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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.glsl812
1 files changed, 812 insertions, 0 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
new file mode 100644
index 00000000000..f63a9665810
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -0,0 +1,812 @@
+
+uniform int light_count;
+uniform int probe_count;
+uniform int grid_count;
+uniform int planar_count;
+
+uniform bool specToggle;
+uniform bool ssrToggle;
+
+uniform float refractionDepth;
+
+#ifndef UTIL_TEX
+#define UTIL_TEX
+uniform sampler2DArray utilTex;
+#endif /* UTIL_TEX */
+
+in vec3 worldPosition;
+in vec3 viewPosition;
+
+#ifdef USE_FLAT_NORMAL
+flat in vec3 worldNormal;
+flat in vec3 viewNormal;
+#else
+in vec3 worldNormal;
+in vec3 viewNormal;
+#endif
+
+uniform float maxRoughness;
+uniform int rayCount;
+
+/* ----------- default ----------- */
+
+vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, 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
+
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+
+ 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
+
+ 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];
+
+ 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);
+
+#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);
+
+ 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
+ }
+
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo + spec * float(specToggle);
+
+#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);
+
+ /* 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);
+ }
+ }
+
+ 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);
+
+ /* ---------------- 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);
+ }
+ }
+
+ /* 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;
+}
+
+/* ----------- 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
+
+ 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
+
+ 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];
+
+ 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);
+
+#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);
+
+ 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
+ }
+
+ /* Accumulate outgoing radiance */
+ vec3 out_light = diff * albedo + spec * float(specToggle);
+
+#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);
+ vec4 C_spec_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];
+
+ /* 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);
+ }
+ }
+
+ /* 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);
+
+ /* 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) {
+ 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);
+ }
+ }
+
+ /* 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 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
+ accumulate_light(C_spec, 1.0, C_spec_accum);
+ }
+
+ 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);
+
+ uv = lut_coords(dot(C_N, V), C_roughness);
+ brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
+
+ 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;
+
+ /* ---------------- 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);
+ }
+ }
+
+ /* 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;
+}
+
+/* ----------- Diffuse ----------- */
+
+vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
+{
+ vec3 V = cameraVec;
+
+ /* 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
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
+
+ vec3 diff = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++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);
+
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
+
+#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);
+
+ diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
+#else
+ diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
+#endif
+ }
+
+ /* 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;
+}
+
+/* ----------- 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;
+
+ vec3 V = cameraVec;
+
+ /* 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
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
+
+ vec3 spec = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++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);
+
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
+
+#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
+ 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);
+
+ 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);
+ }
+ }
+
+ vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
+
+ /* 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)) {
+ /* Ambient Occlusion */
+ vec3 bent_normal;
+ float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
+
+ ssr_spec *= specular_occlusion(dot(N, V), final_ao, roughness);
+ }
+ out_light += spec_accum.rgb * ssr_spec * float(specToggle);
+
+ return out_light;
+}
+
+/* ----------- Transmission ----------- */
+
+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 */
+ /* NOTE: This bias the IOR */
+ vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
+
+ /* 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];
+
+ float fade = probe_attenuation_cube(cd, worldPosition);
+
+ 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);
+
+ return trans_accum.rgb * btdf;
+}
+
+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;
+
+ if (!specToggle) return vec3(0.0);
+
+ roughness = clamp(roughness, 1e-8, 0.9999);
+ float roughnessSquared = roughness * roughness;
+
+ /* ---------------- SCENE LAMPS LIGHTING ----------------- */
+
+#ifdef HAIR_SHADER
+ vec3 norm_view = cross(V, N);
+ norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
+#endif
+
+ vec3 spec = vec3(0.0);
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++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);
+
+ vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
+
+#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, vec3(1.0)) * occlu;
+#else
+ spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, vec3(1.0));
+#endif
+ }
+
+ /* Accumulate outgoing radiance */
+ vec3 out_light = spec;
+
+#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];
+
+ 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);
+ }
+ }
+ }
+
+ /* 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
+
+ /* 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 fade = probe_attenuation_cube(cd, worldPosition);
+
+ 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);
+ }
+
+ spec = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
+ accumulate_light(spec, fade, trans_accum);
+ }
+ }
+
+ /* 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);
+ }
+ }
+
+ if (trans_accum.a < 0.999) {
+ spec = probe_evaluate_world_spec(refr_dir, roughnessSquared);
+ accumulate_light(spec, 1.0, trans_accum);
+ }
+
+ /* 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);
+
+ 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);
+
+ out_light += vec3(1.0 - fresnel) * transmission_col * trans_accum.rgb * btdf;
+
+ return out_light;
+}