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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.glsl545
1 files changed, 0 insertions, 545 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 30ce60f3ec0..00000000000
--- a/source/blender/draw/engines/eevee/shaders/closure_lit_lib.glsl
+++ /dev/null
@@ -1,545 +0,0 @@
-
-#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
-#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
-#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
-#pragma BLENDER_REQUIRE(ssr_lib.glsl)
-
-/**
- * AUTO CONFIG
- * We include the file multiple times each time with a different configuration.
- * This leads to a lot of deadcode. Better idea would be to only generate the one needed.
- */
-#if !defined(SURFACE_DEFAULT)
-# define SURFACE_DEFAULT
-# define CLOSURE_NAME eevee_closure_default
-# define CLOSURE_DIFFUSE
-# define CLOSURE_GLOSSY
-#endif /* SURFACE_DEFAULT */
-
-#if !defined(SURFACE_DEFAULT_CLEARCOAT) && !defined(CLOSURE_NAME)
-# define SURFACE_DEFAULT_CLEARCOAT
-# define CLOSURE_NAME eevee_closure_default_clearcoat
-# define CLOSURE_DIFFUSE
-# define CLOSURE_GLOSSY
-# define CLOSURE_CLEARCOAT
-#endif /* SURFACE_DEFAULT_CLEARCOAT */
-
-#if !defined(SURFACE_PRINCIPLED) && !defined(CLOSURE_NAME)
-# define SURFACE_PRINCIPLED
-# define CLOSURE_NAME eevee_closure_principled
-# define CLOSURE_DIFFUSE
-# define CLOSURE_GLOSSY
-# define CLOSURE_CLEARCOAT
-# define CLOSURE_REFRACTION
-# define CLOSURE_SUBSURFACE
-#endif /* SURFACE_PRINCIPLED */
-
-#if !defined(SURFACE_CLEARCOAT) && !defined(CLOSURE_NAME)
-# define SURFACE_CLEARCOAT
-# define CLOSURE_NAME eevee_closure_clearcoat
-# define CLOSURE_GLOSSY
-# define CLOSURE_CLEARCOAT
-#endif /* SURFACE_CLEARCOAT */
-
-#if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
-# define SURFACE_DIFFUSE
-# define CLOSURE_NAME eevee_closure_diffuse
-# define CLOSURE_DIFFUSE
-#endif /* SURFACE_DIFFUSE */
-
-#if !defined(SURFACE_SUBSURFACE) && !defined(CLOSURE_NAME)
-# define SURFACE_SUBSURFACE
-# define CLOSURE_NAME eevee_closure_subsurface
-# define CLOSURE_DIFFUSE
-# define CLOSURE_SUBSURFACE
-#endif /* SURFACE_SUBSURFACE */
-
-#if !defined(SURFACE_SKIN) && !defined(CLOSURE_NAME)
-# define SURFACE_SKIN
-# define CLOSURE_NAME eevee_closure_skin
-# define CLOSURE_DIFFUSE
-# define CLOSURE_SUBSURFACE
-# define CLOSURE_GLOSSY
-#endif /* SURFACE_SKIN */
-
-#if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
-# define SURFACE_GLOSSY
-# define CLOSURE_NAME eevee_closure_glossy
-# define CLOSURE_GLOSSY
-#endif /* SURFACE_GLOSSY */
-
-#if !defined(SURFACE_REFRACT) && !defined(CLOSURE_NAME)
-# define SURFACE_REFRACT
-# define CLOSURE_NAME eevee_closure_refraction
-# define CLOSURE_REFRACTION
-#endif /* SURFACE_REFRACT */
-
-#if !defined(SURFACE_GLASS) && !defined(CLOSURE_NAME)
-# define SURFACE_GLASS
-# define CLOSURE_NAME eevee_closure_glass
-# define CLOSURE_GLOSSY
-# define CLOSURE_REFRACTION
-#endif /* SURFACE_GLASS */
-
-/* Safety : CLOSURE_CLEARCOAT implies CLOSURE_GLOSSY */
-#ifdef CLOSURE_CLEARCOAT
-# ifndef CLOSURE_GLOSSY
-# define CLOSURE_GLOSSY
-# endif
-#endif /* CLOSURE_CLEARCOAT */
-
-void CLOSURE_NAME(vec3 N
-#ifdef CLOSURE_DIFFUSE
- ,
- vec3 albedo
-#endif
-#ifdef CLOSURE_GLOSSY
- ,
- vec3 f0,
- vec3 f90,
- int ssr_id
-#endif
-#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
- ,
- float roughness
-#endif
-#ifdef CLOSURE_CLEARCOAT
- ,
- vec3 C_N,
- float C_intensity,
- float C_roughness
-#endif
-#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
- ,
- float ao
-#endif
-#ifdef CLOSURE_SUBSURFACE
- ,
- float sss_scale
-#endif
-#ifdef CLOSURE_REFRACTION
- ,
- float ior
-#endif
- ,
- const bool use_contact_shadows
-#ifdef CLOSURE_DIFFUSE
