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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl1004
1 files changed, 647 insertions, 357 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 5b6f30a116b..f63a9665810 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -3,45 +3,17 @@ uniform int light_count;
uniform int probe_count;
uniform int grid_count;
uniform int planar_count;
-uniform mat4 ViewMatrix;
-uniform mat4 ViewMatrixInverse;
-uniform sampler2DArray probePlanars;
-
-uniform sampler2DArray probeCubes;
-uniform float lodMax;
uniform bool specToggle;
+uniform bool ssrToggle;
+
+uniform float refractionDepth;
#ifndef UTIL_TEX
#define UTIL_TEX
uniform sampler2DArray utilTex;
#endif /* UTIL_TEX */
-uniform sampler2DArray shadowCubes;
-uniform sampler2DArrayShadow shadowCascades;
-
-layout(std140) uniform probe_block {
- ProbeData probes_data[MAX_PROBE];
-};
-
-layout(std140) uniform grid_block {
- GridData grids_data[MAX_GRID];
-};
-
-layout(std140) uniform planar_block {
- PlanarData planars_data[MAX_PLANAR];
-};
-
-layout(std140) uniform light_block {
- LightData lights_data[MAX_LIGHT];
-};
-
-layout(std140) uniform shadow_block {
- ShadowCubeData shadows_cube_data[MAX_SHADOW_CUBE];
- ShadowMapData shadows_map_data[MAX_SHADOW_MAP];
- ShadowCascadeData shadows_cascade_data[MAX_SHADOW_CASCADE];
-};
-
in vec3 worldPosition;
in vec3 viewPosition;
@@ -53,470 +25,788 @@ in vec3 worldNormal;
in vec3 viewNormal;
#endif
-#define cameraForward normalize(ViewMatrixInverse[2].xyz)
-#define cameraPos ViewMatrixInverse[3].xyz
+uniform float maxRoughness;
+uniform int rayCount;
-/* type */
-#define POINT 0.0
-#define SUN 1.0
-#define SPOT 2.0
-#define HEMI 3.0
-#define AREA 4.0
+/* ----------- default ----------- */
-#ifdef HAIR_SHADER
-vec3 light_diffuse(LightData ld, ShadingData sd, vec3 albedo)
+vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
{
- if (ld.l_type == SUN) {
- return direct_diffuse_sun(ld, sd) * albedo;
- }
- else if (ld.l_type == AREA) {
- return direct_diffuse_rectangle(ld, sd) * albedo;
- }
- else {
- return direct_diffuse_sphere(ld, sd) * albedo;
- }
-}
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
+ }
+#endif
-vec3 light_specular(LightData ld, ShadingData sd, float roughness, vec3 f0)
-{
- if (ld.l_type == SUN) {
- return direct_ggx_sun(ld, sd, roughness, f0);
- }
- else if (ld.l_type == AREA) {
- return direct_ggx_rectangle(ld, sd, roughness, f0);
- }
- else {
- return direct_ggx_sphere(ld, sd, roughness, f0);
- }
-}
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
-void light_shade(
- LightData ld, ShadingData sd, vec3 albedo, float roughness, vec3 f0,
- out vec3 diffuse, out vec3 specular)
-{
- const float transmission = 0.3; /* Uniform internal scattering factor */
- ShadingData sd_new = sd;
+ vec3 V = cameraVec;
- vec3 lamp_vec;
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
- if (ld.l_type == SUN || ld.l_type == AREA) {
- lamp_vec = ld.l_forward;
- }
- else {
- lamp_vec = -sd.l_vector;
- }
+#ifdef HAIR_SHADER
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
- vec3 norm_view = cross(sd.V, sd.N);
- norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */
+ vec3 diff = vec3(0.0);
+ vec3 spec = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
- vec3 norm_lamp = cross(lamp_vec, sd.N);
- norm_lamp = normalize(cross(sd.N, norm_lamp)); /* Normal facing lamp */
+ 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);
- /* Rotate view vector onto the cross(tangent, light) plane */
- vec3 view_vec = normalize(norm_lamp * dot(norm_view, sd.V) + sd.N * dot(sd.N, sd.V));
