube.attenuation = min(cube.attenuation, cl_common.specular_accum); - cl_common.specular_accum -= cube.attenuation; - return cube; -} - -#define CUBEMAP_ITER_BEGIN(cube) \ - /* Starts at 1 because 0 is world cubemap. */ \ - for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumRenderCube && i < MAX_PROBE; i++) { \ - cube = closure_cubemap_eval_init(i, cl_common); \ - if (cube.attenuation < 1e-8) { \ - continue; \ - } - -#define CUBEMAP_ITER_END } - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Glossy Planar probe Loop - * - * Should be run first, as it is replace by the SSR pass if SSR is enabled. - * \{ */ - -struct ClosurePlanarData { - int id; /** Probe id. */ - PlanarData data; /** planars_data[id]. */ - float attenuation; /** Attenuation. */ -}; - -ClosurePlanarData closure_planar_eval_init(int planar_id, inout ClosureEvalCommon cl_common) -{ - ClosurePlanarData planar; - planar.id = planar_id; - planar.data = planars_data[planar_id]; - planar.attenuation = probe_attenuation_planar(planar.data, cl_common.P, cl_common.N, 0.0); - planar.attenuation = min(planar.attenuation, cl_common.specular_accum); - cl_common.specular_accum -= planar.attenuation; - return planar; -} - -#define PLANAR_ITER_BEGIN(planar) \ - /* Starts at 1 because 0 is world probe */ \ - for (int i = 1; cl_common.specular_accum > 0.0 && i < prbNumPlanar && i < MAX_PLANAR; i++) { \ - planar = closure_planar_eval_init(i, cl_common); \ - if (planar.attenuation < 1e-8) { \ - continue; \ - } - -#define PLANAR_ITER_END } - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Irradiance Grid Loop - * - * \{ */ - -struct ClosureGridData { - int id; /** Grid id. */ - GridData data; /** grids_data[id] */ - float attenuation; /** Attenuation. */ - vec3 local_pos; /** Local position inside the grid. */ -}; - -ClosureGridData closure_grid_eval_init(int id, inout ClosureEvalCommon cl_common) -{ - ClosureGridData grid; - grid.id = id; - grid.data = grids_data[id]; - grid.attenuation = probe_attenuation_grid(grid.data, cl_common.P, grid.local_pos); - grid.attenuation = min(grid.attenuation, cl_common.diffuse_accum); - cl_common.diffuse_accum -= grid.attenuation; - return grid; -} - -#define GRID_ITER_BEGIN(grid) \ - /* Starts at 1 because 0 is world irradiance. */ \ - for (int i = 1; cl_common.diffuse_accum > 0.0 && i < prbNumRenderGrid && i < MAX_GRID; i++) { \ - grid = closure_grid_eval_init(i, cl_common); \ - if (grid.attenuation < 1e-8) { \ - continue; \ - } - -#define GRID_ITER_END } - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Dummy Closure - * - * Dummy closure type that will be optimized out by the compiler. - * \{ */ - -#define ClosureInputDummy ClosureOutput -#define ClosureOutputDummy ClosureOutput -#define ClosureEvalDummy ClosureOutput -#define CLOSURE_EVAL_DUMMY ClosureOutput(vec3(0)) -#define CLOSURE_INPUT_Dummy_DEFAULT CLOSURE_EVAL_DUMMY -#define closure_Dummy_eval_init(cl_in, cl_common, cl_out) CLOSURE_EVAL_DUMMY -#define closure_Dummy_planar_eval(cl_in, cl_eval, cl_common, data, cl_out) -#define closure_Dummy_cubemap_eval(cl_in, cl_eval, cl_common, data, cl_out) -#define closure_Dummy_grid_eval(cl_in, cl_eval, cl_common, data, cl_out) -#define closure_Dummy_indirect_end(cl_in, cl_eval, cl_common, cl_out) -#define closure_Dummy_light_eval(cl_in, cl_eval, cl_common, data, cl_out) -#define