- ,
- out vec3 out_diff
-#endif
-#ifdef CLOSURE_GLOSSY
- ,
- out vec3 out_spec
-#endif
-#ifdef CLOSURE_REFRACTION
- ,
- out vec3 out_refr
-#endif
-#ifdef CLOSURE_GLOSSY
- ,
- out vec3 ssr_spec
-#endif
-)
-{
-#ifdef CLOSURE_DIFFUSE
- out_diff = vec3(0.0);
-#endif
-
-#ifdef CLOSURE_GLOSSY
- out_spec = vec3(0.0);
-#endif
-
-#ifdef CLOSURE_REFRACTION
- out_refr = vec3(0.0);
-#endif
-
-#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND)
- /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */
- return;
-#else
-
- /* Zero length vectors cause issues, see: T51979. */
- float len = length(N);
- if (isnan(len)) {
- return;
- }
- N /= len;
-
-# ifdef CLOSURE_CLEARCOAT
- len = length(C_N);
- if (isnan(len)) {
- return;
- }
- C_N /= len;
-# endif
-
-# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
- roughness = clamp(roughness, 1e-8, 0.9999);
- float roughnessSquared = roughness * roughness;
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- C_roughness = clamp(C_roughness, 1e-8, 0.9999);
- float C_roughnessSquared = C_roughness * C_roughness;
-# endif
-
- vec3 V = cameraVec;
-
- vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
-
- /* ---------------------------------------------------------------- */
- /* -------------------- SCENE LIGHTS LIGHTING --------------------- */
- /* ---------------------------------------------------------------- */
-
-# ifdef CLOSURE_GLOSSY
- vec2 lut_uv = lut_coords_ltc(dot(N, V), roughness);
- vec4 ltc_mat = texture(utilTex, vec3(lut_uv, 0.0)).rgba;
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- vec2 lut_uv_clear = lut_coords_ltc(dot(C_N, V), C_roughness);
- vec4 ltc_mat_clear = texture(utilTex, vec3(lut_uv_clear, 0.0)).rgba;
- vec3 out_spec_clear = vec3(0.0);
-# endif
-
- float 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) */
- tracing_depth -= mix(2.4e-7, 4.8e-7, gl_FragCoord.z);
- /* Convert to view Z. */
- tracing_depth = get_view_z_from_depth(tracing_depth);
-
- vec3 true_normal = normalize(cross(dFdx(viewPosition), dFdy(viewPosition)));
-
- for (int i = 0; i < MAX_LIGHT && i < laNumLight; i++) {
- LightData ld = lights_data[i];
-
- vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
- l_vector.xyz = ld.l_position - worldPosition;
- l_vector.w = length(l_vector.xyz);
-
- float l_vis = light_visibility(ld,
- worldPosition,
- viewPosition,
- tracing_depth,
- true_normal,
- rand.x,
- use_contact_shadows,
- l_vector);
-
- if (l_vis < 1e-8) {
- continue;
- }
-
- vec3 l_color_vis = ld.l_color * l_vis;
-
-# ifdef CLOSURE_DIFFUSE
- out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
-# endif
-
-# ifdef CLOSURE_GLOSSY
- out_spec += l_color_vis * light_specular(ld, ltc_mat, N, V, l_vector) * ld.l_spec;
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) *
- ld.l_spec;
-# endif
- }
-
-# ifdef CLOSURE_GLOSSY
- vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
- out_spec *= F_brdf(f0, f90, brdf_lut_lights.xy);
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
- out_spec_clear *= F_brdf(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
- out_spec += out_spec_clear * C_intensity;
-# endif
-
- /* ---------------------------------------------------------------- */
- /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
- /* ---------------------------------------------------------------- */
-
- /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and
- * BRDF. */
-# ifdef CLOSURE_GLOSSY
- vec4 spec_accum = vec4(0.0);
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- vec4 C_spec_accum = vec4(0.0);
-# endif
-
-# ifdef CLOSURE_REFRACTION
- vec4 refr_accum = vec4(0.0);
-# endif
-
-# ifdef CLOSURE_GLOSSY
- /* ---------------------------- */