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
- float occlusion = (dot(norm_view, norm_lamp) * 0.5 + 0.5);
- float occltrans = transmission + (occlusion * (1.0 - transmission)); /* Includes transmission component */
+#ifdef HAIR_SHADER
+ vec3 norm_lamp, view_vec;
+ float occlu_trans, occlu;
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
- sd_new.N = -norm_lamp;
+ diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
+#else
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
+#endif
+ }
- diffuse = light_diffuse(ld, sd_new, albedo) * occltrans;
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo + spec * float(specToggle);
- sd_new.V = view_vec;
+#ifdef HAIR_SHADER
+ N = -norm_view;
+#endif
- specular = light_specular(ld, sd_new, roughness, f0) * occlusion;
-}
-#else
-void light_shade(
- LightData ld, ShadingData sd, vec3 albedo, float roughness, vec3 f0,
- out vec3 diffuse, out vec3 specular)
-{
-#ifdef USE_LTC
- if (ld.l_type == SUN) {
- /* TODO disk area light */
- diffuse = direct_diffuse_sun(ld, sd) * albedo;
- specular = direct_ggx_sun(ld, sd, roughness, f0);
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 spec_accum = vec4(0.0);
+
+ /* SSR lobe is applied later in a defered style */
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
+ PlanarData pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* Specular probes */
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
+
+ float fade = probe_attenuation_cube(cd, worldPosition);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
}
- else if (ld.l_type == AREA) {
- diffuse = direct_diffuse_rectangle(ld, sd) * albedo;
- specular = direct_ggx_rectangle(ld, sd, roughness, f0);
+
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ /* Get Brdf intensity */
+ vec2 uv = lut_coords(dot(N, V), roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ ssr_spec = F_ibl(f0, brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
- else {
- diffuse = direct_diffuse_sphere(ld, sd) * albedo;
- specular = direct_ggx_sphere(ld, sd, roughness, f0);
+ out_light += spec_accum.rgb * ssr_spec * float(specToggle);
+
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 diff_accum = vec4(0.0);
+
+ /* Start at 1 because 0 is world irradiance */
+ for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
+ GridData gd = grids_data[i];
+
+ vec3 localpos;
+ float fade = probe_attenuation_grid(gd, worldPosition, localpos);
+
+ if (fade > 0.0) {
+ vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
+ accumulate_light(diff, fade, diff_accum);
+ }
}
-#else
- if (ld.l_type == SUN) {
- diffuse = direct_diffuse_sun(ld, sd) * albedo;
- specular = direct_ggx_sun(ld, sd, roughness, f0);
+
+ /* World Diffuse */
+ if (diff_accum.a < 0.999 && grid_count > 0) {
+ vec3 diff = probe_evaluate_world_diff(bent_normal);
+ accumulate_light(diff, 1.0, diff_accum);
}
- else {
- diffuse = direct_diffuse_point(ld, sd) * albedo;
- specular = direct_ggx_point(sd, roughness, f0);
+
+ out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
+
+ return out_light;
+}
+
+/* ----------- CLEAR COAT ----------- */
+
+vec3 eevee_surface_clearcoat_lit(
+ vec3 N, vec3 albedo, vec3 f0, float roughness,
+ vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
+ float ao, int ssr_id, out vec3 ssr_spec)
+{
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+ C_roughness = clamp(C_roughness, 1e-8, 0.9999);
+ float C_roughnessSquared = C_roughness * C_roughness;
+
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+ C_N = normalize(C_N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
+
+ len = length(C_N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ C_N /= len;
