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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl64
1 files changed, 64 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
new file mode 100644
index 00000000000..5a738d0f130
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
@@ -0,0 +1,64 @@
+#define SCE_PASS_Z (1 << 1)
+#define SCE_PASS_AO (1 << 6)
+#define SCE_PASS_NORMAL (1 << 8)
+#define SCE_PASS_MIST (1 << 14)
+#define SCE_PASS_SUBSURFACE_DIRECT (1 << 28)
+#define SCE_PASS_SUBSURFACE_COLOR (1 << 30)
+
+#define ACCUMULATED_COLOR_PASSES (SCE_PASS_SUBSURFACE_DIRECT | SCE_PASS_SUBSURFACE_COLOR)
+#define ACCUMULATED_VALUE_PASSES (SCE_PASS_MIST)
+uniform int renderpassType;
+uniform int currentSample;
+uniform sampler2D inputBuffer;
+
+out vec4 fragColor;
+
+void main()
+{
+ ivec2 texel = ivec2(gl_FragCoord.xy);
+
+ if (renderpassType == SCE_PASS_Z) {
+ float depth = texelFetch(depthBuffer, texel, 0).r;
+ if (depth == 1.0f) {
+ depth = 1e10;
+ }
+ else {
+ depth = -get_view_z_from_depth(depth);
+ }
+ fragColor.r = depth;
+ }
+
+ else if (renderpassType == SCE_PASS_AO) {
+ float ao_accum = texelFetch(inputBuffer, texel, 0).r;
+ fragColor = vec4(vec3(min(1.0, ao_accum / currentSample)), 1.0);
+ }
+
+ else if (renderpassType == SCE_PASS_NORMAL) {
+ float depth = texelFetch(depthBuffer, texel, 0).r;
+ vec2 encoded_normal = texelFetch(inputBuffer, texel, 0).rg;
+ /* decode the normals only when they are valid. otherwise the result buffer will be filled with
+ * NaN's */
+ if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
+ vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
+ vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
+ fragColor = vec4(world_normal, 1.0);
+ }
+ else {
+ fragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ }
+
+ else if ((renderpassType & ACCUMULATED_VALUE_PASSES) != 0) {
+ float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
+ fragColor = vec4(vec3(accumulated_value / currentSample), 1.0);
+ }
+
+ else if ((renderpassType & ACCUMULATED_COLOR_PASSES) != 0) {
+ vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
+ fragColor = vec4(accumulated_color / currentSample, 1.0);
+ }
+
+ else {
+ fragColor = vec4(1.0, 0.0, 1.0, 1.0);
+ }
+} \ No newline at end of file