- /* Planar Reflections */
- /* ---------------------------- */
-
- for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; i++) {
- PlanarData pd = planars_data[i];
-
- /* Fade on geometric normal. */
- float fade = probe_attenuation_planar(
- pd, worldPosition, (gl_FrontFacing) ? worldNormal : -worldNormal, roughness);
-
- if (fade > 0.0) {
- if (!(ssrToggle && ssr_id == outputSsrId)) {
- vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
- accumulate_light(spec, fade, spec_accum);
- }
-
-# ifdef CLOSURE_CLEARCOAT
- vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
- accumulate_light(C_spec, fade, C_spec_accum);
-# endif
- }
- }
-# endif
-
-# ifdef CLOSURE_GLOSSY
- vec3 spec_dir = specular_dominant_dir(N, V, roughnessSquared);
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- vec3 C_spec_dir = specular_dominant_dir(C_N, V, C_roughnessSquared);
-# endif
-
-# ifdef CLOSURE_REFRACTION
- /* Refract the view vector using the depth heuristic.
- * Then later Refract a second time the already refracted
- * ray using the inverse ior. */
- float final_ior = (refractionDepth > 0.0) ? 1.0 / ior : ior;
- vec3 refr_V = (refractionDepth > 0.0) ? -refract(-V, N, final_ior) : V;
- vec3 refr_pos = (refractionDepth > 0.0) ?
- line_plane_intersect(
- worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
- worldPosition;
- vec3 refr_dir = refraction_dominant_dir(N, refr_V, roughness, final_ior);
-# endif
-
-# ifdef CLOSURE_REFRACTION
-/* ---------------------------- */
-/* Screen Space Refraction */
-/* ---------------------------- */
-# ifdef USE_REFRACTION
- if (ssrefractToggle && roughness < ssrMaxRoughness + 0.2) {
- /* Find approximated position of the 2nd refraction event. */
- vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) :
- viewPosition;
- vec4 trans = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand);
- trans.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
- accumulate_light(trans.rgb, trans.a, refr_accum);
- }
-# endif
-
-# endif
-
- /* ---------------------------- */
- /* Specular probes */
- /* ---------------------------- */
-# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
-
-# if defined(CLOSURE_GLOSSY) && defined(CLOSURE_REFRACTION)
-# define GLASS_ACCUM 1
-# define ACCUM min(refr_accum.a, spec_accum.a)
-# elif defined(CLOSURE_REFRACTION)
-# define GLASS_ACCUM 0
-# define ACCUM refr_accum.a
-# else
-# define GLASS_ACCUM 0
-# define ACCUM spec_accum.a
-# endif
-
- /* Starts at 1 because 0 is world probe */
- for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; i++) {
- float fade = probe_attenuation_cube(i, worldPosition);
-
- if (fade > 0.0) {
-
-# if GLASS_ACCUM
- if (spec_accum.a < 0.999) {
-# endif
-# ifdef CLOSURE_GLOSSY
- if (!(ssrToggle && ssr_id == outputSsrId)) {
- vec3 spec = probe_evaluate_cube(i, worldPosition, spec_dir, roughness);
- accumulate_light(spec, fade, spec_accum);
- }
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- vec3 C_spec = probe_evaluate_cube(i, worldPosition, C_spec_dir, C_roughness);
- accumulate_light(C_spec, fade, C_spec_accum);
-# endif
-# if GLASS_ACCUM
- }
-# endif
-
-# if GLASS_ACCUM
- if (refr_accum.a < 0.999) {
-# endif
-# ifdef CLOSURE_REFRACTION
- vec3 trans = probe_evaluate_cube(i, refr_pos, refr_dir, roughnessSquared);
- accumulate_light(trans, fade, refr_accum);
-# endif
-# if GLASS_ACCUM
- }
-# endif
- }
- }
-
-# undef GLASS_ACCUM
-# undef ACCUM
-
-/* ---------------------------- */
-/* World Probe */
-/* ---------------------------- */
-# ifdef CLOSURE_GLOSSY
- if (spec_accum.a < 0.999) {
- if (!(ssrToggle && ssr_id == outputSsrId)) {
- vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
- accumulate_light(spec, 1.0, spec_accum);
- }