}
#endif
- specular *= float(specToggle);
-}
+ vec3 V = cameraVec;
+
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
+
+#ifdef HAIR_SHADER
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
-void light_visibility(LightData ld, ShadingData sd, out float vis)
-{
- vis = 1.0;
+ vec3 diff = vec3(0.0);
+ vec3 spec = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
- if (ld.l_type == SPOT) {
- float z = dot(ld.l_forward, sd.l_vector);
- vec3 lL = sd.l_vector / z;
- float x = dot(ld.l_right, lL) / ld.l_sizex;
- float y = dot(ld.l_up, lL) / ld.l_sizey;
+ 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 ellipse = 1.0 / sqrt(1.0 + x * x + y * y);
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
- float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
+#ifdef HAIR_SHADER
+ vec3 norm_lamp, view_vec;
+ float occlu_trans, occlu;
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
- vis *= spotmask;
- vis *= step(0.0, -dot(sd.l_vector, ld.l_forward));
- }
- else if (ld.l_type == AREA) {
- vis *= step(0.0, -dot(sd.l_vector, ld.l_forward));
+ diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
+ spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu;
+#else
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
+ spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity;
+#endif
}
- /* shadowing */
- if (ld.l_shadowid >= (MAX_SHADOW_MAP + MAX_SHADOW_CUBE)) {
- /* Shadow Cascade */
- float shid = ld.l_shadowid - (MAX_SHADOW_CUBE + MAX_SHADOW_MAP);
- ShadowCascadeData smd = shadows_cascade_data[int(shid)];
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo + spec * float(specToggle);
- /* Finding Cascade index */
- vec4 z = vec4(-dot(cameraPos - worldPosition, cameraForward));
- vec4 comp = step(z, smd.split_distances);
- float cascade = dot(comp, comp);
- mat4 shadowmat;
- float bias;
+#ifdef HAIR_SHADER
+ N = -norm_view;
+#endif
- /* Manual Unrolling of a loop for better performance.
- * Doing fetch directly with cascade index leads to
- * major performance impact. (0.27ms -> 10.0ms for 1 light) */
- if (cascade == 0.0) {
- shadowmat = smd.shadowmat[0];
- bias = smd.bias[0];
- }
- else if (cascade == 1.0) {
- shadowmat = smd.shadowmat[1];
- bias = smd.bias[1];
- }
- else if (cascade == 2.0) {
- shadowmat = smd.shadowmat[2];
- bias = smd.bias[2];
- }
- else {
- shadowmat = smd.shadowmat[3];
- bias = smd.bias[3];
- }
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 spec_accum = vec4(0.0);
+ vec4 C_spec_accum = vec4(0.0);
- vec4 shpos = shadowmat * vec4(sd.W, 1.0);
- shpos.z -= bias * shpos.w;
- shpos.xyz /= shpos.w;
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
+ PlanarData pd = planars_data[i];
- vis *= texture(shadowCascades, vec4(shpos.xy, shid * float(MAX_CASCADE_NUM) + cascade, shpos.z));
+ /* Fade on geometric normal. */
+ float fade = probe_attenuation_planar(pd, worldPosition, 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);
+ }
+
+ vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
+ accumulate_light(C_spec, fade, C_spec_accum);
+ }
}
- else if (ld.l_shadowid >= 0.0) {
- /* Shadow Cube */
- float shid = ld.l_shadowid;
- ShadowCubeData scd = shadows_cube_data[int(shid)];
- vec3 cubevec = sd.W - ld.l_position;
- float dist = length(cubevec) - scd.sh_cube_bias;
+ /* Specular probes */
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+ vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
- float z = texture_octahedron(shadowCubes, vec4(cubevec, shid)).r;
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
- float esm_test = saturate(exp(scd.sh_cube_exp * (z - dist)));
