Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl396
1 files changed, 396 insertions, 0 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
new file mode 100644
index 00000000000..7f44dd53163
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -0,0 +1,396 @@
+
+#ifdef VOLUMETRICS
+
+#define NODETREE_EXEC
+
+#define VOLUMETRIC_INTEGRATION_MAX_STEP 256
+#define VOLUMETRIC_SHADOW_MAX_STEP 128
+
+uniform int light_count;
+uniform vec2 volume_start_end;
+uniform vec4 volume_samples_clamp;
+
+#define volume_start volume_start_end.x
+#define volume_end volume_start_end.y
+
+#define volume_integration_steps volume_samples_clamp.x
+#define volume_shadows_steps volume_samples_clamp.y
+#define volume_sample_distribution volume_samples_clamp.z
+#define volume_light_clamp volume_samples_clamp.w
+
+#ifdef COLOR_TRANSMITTANCE
+layout(location = 0) out vec4 outScattering;
+layout(location = 1) out vec4 outTransmittance;
+#else
+out vec4 outScatteringTransmittance;
+#endif
+
+/* Warning: theses are not attributes, theses are global vars. */
+vec3 worldPosition = vec3(0.0);
+vec3 viewPosition = vec3(0.0);
+vec3 viewNormal = vec3(0.0);
+
+uniform sampler2D depthFull;
+
+void participating_media_properties(vec3 wpos, out vec3 extinction, out vec3 scattering, out vec3 emission, out float anisotropy)
+{
+#ifndef VOLUME_HOMOGENEOUS
+ worldPosition = wpos;
+ viewPosition = (ViewMatrix * vec4(wpos, 1.0)).xyz; /* warning, Perf. */
+#endif
+
+ Closure cl = nodetree_exec();
+
+ scattering = cl.scatter;
+ emission = cl.emission;
+ anisotropy = cl.anisotropy;
+ extinction = max(vec3(1e-4), cl.absorption + cl.scatter);
+}
+
+vec3 participating_media_extinction(vec3 wpos)
+{
+#ifndef VOLUME_HOMOGENEOUS
+ worldPosition = wpos;
+ viewPosition = (ViewMatrix * vec4(wpos, 1.0)).xyz; /* warning, Perf. */
+#endif
+
+ Closure cl = nodetree_exec();
+
+ return max(vec3(1e-4), cl.absorption + cl.scatter);
+}
+
+float phase_function_isotropic()
+{
+ return 1.0 / (4.0 * M_PI);
+}
+
+float phase_function(vec3 v, vec3 l, float g)
+{
+#ifndef VOLUME_ISOTROPIC /* TODO Use this flag when only isotropic closures are used */
+ /* Henyey-Greenstein */
+ float cos_theta = dot(v, l);
+ g = clamp(g, -1.0 + 1e-3, 1.0 - 1e-3);
+ float sqr_g = g * g;
+ return (1- sqr_g) / (4.0 * M_PI * pow(1 + sqr_g - 2 * g * cos_theta, 3.0 / 2.0));
+#else
+ return phase_function_isotropic();
+#endif
+}
+
+float light_volume(LightData ld, vec4 l_vector)
+{
+ float power;
+ float dist = max(1e-4, abs(l_vector.w - ld.l_radius));
+ /* TODO : Area lighting ? */
+ /* Removing Area Power. */
+ /* TODO : put this out of the shader. */
+ if (ld.l_type == AREA) {
+ power = 0.0962 * (ld.l_sizex * ld.l_sizey * 4.0f * M_PI);
+ }
+ else {
+ power = 0.0248 * (4.0 * ld.l_radius * ld.l_radius * M_PI * M_PI);
+ }
+ return min(power / (l_vector.w * l_vector.w), volume_light_clamp);
+}
+
+vec3 irradiance_volumetric(vec3 wpos)
+{
+ IrradianceData ir_data = load_irradiance_cell(0, vec3(1.0));
+ vec3 irradiance = ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
+ ir_data = load_irradiance_cell(0, vec3(-1.0));
+ irradiance += ir_data.cubesides[0] + ir_data.cubesides[1] + ir_data.cubesides[2];
+ irradiance *= 0.16666666; /* 1/6 */
+ return irradiance;
+}
+
+vec3 light_volume_shadow(LightData ld, vec3 ray_wpos, vec4 l_vector, vec3 s_extinction)
+{
+#ifdef VOLUME_SHADOW
+
+#ifdef VOLUME_HOMOGENEOUS
+ /* Simple extinction */
+ return exp(-s_extinction * l_vector.w);
+#else