-
-# ifdef CLOSURE_CLEARCOAT
- vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
- accumulate_light(C_spec, 1.0, C_spec_accum);
-# endif
- }
-# endif
-
-# ifdef CLOSURE_REFRACTION
- if (refr_accum.a < 0.999) {
- vec3 trans = probe_evaluate_world_spec(refr_dir, roughnessSquared);
- accumulate_light(trans, 1.0, refr_accum);
- }
-# endif
-# endif /* Specular probes */
-
- /* ---------------------------- */
- /* Ambient Occlusion */
- /* ---------------------------- */
-# if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
- if (!use_contact_shadows) {
- /* HACK: Fix for translucent BSDF. (see T65631) */
- N = -N;
- }
- vec3 bent_normal;
- float final_ao = occlusion_compute(N, viewPosition, ao, rand, bent_normal);
- if (!use_contact_shadows) {
- N = -N;
- /* Bypass bent normal. */
- bent_normal = N;
- }
-# endif
-
- /* ---------------------------- */
- /* Specular Output */
- /* ---------------------------- */
- float NV = dot(N, V);
-# ifdef CLOSURE_GLOSSY
- vec2 uv = lut_coords(NV, roughness);
- vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
-
- /* This factor is outputted to be used by SSR in order
- * to match the intensity of the regular reflections. */
- ssr_spec = F_brdf(f0, f90, brdf_lut);
- float spec_occlu = specular_occlusion(NV, final_ao, roughness);
-
- /* The SSR pass recompute the occlusion to not apply it to the SSR */
- if (ssrToggle && ssr_id == outputSsrId) {
- spec_occlu = 1.0;
- }
-
- out_spec += spec_accum.rgb * ssr_spec * spec_occlu;
-# endif
-
-# ifdef CLOSURE_REFRACTION
- float btdf = get_btdf_lut(NV, roughness, ior);
-
- out_refr += refr_accum.rgb * btdf;
-
- /* Global toggle for lightprobe baking. */
- out_refr *= float(specToggle);
-# endif
-
-# ifdef CLOSURE_CLEARCOAT
- NV = dot(C_N, V);
- vec2 C_uv = lut_coords(NV, C_roughness);
- vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
- vec3 C_fresnel = F_brdf(vec3(0.04), vec3(1.0), C_brdf_lut) *
- specular_occlusion(NV, final_ao, C_roughness);
-
- out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
-# endif
-
-# ifdef CLOSURE_GLOSSY
- /* Global toggle for lightprobe baking. */
- out_spec *= float(specToggle);
-# endif
-
- /* ---------------------------------------------------------------- */
- /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ------------------ */
- /* ---------------------------------------------------------------- */
-
- /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
-# ifdef CLOSURE_DIFFUSE
- vec4 diff_accum = vec4(0.0);
-
- /* ---------------------------- */
- /* Irradiance Grids */
- /* ---------------------------- */
- /* Start at 1 because 0 is world irradiance */
- for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; i++) {
- GridData gd = grids_data[i];
-
- vec3 localpos;
- float fade = probe_attenuation_grid(gd, grids_data[i].localmat, worldPosition, localpos);
-
- if (fade > 0.0) {
- vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
- accumulate_light(diff, fade, diff_accum);
- }
- }
-
- /* ---------------------------- */
- /* World Diffuse */
- /* ---------------------------- */
- if (diff_accum.a < 0.999 && prbNumRenderGrid > 0) {
- vec3 diff = probe_evaluate_world_diff(bent_normal);
- accumulate_light(diff, 1.0, diff_accum);
- }
-
- out_diff += diff_accum.rgb * gtao_multibounce(final_ao, albedo);
-# endif
-#endif
-}
-
-/* Cleanup for next configuration */
-#undef CLOSURE_NAME
-
-#ifdef CLOSURE_DIFFUSE
-# undef CLOSURE_DIFFUSE
-#endif
-
-#ifdef CLOSURE_GLOSSY
-# undef CLOSURE_GLOSSY
-#endif
-
-#ifdef CLOSURE_CLEARCOAT
-# undef CLOSURE_CLEARCOAT
-#endif
-
-#ifdef CLOSURE_REFRACTION
-# undef CLOSURE_REFRACTION
-#endif
-
-#ifdef CLOSURE_SUBSURFACE
-# undef CLOSURE_SUBSURFACE
-#endif