- float sh_test = step(0, z - dist);
+ float fade = probe_attenuation_cube(cd, worldPosition);
- vis *= esm_test;
+ if (fade > 0.0) {
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+
+ vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
+ accumulate_light(C_spec, fade, C_spec_accum);
+ }
}
-}
-vec3 probe_parallax_correction(vec3 W, vec3 spec_dir, ProbeData pd, inout float roughness)
-{
- vec3 localpos = (pd.parallaxmat * vec4(W, 1.0)).xyz;
- vec3 localray = (pd.parallaxmat * vec4(spec_dir, 0.0)).xyz;
+ /* World Specular */
+ 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);
+ }
- float dist;
- if (pd.p_parallax_type == PROBE_PARALLAX_BOX) {
- dist = line_unit_box_intersect_dist(localpos, localray);
+ vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
+ accumulate_light(C_spec, 1.0, C_spec_accum);
}
- else {
- dist = line_unit_sphere_intersect_dist(localpos, localray);
+
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ /* Get Brdf intensity */
+ vec2 uv = lut_coords(dot(N, V), roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ ssr_spec = F_ibl(f0, brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
+ out_light += spec_accum.rgb * ssr_spec * float(specToggle);
- /* Use Distance in WS directly to recover intersection */
- vec3 intersection = W + spec_dir * dist - pd.p_position;
+ uv = lut_coords(dot(C_N, V), C_roughness);
+ brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
- /* From Frostbite PBR Course
- * Distance based roughness
- * http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
- float original_roughness = roughness;
- float linear_roughness = sqrt(roughness);
- float distance_roughness = saturate(dist * linear_roughness / length(intersection));
- linear_roughness = mix(distance_roughness, linear_roughness, linear_roughness);
- roughness = linear_roughness * linear_roughness;
+ out_light += C_spec_accum.rgb * F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(dot(C_N, V), final_ao, C_roughness) * float(specToggle) * C_intensity;
- float fac = saturate(original_roughness * 2.0 - 1.0);
- return mix(intersection, spec_dir, fac * fac);
-}
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
-float probe_attenuation(vec3 W, ProbeData pd)
-{
- vec3 localpos = (pd.influencemat * vec4(W, 1.0)).xyz;
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 diff_accum = vec4(0.0);
+
+ /* Start at 1 because 0 is world irradiance */
+ for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
+ GridData gd = grids_data[i];
- float fac;
- if (pd.p_atten_type == PROBE_ATTENUATION_BOX) {
- vec3 axes_fac = saturate(pd.p_atten_fac - pd.p_atten_fac * abs(localpos));
- fac = min_v3(axes_fac);
+ vec3 localpos;
+ float fade = probe_attenuation_grid(gd, worldPosition, localpos);
+
+ if (fade > 0.0) {
+ vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
+ accumulate_light(diff, fade, diff_accum);
+ }
}
- else {
- fac = saturate(pd.p_atten_fac - pd.p_atten_fac * length(localpos));
+
+ /* World Diffuse */
+ if (diff_accum.a < 0.999 && grid_count > 0) {
+ vec3 diff = probe_evaluate_world_diff(bent_normal);
+ accumulate_light(diff, 1.0, diff_accum);
}
- return fac;
+ out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
+
+ return out_light;
}
-float planar_attenuation(vec3 W, vec3 N, PlanarData pd)
+/* ----------- Diffuse ----------- */
+
+vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
{
- float fac;
+ vec3 V = cameraVec;
- /* Normal Facing */
- fac = saturate(dot(pd.pl_normal, N) * pd.pl_facing_scale + pd.pl_facing_bias);
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
+ }