closure_Dummy_eval_end(cl_in, cl_eval, cl_common, cl_out) - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Glossy Closure - * \{ */ - -struct ClosureInputGlossy { - vec3 N; /** Shading normal. */ - float roughness; /** Input roughness, not squared. */ -}; - -#define CLOSURE_INPUT_Glossy_DEFAULT ClosureInputGlossy(vec3(0.0), 0.0) - -struct ClosureEvalGlossy { - vec4 ltc_mat; /** LTC matrix values. */ - float ltc_brdf_scale; /** LTC BRDF scaling. */ - vec3 probe_sampling_dir; /** Direction to sample probes from. */ -}; - -/* Stubs. */ -#define ClosureOutputGlossy ClosureOutput -#define closure_Glossy_grid_eval(cl_in, cl_eval, cl_common, data, cl_out) - -#ifdef STEP_RESOLVE /* SSR */ -/* Prototype. */ -void ssr_resolve(ClosureInputGlossy cl_in, - inout ClosureEvalCommon cl_common, - inout ClosureOutputGlossy cl_out); -#endif - -ClosureEvalGlossy closure_Glossy_eval_init(inout ClosureInputGlossy cl_in, - inout ClosureEvalCommon cl_common, - out ClosureOutputGlossy cl_out) -{ - cl_in.N = safe_normalize(cl_in.N); - cl_in.roughness = clamp(cl_in.roughness, 1e-8, 0.9999); - cl_out.radiance = vec3(0.0); - -#ifdef STEP_RESOLVE /* SSR */ - ssr_resolve(cl_in, cl_common, cl_out); -#endif - - float NV = dot(cl_in.N, cl_common.V); - vec2 lut_uv = lut_coords_ltc(NV, cl_in.roughness); - - ClosureEvalGlossy cl_eval; - cl_eval.ltc_mat = texture(utilTex, vec3(lut_uv, LTC_MAT_LAYER)); - cl_eval.probe_sampling_dir = specular_dominant_dir(cl_in.N, cl_common.V, sqr(cl_in.roughness)); - - /* The brdf split sum LUT is applied after the radiance accumulation. - * Correct the LTC so that its energy is constant. */ - /* TODO(fclem) Optimize this so that only one scale factor is stored. */ - vec4 ltc_brdf = texture(utilTex, vec3(lut_uv, LTC_BRDF_LAYER)).barg; - vec2 split_sum_brdf = ltc_brdf.zw; - cl_eval.ltc_brdf_scale = (ltc_brdf.x + ltc_brdf.y) / (split_sum_brdf.x + split_sum_brdf.y); - return cl_eval; -} - -void closure_Glossy_light_eval(ClosureInputGlossy cl_in, - ClosureEvalGlossy cl_eval, - ClosureEvalCommon cl_common, - ClosureLightData light, - inout ClosureOutputGlossy cl_out) -{ - float radiance = light_specular(light.data, cl_eval.ltc_mat, cl_in.N, cl_common.V, light.L); - radiance *= cl_eval.ltc_brdf_scale; - cl_out.radiance += light.data.l_color * - (light.data.l_spec * light.vis * light.contact_shadow * radiance); -} - -void closure_Glossy_planar_eval(ClosureInputGlossy cl_in, - ClosureEvalGlossy cl_eval, - ClosureEvalCommon cl_common, - ClosurePlanarData planar, - inout ClosureOutputGlossy cl_out) -{ -#ifndef STEP_RESOLVE /* SSR already evaluates planar reflections. */ - vec3 probe_radiance = probe_evaluate_planar( - planar.id, planar.data, cl_common.P, cl_in.N, cl_common.V, cl_in.roughness); - cl_out.radiance += planar.attenuation * probe_radiance; -#endif -} - -void closure_Glossy_cubemap_eval(ClosureInputGlossy cl_in, - ClosureEvalGlossy cl_eval, - ClosureEvalCommon cl_common, - ClosureCubemapData cube, - inout ClosureOutputGlossy cl_out) -{ - vec3 probe_radiance = probe_evaluate_cube( - cube.id, cl_common.P, cl_eval.probe_sampling_dir, cl_in.roughness); - cl_out.radiance += cube.attenuation * probe_radiance; -} - -void closure_Glossy_indirect_end(ClosureInputGlossy cl_in, - ClosureEvalGlossy cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputGlossy cl_out) -{ - /* If not enough light has been accumulated from probes, use the world specular cubemap - * to fill the remaining energy needed. */ - if (specToggle && cl_common.specular_accum > 0.0) { - vec3 probe_radiance = probe_evaluate_world_spec(cl_eval.probe_sampling_dir, cl_in.roughness); - cl_out.radiance += cl_common.specular_accum * probe_radiance; - } - - /* TODO(fclem) Apply occlusion. */ -} - -void closure_Glossy_eval_end(ClosureInputGlossy cl_in, - ClosureEvalGlossy cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputGlossy cl_out) -{ -#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND) - /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */ - cl_out.radiance = vec3(0.0); - return; -#endif - - if (!specToggle) { - cl_out.radiance = vec3(0.0); - } -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Refraction Closure - * \{ */ - -struct ClosureInputRefraction { - vec3 N; /** Shading normal. */ - float roughness; /** Input roughness, not squared. */ - float ior; /** Index of refraction ratio. */ -}; - -#define CLOSURE_INPUT_Refraction_DEFAULT ClosureInputRefraction(vec3(0.0), 0.0, 0.0) - -struct ClosureEvalRefraction { - vec3 P; /** LTC matrix values. */ - vec3 ltc_brdf; /** LTC BRDF values. */ - vec3 probe_sampling_dir; /** Direction to sample probes from. */ - float probes_weight; /** Factor to apply to probe radiance. */ -}; - -/* Stubs. */ -#define ClosureOutputRefraction ClosureOutput -#define closure_Refraction_grid_eval(cl_in, cl_eval, cl_common, data, cl_out) - -ClosureEvalRefraction closure_Refraction_eval_init(inout ClosureInputRefraction cl_in, - ClosureEvalCommon cl_common, - out ClosureOutputRefraction cl_out) -{ - cl_in.N = safe_normalize(cl_in.N); - cl_in.roughness = clamp(cl_in.roughness, 1e-8, 0.9999); - cl_in.ior = max(cl_in.ior, 1e-5); - cl_out.radiance = vec3(0.0); - - ClosureEvalRefraction cl_eval; - vec3 cl_V; - float eval_ior; - /* Refract the view vector using the depth heuristic. - * Then later Refract a second time the already refracted - * ray using the inverse ior. */ - if (refractionDepth > 0.0) { - eval_ior = 1.0 / cl_in.ior; - cl_V = -refract(-cl_common.V, cl_in.N, eval_ior); - vec3 plane_pos = cl_common.P - cl_in.N * refractionDepth; - cl_eval.P = line_plane_intersect(cl_common.P, cl_V, plane_pos, cl_in.N); - } - else { - eval_ior = cl_in.ior; - cl_V = cl_common.V; - cl_eval.P = cl_common.P; - } - - cl_eval.probe_sampling_dir = refraction_dominant_dir(cl_in.N, cl_V, cl_in.roughness, eval_ior); - cl_eval.probes_weight = 1.0; - -#ifdef USE_REFRACTION - if (ssrefractToggle && cl_in.roughness < ssrMaxRoughness + 0.2) { - /* Find approximated position of the 2nd refraction event. */ - vec3 vP = (refractionDepth > 0.0) ? transform_point(ViewMatrix, cl_eval.P) : cl_common.vP; - vec4 ssr_output = screen_space_refraction( - vP, cl_in.N, cl_V, eval_ior, sqr(cl_in.roughness), cl_common.rand); - ssr_output.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, cl_in.roughness); - cl_out.radiance += ssr_output.rgb * ssr_output.a; - cl_eval.probes_weight -= ssr_output.a; - } -#endif - return cl_eval; -} - -void closure_Refraction_light_eval(ClosureInputRefraction cl_in, - ClosureEvalRefraction cl_eval, - ClosureEvalCommon cl_common, - ClosureLightData light, - inout ClosureOutputRefraction cl_out) -{ - /* Not implemented yet. */ -} - -void closure_Refraction_planar_eval(ClosureInputRefraction cl_in, - ClosureEvalRefraction cl_eval, - ClosureEvalCommon