diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl | 47 |
1 files changed, 0 insertions, 47 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl b/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl deleted file mode 100644 index 7438aa0bba4..00000000000 --- a/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl +++ /dev/null @@ -1,47 +0,0 @@ - -/** - * Apply transmittance to all radiance passes. - * - * We needs to evaluate the transmittance of homogeneous volumes if any is present. - * Hopefully, this has O(1) complexity as we do not need to raymarch the volume. - * - * Using blend mode multiply. - **/ - -#pragma BLENDER_REQUIRE(eevee_volume_eval_lib.glsl) -#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl) - -void main(void) -{ - ClosureVolume volume_data = gbuffer_load_volume_data(volume_data_tx, uvcoordsvar.xy); - - /* For volumes from solid objects. */ - // float depth_max = linear_z(texture(depth_max_tx, uv).r); - // float depth_min = linear_z(texture(depth_min_tx, uv).r); - - /* Refine bounds to skip empty areas. */ - // float dist_from_bbox = intersect_bbox_ray(P, V, bbox); - // depth_min = max(dist_from_bbox, depth_min); - - vec3 volume_transmittance; - if (volume_data.anisotropy == VOLUME_HETEROGENEOUS) { - volume_transmittance = volume_data.transmittance; - } - else { - // volume_eval_homogeneous(P, depth_min, depth_max, volume_transmittance); - volume_transmittance = vec3(0.0); - } - - vec3 surface_transmittance = - gbuffer_load_transparency_data(transparency_data_tx, uvcoordsvar.xy).transmittance; - - vec3 final_transmittance = volume_transmittance * surface_transmittance; - - /* Multiply transmittance all radiance buffers. Remember that blend mode is multiply. */ - out_combined = vec4(final_transmittance, avg(final_transmittance)); - out_diffuse = final_transmittance; - out_specular = final_transmittance; - out_volume = final_transmittance; - out_background = final_transmittance; - out_holdout = final_transmittance; -} |