+#endif
- /* Distance from plane */
- fac *= saturate(abs(dot(pd.pl_plane_eq, vec4(W, 1.0))) * pd.pl_fade_scale + pd.pl_fade_bias);
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
- /* Fancy fast clipping calculation */
- vec2 dist_to_clip;
- dist_to_clip.x = dot(pd.pl_clip_pos_x, W);
- dist_to_clip.y = dot(pd.pl_clip_pos_y, W);
- fac *= step(2.0, dot(step(pd.pl_clip_edges, dist_to_clip.xxyy), vec2(-1.0, 1.0).xyxy)); /* compare and add all tests */
+#ifdef HAIR_SHADER
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
- return fac;
-}
+ vec3 diff = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
-float compute_occlusion(vec3 N, float micro_occlusion, vec2 randuv, out vec3 bent_normal)
-{
-#ifdef USE_AO /* Screen Space Occlusion */
+ 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);
+
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
- float macro_occlusion;
- vec3 vnor = mat3(ViewMatrix) * N;
+#ifdef HAIR_SHADER
+ vec3 norm_lamp, view_vec;
+ float occlu_trans, occlu;
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
-#ifdef USE_BENT_NORMAL
- gtao(vnor, viewPosition, randuv, macro_occlusion, bent_normal);
- bent_normal = mat3(ViewMatrixInverse) * bent_normal;
+ diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
#else
- gtao(vnor, viewPosition, randuv, macro_occlusion);
- bent_normal = N;
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
#endif
- return min(macro_occlusion, micro_occlusion);
-
-#else /* No added Occlusion. */
+ }
- bent_normal = N;
- return micro_occlusion;
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo;
+#ifdef HAIR_SHADER
+ N = -norm_view;
#endif
+
+ /* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
+
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 diff_accum = vec4(0.0);
+
+ /* Start at 1 because 0 is world irradiance */
+ for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
+ GridData gd = grids_data[i];
+
+ vec3 localpos;
+ float fade = probe_attenuation_grid(gd, 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 && grid_count > 0) {
+ vec3 diff = probe_evaluate_world_diff(bent_normal);
+ accumulate_light(diff, 1.0, diff_accum);
+ }
+
+ out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
+
+ return out_light;
}
-vec3 eevee_surface_lit(vec3 world_normal, vec3 albedo, vec3 f0, float roughness, float ao)
+/* ----------- Glossy ----------- */
+
+vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
- ShadingData sd;
- sd.N = normalize(world_normal);
- sd.V = (ProjectionMatrix[3][3] == 0.0) /* if perspective */
- ? normalize(cameraPos - worldPosition)
- : cameraForward;
- sd.W = worldPosition;
+ vec3 V = cameraVec;
- vec3 radiance = vec3(0.0);
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
+ }
+ N /= len;
+ }
+#endif
+
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
- /* View facing normal */
- vec3 norm_view = cross(sd.V, sd.N);
- norm_view = normalize(cross(norm_view, sd.N)); /* Normal facing view */
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
-
- /* Analytic Lights */
+ vec3 spec = vec3(0.0);
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
LightData ld = lights_data[i];
- vec3 diff, spec;
- float vis = 1.0;
- sd.l_vector = ld.l_position - worldPosition;
+ 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);
-#ifndef HAIR_SHADER
- light_visibility(ld, sd, vis);
-#endif
- light_shade(ld, sd, albedo, roughnessSquared, f0, diff, spec);
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
- radiance += vis * (diff + spec) * ld.l_color;
+#ifdef HAIR_SHADER
+ vec3 norm_lamp, view_vec;
+ float occlu_trans, occlu;