cl_common, - ClosurePlanarData planar, - inout ClosureOutputRefraction cl_out) -{ - /* Not implemented yet. */ -} - -void closure_Refraction_cubemap_eval(ClosureInputRefraction cl_in, - ClosureEvalRefraction cl_eval, - ClosureEvalCommon cl_common, - ClosureCubemapData cube, - inout ClosureOutputRefraction cl_out) -{ - vec3 probe_radiance = probe_evaluate_cube( - cube.id, cl_eval.P, cl_eval.probe_sampling_dir, sqr(cl_in.roughness)); - cl_out.radiance += (cube.attenuation * cl_eval.probes_weight) * probe_radiance; -} - -void closure_Refraction_indirect_end(ClosureInputRefraction cl_in, - ClosureEvalRefraction cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputRefraction cl_out) -{ - /* If not enough light has been accumulated from probes, use the world specular cubemap - * to fill the remaining energy needed. */ - if (specToggle && cl_common.specular_accum > 0.0) { - vec3 probe_radiance = probe_evaluate_world_spec(cl_eval.probe_sampling_dir, - sqr(cl_in.roughness)); - cl_out.radiance += (cl_common.specular_accum * cl_eval.probes_weight) * probe_radiance; - } -} - -void closure_Refraction_eval_end(ClosureInputRefraction cl_in, - ClosureEvalRefraction cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputRefraction cl_out) -{ -#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND) - /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */ - cl_out.radiance = vec3(0.0); - return; -#endif - - if (!specToggle) { - cl_out.radiance = vec3(0.0); - } -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Diffuse Closure - * \{ */ - -struct ClosureInputDiffuse { - vec3 N; /** Shading normal. */ - vec3 albedo; /** Used for multibounce GTAO approximation. Not applied to final radiance. */ -}; - -#define CLOSURE_INPUT_Diffuse_DEFAULT ClosureInputDiffuse(vec3(0.0), vec3(0.0)) - -struct ClosureEvalDiffuse { - vec3 bent_normal; /** Normal pointing in the least occluded direction. */ - float ambient_occlusion; /** Final occlusion factor. */ -}; - -/* Stubs. */ -#define ClosureOutputDiffuse ClosureOutput -#define closure_Diffuse_planar_eval(cl_in, cl_eval, cl_common, data, cl_out) -#define closure_Diffuse_cubemap_eval(cl_in, cl_eval, cl_common, data, cl_out) - -ClosureEvalDiffuse closure_Diffuse_eval_init(inout ClosureInputDiffuse cl_in, - ClosureEvalCommon cl_common, - out ClosureOutputDiffuse cl_out) -{ - cl_in.N = safe_normalize(cl_in.N); - cl_out.radiance = vec3(0.0); - - ClosureEvalDiffuse cl_eval; - float user_ao = 1.0; /* TODO(fclem) wire the real one through ClosureEvalCommon. */ - cl_eval.ambient_occlusion = occlusion_compute( - cl_in.N, cl_common.vP, user_ao, cl_common.rand, cl_eval.bent_normal); - return cl_eval; -} - -void closure_Diffuse_light_eval(ClosureInputDiffuse cl_in, - ClosureEvalDiffuse cl_eval, - ClosureEvalCommon cl_common, - ClosureLightData light, - inout ClosureOutputDiffuse cl_out) -{ - float radiance = light_diffuse(light.data, cl_in.N, cl_common.V, light.L); - /* TODO(fclem) We could try to shadow lights that are shadowless with the ambient_occlusion - * factor here. */ - cl_out.radiance += light.data.l_color * (light.vis * light.contact_shadow * radiance); -} - -void closure_Diffuse_grid_eval(ClosureInputDiffuse cl_in, - ClosureEvalDiffuse cl_eval, - ClosureEvalCommon cl_common, - ClosureGridData grid, - inout ClosureOutputDiffuse cl_out) -{ - vec3 probe_radiance = probe_evaluate_grid( - grid.data, cl_common.P, cl_eval.bent_normal, grid.local_pos); - cl_out.radiance += grid.attenuation * probe_radiance; -} - -void closure_Diffuse_indirect_end(ClosureInputDiffuse cl_in, - ClosureEvalDiffuse cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputDiffuse cl_out) -{ - /* If not enough light has been accumulated from probes, use the world specular cubemap - * to fill the remaining energy needed. */ - if (cl_common.diffuse_accum > 0.0) { - vec3 probe_radiance = probe_evaluate_world_diff(cl_eval.bent_normal); - cl_out.radiance += cl_common.diffuse_accum * probe_radiance; - } - /* Apply occlusion on radiance before the light loop. */ - cl_out.radiance *= gtao_multibounce(cl_eval.ambient_occlusion, cl_in.albedo); -} - -void closure_Diffuse_eval_end(ClosureInputDiffuse cl_in, - ClosureEvalDiffuse cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputDiffuse cl_out) -{ -#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND) - /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */ - cl_out.radiance = vec3(0.0); - return; -#endif -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Translucent Closure - * \{ */ - -struct ClosureInputTranslucent { - vec3 N; /** Shading normal. */ -}; - -#define CLOSURE_INPUT_Translucent_DEFAULT ClosureInputTranslucent(vec3(0.0)) - -/* Stubs. */ -#define ClosureEvalTranslucent ClosureEvalDummy -#define ClosureOutputTranslucent ClosureOutput -#define closure_Translucent_planar_eval(cl_in, cl_eval, cl_common, data, cl_out) -#define closure_Translucent_cubemap_eval(cl_in, cl_eval, cl_common, data, cl_out) - -ClosureEvalTranslucent closure_Translucent_eval_init(inout ClosureInputTranslucent cl_in, - ClosureEvalCommon cl_common, - out ClosureOutputTranslucent cl_out) -{ - cl_in.N = safe_normalize(cl_in.N); - cl_out.radiance = vec3(0.0); - return CLOSURE_EVAL_DUMMY; -} - -void closure_Translucent_light_eval(ClosureInputTranslucent cl_in, - ClosureEvalTranslucent cl_eval, - ClosureEvalCommon cl_common, - ClosureLightData light, - inout ClosureOutputTranslucent cl_out) -{ - float radiance = light_diffuse(light.data, cl_in.N, cl_common.V, light.L); - cl_out.radiance += light.data.l_color * (light.vis * radiance); -} - -void closure_Translucent_grid_eval(ClosureInputTranslucent cl_in, - ClosureEvalTranslucent cl_eval, - ClosureEvalCommon cl_common, - ClosureGridData grid, - inout ClosureOutputTranslucent cl_out) -{ - vec3 probe_radiance = probe_evaluate_grid(grid.data, cl_common.P, cl_in.N, grid.local_pos); - cl_out.radiance += grid.attenuation * probe_radiance; -} - -void closure_Translucent_indirect_end(ClosureInputTranslucent cl_in, - ClosureEvalTranslucent cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputTranslucent cl_out) -{ - /* If not enough light has been accumulated from probes, use the world specular cubemap - * to fill the remaining energy needed. */ - if (cl_common.diffuse_accum > 0.0) { - vec3 probe_radiance = probe_evaluate_world_diff(cl_in.N); - cl_out.radiance += cl_common.diffuse_accum * probe_radiance; - } -} - -void closure_Translucent_eval_end(ClosureInputTranslucent cl_in, - ClosureEvalTranslucent cl_eval, - ClosureEvalCommon cl_common, - inout ClosureOutputTranslucent cl_out) -{ -#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND) - /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */ - cl_out.radiance = vec3(0.0); - return; -#endif -} - -/** \} */ |