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 | 59 |
1 files changed, 59 insertions, 0 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 new file mode 100644 index 00000000000..92bfa845e87 --- /dev/null +++ b/source/blender/draw/engines/eevee/shaders/eevee_deferred_transparent_frag.glsl @@ -0,0 +1,59 @@ + +/** + * 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) + +uniform usampler2D volume_data_tx; +uniform sampler2D transparency_data_tx; + +in vec4 uvcoordsvar; + +layout(location = 0) out vec4 out_combined; +layout(location = 1) out vec3 out_diffuse; +layout(location = 2) out vec3 out_specular; +layout(location = 3) out vec3 out_volume; +layout(location = 4) out vec3 out_background; +layout(location = 5) out vec3 out_holdout; + +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; +} |