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
+
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
+#else
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
+#endif
}
+ /* Accumulate outgoing radiance */
+ vec3 out_light = spec * float(specToggle);
+
#ifdef HAIR_SHADER
- sd.N = -norm_view;
+ N = -norm_view;
#endif
- vec3 bent_normal;
- vec4 rand = textureLod(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0), 0.0).rgba;
- float final_ao = compute_occlusion(sd.N, ao, rand.rg, bent_normal);
-
- /* Envmaps */
- vec3 R = reflect(-sd.V, sd.N);
- vec3 spec_dir = get_specular_dominant_dir(sd.N, R, roughnessSquared);
- vec2 uv = lut_coords(dot(sd.N, sd.V), roughness);
- vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 spec_accum = vec4(0.0);
- vec4 diff_accum = vec4(0.0);
- /* Planar Reflections */
- for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
- PlanarData pd = planars_data[i];
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ /* Planar Reflections */
+ for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
+ PlanarData pd = planars_data[i];
+
+ float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
+
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* Specular probes */
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
- float influence = planar_attenuation(sd.W, sd.N, pd);
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
- if (influence > 0.0) {
- float influ_spec = min(influence, (1.0 - spec_accum.a));
+ float fade = probe_attenuation_cube(cd, worldPosition);
- /* Sample reflection depth. */
- vec4 refco = pd.reflectionmat * vec4(sd.W, 1.0);
- refco.xy /= refco.w;
- float ref_depth = textureLod(probePlanars, vec3(refco.xy, i), 0.0).a;
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
+ }
+
+ /* World Specular */
+ if (spec_accum.a < 0.999) {
+ vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
+ accumulate_light(spec, 1.0, spec_accum);
+ }
+ }
- /* Find view vector / reflection plane intersection. (dist_to_plane is negative) */
- float dist_to_plane = line_plane_intersect_dist(cameraPos, sd.V, pd.pl_plane_eq);
- vec3 point_on_plane = cameraPos + sd.V * dist_to_plane;
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
- /* How far the pixel is from the plane. */
- ref_depth = ref_depth + dist_to_plane;
+ /* Get Brdf intensity */
+ vec2 uv = lut_coords(dot(N, V), roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
- /* Compute distorded reflection vector based on the distance to the reflected object.
- * In other words find intersection between reflection vector and the sphere center
- * around point_on_plane. */
- vec3 proj_ref = reflect(R * ref_depth, pd.pl_normal);
+ ssr_spec = F_ibl(f0, brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
- /* Final point in world space. */
- vec3 ref_pos = point_on_plane + proj_ref;
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
+ }
+ out_light += spec_accum.rgb * ssr_spec * float(specToggle);
- /* Reproject to find texture coords. */
- refco = pd.reflectionmat * vec4(ref_pos, 1.0);
- refco.xy /= refco.w;
+ return out_light;
+}
- vec3 sample = textureLod(probePlanars, vec3(refco.xy, i), 0.0).rgb;
+/* ----------- Transmission ----------- */
- spec_accum.rgb += sample * influ_spec;
- spec_accum.a += influ_spec;
+vec3 eevee_surface_refraction(vec3 N, vec3 f0, float roughness, float ior)
+{
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
}
+ N /= len;
}
+#endif
+ vec3 V = cameraVec;
+ ior = (gl_FrontFacing) ? ior : 1.0 / ior;
+
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
+
+ /* No support for now. Supporting LTCs mean having a 3D LUT.
