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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/prepass_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/prepass_frag.glsl87
1 files changed, 87 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
new file mode 100644
index 00000000000..1c0e65f0613
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl
@@ -0,0 +1,87 @@
+
+#ifdef USE_ALPHA_HASH
+
+/* From the paper "Hashed Alpha Testing" by Chris Wyman and Morgan McGuire */
+float hash(vec2 a) {
+ return fract(1e4 * sin(17.0 * a.x + 0.1 * a.y) * (0.1 + abs(sin(13.0 * a.y + a.x))));
+}
+
+float hash3d(vec3 a) {
+ return hash(vec2(hash(a.xy), a.z));
+}
+
+uniform float hashAlphaOffset;
+
+float hashed_alpha_threshold(vec3 co)
+{
+ const float hash_scale = 1.0; /* Roughly in pixel */
+
+ /* Find the discretized derivatives of our coordinates. */
+ float max_deriv = max(length(dFdx(co)), length(dFdy(co)));
+ float pix_scale = 1.0 / (hash_scale * max_deriv);
+
+ /* Find two nearest log-discretized noise scales. */
+ float pix_scale_log = log2(pix_scale);
+ vec2 pix_scales;
+ pix_scales.x = exp2(floor(pix_scale_log));
+ pix_scales.y = exp2(ceil(pix_scale_log));
+
+ /* Compute alpha thresholds at our two noise scales. */
+ vec2 alpha;
+ alpha.x = hash3d(floor(pix_scales.x * co));
+ alpha.y = hash3d(floor(pix_scales.y * co));
+
+ /* Factor to interpolate lerp with. */
+ float fac = fract(log2(pix_scale));
+
+ /* Interpolate alpha threshold from noise at two scales. */
+ float x = mix(alpha.x, alpha.y, fac);
+
+ /* Pass into CDF to compute uniformly distrib threshold. */
+ float a = min(fac, 1.0 - fac);
+ float one_a = 1.0 - a;
+ float denom = 1.0 / (2 * a * one_a);
+ float one_x = (1 - x);
+ vec3 cases = vec3(
+ (x * x) * denom,
+ (x - 0.5 * a) / one_a,
+ 1.0 - (one_x * one_x * denom)
+ );
+
+ /* Find our final, uniformly distributed alpha threshold. */
+ float threshold = (x < one_a) ? ((x < a) ? cases.x : cases.y) : cases.z;
+
+ /* Avoids threshold == 0. */
+ threshold = clamp(threshold, 1.0e-6, 1.0);
+
+ /* Jitter the threshold for TAA accumulation. */
+ return fract(threshold + hashAlphaOffset);
+}
+
+#endif
+
+#ifdef USE_ALPHA_CLIP
+uniform float alphaThreshold;
+#endif
+
+void main()
+{
+ /* For now do nothing.
+ * In the future, output object motion blur. */
+
+#if defined(USE_ALPHA_HASH) || defined(USE_ALPHA_CLIP)
+#define NODETREE_EXEC
+
+ Closure cl = nodetree_exec();
+
+#if defined(USE_ALPHA_HASH)
+ /* Hashed Alpha Testing */
+ if (cl.opacity < hashed_alpha_threshold(worldPosition))
+ discard;
+#elif defined(USE_ALPHA_CLIP)
+ /* Alpha clip */
+ if (cl.opacity <= alphaThreshold)
+ discard;
+#endif
+#endif
+}