+ * We could support point lights easily though. */
+
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 trans_accum = vec4(0.0);
+
+ /* 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;
+
+#ifdef USE_REFRACTION
+ /* Screen Space Refraction */
+ if (ssrToggle && roughness < maxRoughness + 0.2) {
+ vec3 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).xzw;
+
+ /* Find approximated position of the 2nd refraction event. */
+ vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) : viewPosition;
+
+ float ray_ofs = 1.0 / float(rayCount);
+ vec4 spec = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand, 0.0);
+ if (rayCount > 1) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
+ if (rayCount > 2) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
+ if (rayCount > 3) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
+ spec /= float(rayCount);
+ spec.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
+ accumulate_light(spec.rgb, spec.a, trans_accum);
+ }
+#endif
/* Specular probes */
- /* Start at 1 because 0 is world probe */
- for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
- ProbeData pd = probes_data[i];
+ /* NOTE: This bias the IOR */
+ vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
- float dist_attenuation = probe_attenuation(sd.W, pd);
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && trans_accum.a < 0.999; ++i) {
+ CubeData cd = probes_data[i];
- if (dist_attenuation > 0.0) {
- float roughness_copy = roughness;
+ float fade = probe_attenuation_cube(cd, worldPosition);
- vec3 sample_vec = probe_parallax_correction(sd.W, spec_dir, pd, roughness_copy);
- vec4 sample = textureLod_octahedron(probeCubes, vec4(sample_vec, i), roughness_copy * lodMax, lodMax).rgba;
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
+ accumulate_light(spec, fade, trans_accum);
+ }
+ }
+
+ /* World Specular */
+ if (trans_accum.a < 0.999) {
+ vec3 spec = probe_evaluate_world_spec(refr_dir, roughnessSquared);
+ accumulate_light(spec, 1.0, trans_accum);
+ }
+
+ float btdf = get_btdf_lut(utilTex, dot(N, V), roughness, ior);
- float influ_spec = min(dist_attenuation, (1.0 - spec_accum.a));
+ return trans_accum.rgb * btdf;
+}
- spec_accum.rgb += sample.rgb * influ_spec;
- spec_accum.a += influ_spec;
+vec3 eevee_surface_glass(vec3 N, vec3 transmission_col, float roughness, float ior, int ssr_id, out vec3 ssr_spec)
+{
+ /* Zero length vectors cause issues, see: T51979. */
+#if 0
+ N = normalize(N);
+#else
+ {
+ float len = length(N);
+ if (isnan(len)) {
+ return vec3(0.0);
}
+ N /= len;
}
+#endif
+ vec3 V = cameraVec;
+ ior = (gl_FrontFacing) ? ior : 1.0 / ior;
- /* Start at 1 because 0 is world irradiance */
- for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
- GridData gd = grids_data[i];
+ if (!specToggle) return vec3(0.0);
- vec3 localpos = (gd.localmat * vec4(sd.W, 1.0)).xyz;
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
- float fade = min(1.0, min_v3(1.0 - abs(localpos)));
- fade = saturate(fade * gd.g_atten_scale + gd.g_atten_bias);
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
- if (fade > 0.0) {
- localpos = localpos * 0.5 + 0.5;
- localpos = localpos * vec3(gd.g_resolution) - 0.5;
+#ifdef HAIR_SHADER
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
- vec3 localpos_floored = floor(localpos);
- vec3 trilinear_weight = fract(localpos);
+ vec3 spec = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
- float weight_accum = 0.0;
- vec3 irradiance_accum = vec3(0.0);
+ 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);
- /* For each neighboor cells */
- for (int i = 0; i < 8; ++i) {
- ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
- vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
- /* We need this because we render probes in world space (so we need light vector in WS).
- * And rendering them in local probe space is too much problem. */
- vec3 ws_cell_location = gd.g_corner +
- (gd.g_increment_x * cell_cos.x +
- gd.g_increment_y * cell_cos.y +
- gd.g_increment_z * cell_cos.z);
- vec3 ws_point_to_cell = ws_cell_location - sd.W;
- vec3 ws_light = normalize(ws_point_to_cell);
+#ifdef HAIR_SHADER
+ vec3 norm_lamp, view_vec;
+ float occlu_trans, occlu;
+ light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
- vec3 trilinear = mix(1 - trilinear_weight, trilinear_weight, offset);
- float weight = trilinear.x * trilinear.y * trilinear.z;
+ spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, vec3(1.0)) * occlu;
+#else
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, vec3(1.0));
+#endif
+ }
- /* Smooth backface test */
- // weight *= sqrt(max(0.002, dot(ws_light, sd.N)));
+ /* Accumulate outgoing radiance */
+ vec3 out_light = spec;
- /* Avoid zero weight */
- weight = max(0.00001, weight);
+#ifdef HAIR_SHADER
+ N = -norm_view;
+#endif
+
+
+ /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
+
+ /* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
+ vec4 spec_accum = vec4(0.0);
+
+ /* Planar Reflections */
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999 && roughness < 0.1; ++i) {
+ PlanarData pd = planars_data[i];
- vec3 color = get_cell_color(ivec3(cell_cos), gd.g_resolution, gd.g_offset, bent_normal);
+ float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
- weight_accum += weight;
- irradiance_accum += color * weight;
+ if (fade > 0.0) {
+ vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
+ accumulate_light(spec, fade, spec_accum);
}
+ }
+ }
+
+ /* 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;
+
+ vec4 trans_accum = vec4(0.0);
+
+#ifdef USE_REFRACTION
+ /* Screen Space Refraction */
+ if (ssrToggle && roughness < maxRoughness + 0.2) {
+ vec3 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).xzw;
+
+ /* Find approximated position of the 2nd refraction event. */
+ vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) : viewPosition;
+
+ float ray_ofs = 1.0 / float(rayCount);
+ vec4 spec = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand, 0.0);
+ if (rayCount > 1) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
+ if (rayCount > 2) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
+ if (rayCount > 3) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
+ spec /= float(rayCount);
+ spec.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
+ accumulate_light(spec.rgb, spec.a, trans_accum);
+ }
+#endif
- vec3 indirect_diffuse = irradiance_accum / weight_accum;
+ /* Specular probes */
+ vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
+ vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
+
+ /* Starts at 1 because 0 is world probe */
+ for (int i = 1; i < MAX_PROBE && i < probe_count && (spec_accum.a < 0.999 || trans_accum.a < 0.999); ++i) {
+ CubeData cd = probes_data[i];
- float influ_diff = min(fade, (1.0 - diff_accum.a));
+ float fade = probe_attenuation_cube(cd, worldPosition);
- diff_accum.rgb += indirect_diffuse * influ_diff;
- diff_accum.a += influ_diff;
+ if (fade > 0.0) {
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
+ accumulate_light(spec, fade, spec_accum);
+ }
- /* For Debug purpose */
- // return texture(irradianceGrid, sd.W.xy).rgb;
+ spec = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
+ accumulate_light(spec, fade, trans_accum);
}
}
- /* World probe */
- if (diff_accum.a < 1.0 && grid_count > 0) {
- IrradianceData ir_data = load_irradiance_cell(0, bent_normal);
+ /* World Specular */
+ 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);
+ }
+ }
- vec3 diff = compute_irradiance(bent_normal, ir_data);
- diff_accum.rgb += diff * (1.0 - diff_accum.a);
+ if (trans_accum.a < 0.999) {
+ spec = probe_evaluate_world_spec(refr_dir, roughnessSquared);
+ accumulate_light(spec, 1.0, trans_accum);
}
- if (spec_accum.a < 1.0) {
- ProbeData pd = probes_data[0];
+ /* Ambient Occlusion */
+ /* TODO : when AO will be cheaper */
+ float final_ao = 1.0;
+
+ float NV = dot(N, V);
+ /* Get Brdf intensity */
+ vec2 uv = lut_coords(NV, roughness);
+ vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ float fresnel = F_eta(ior, NV);
+
+ /* Apply fresnel on lamps. */
+ out_light *= vec3(fresnel);
- vec3 spec = textureLod_octahedron(probeCubes, vec4(spec_dir, 0), roughness * lodMax, lodMax).rgb;
- spec_accum.rgb += spec * (1.0 - spec_accum.a);
+ ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut);
+ if (!(ssrToggle && ssr_id == outputSsrId)) {
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
}
+ out_light += spec_accum.rgb * ssr_spec;
+
+
+ float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
- vec3 indirect_radiance =
- spec_accum.rgb * F_ibl(f0, brdf_lut) * float(specToggle) * specular_occlusion(dot(sd.N, sd.V), final_ao, roughness) +
- diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
+ out_light += vec3(1.0 - fresnel) * transmission_col * trans_accum.rgb * btdf;
- return radiance + indirect_radiance;
+ return out_light;
}