+ /* Heterogeneous volume shadows */
+ float dd = l_vector.w / volume_shadows_steps;
+ vec3 L = l_vector.xyz * l_vector.w;
+ vec3 shadow = vec3(1.0);
+ for (float s = 0.5; s < VOLUMETRIC_SHADOW_MAX_STEP && s < (volume_shadows_steps - 0.1); s += 1.0) {
+ vec3 pos = ray_wpos + L * (s / volume_shadows_steps);
+ vec3 s_extinction = participating_media_extinction(pos);
+ shadow *= exp(-s_extinction * dd);
+ }
+ return shadow;
+#endif /* VOLUME_HOMOGENEOUS */
+
+#else
+ return vec3(1.0);
+#endif /* VOLUME_SHADOW */
+}
+
+float find_next_step(float iter, float noise)
+{
+ float progress = (iter + noise) / volume_integration_steps;
+
+ float linear_split = mix(volume_start, volume_end, progress);
+
+ if (ProjectionMatrix[3][3] == 0.0) {
+ float exp_split = volume_start * pow(volume_end / volume_start, progress);
+ return mix(linear_split, exp_split, volume_sample_distribution);
+ }
+ else {
+ return linear_split;
+ }
+}
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+void main()
+{
+ vec2 uv = (gl_FragCoord.xy * 2.0) / ivec2(textureSize(depthFull, 0));
+ float scene_depth = texelFetch(depthFull, ivec2(gl_FragCoord.xy) * 2, 0).r; /* use the same depth as in the upsample step */
+ vec3 vpos = get_view_space_from_depth(uv, scene_depth);
+ vec3 wpos = (ViewMatrixInverse * vec4(vpos, 1.0)).xyz;
+ vec3 wdir = (ProjectionMatrix[3][3] == 0.0) ? normalize(cameraPos - wpos) : cameraForward;
+
+ /* Note: this is NOT the distance to the camera. */
+ float max_z = vpos.z;
+
+ /* project ray to clip plane so we can integrate in even steps in clip space. */
+ vec3 wdir_proj = wdir / abs(dot(cameraForward, wdir));
+ float wlen = length(wdir_proj);
+
+ /* Transmittance: How much light can get through. */
+ vec3 transmittance = vec3(1.0);
+
+ /* Scattering: Light that has been accumulated from scattered light sources. */
+ vec3 scattering = vec3(0.0);
+
+ vec3 ray_origin = (ProjectionMatrix[3][3] == 0.0)
+ ? cameraPos
+ : (ViewMatrixInverse * vec4(get_view_space_from_depth(uv, 0.5), 1.0)).xyz;
+
+#ifdef VOLUME_HOMOGENEOUS
+ /* Put it out of the loop for homogeneous media. */
+ vec3 s_extinction, s_scattering, s_emission;
+ float s_anisotropy;
+ participating_media_properties(vec3(0.0), s_extinction, s_scattering, s_emission, s_anisotropy);
+#endif
+
+ /* Start from near clip. TODO make start distance an option. */
+ float rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).r;
+ /* Less noisy but noticeable patterns, could work better with temporal AA. */
+ // float rand = (1.0 / 16.0) * float(((int(gl_FragCoord.x + gl_FragCoord.y) & 0x3) << 2) + (int(gl_FragCoord.x) & 0x3));
+ float dist = volume_start;
+ for (float i = 0.5; i < VOLUMETRIC_INTEGRATION_MAX_STEP && i < (volume_integration_steps - 0.1); ++i) {
+ float new_dist = max(max_z, find_next_step(rand, i));
+ float step = dist - new_dist; /* Marching step */
+ dist = new_dist;
+
+ vec3 ray_wpos = ray_origin + wdir_proj * dist;
+
+#ifndef VOLUME_HOMOGENEOUS
+ vec3 s_extinction, s_scattering, s_emission;
+ float s_anisotropy;
+ participating_media_properties(ray_wpos, s_extinction, s_scattering, s_emission, s_anisotropy);
+#endif
+
+ /* Evaluate each light */
+ vec3 Lscat = s_emission;
+
+#ifdef VOLUME_LIGHTING /* Lights */
+ for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
+ LightData ld = lights_data[i];
+
+ vec4 l_vector;
+ l_vector.xyz = ld.l_position - ray_wpos;
+ l_vector.w = length(l_vector.xyz);
+
+ float Vis = light_visibility(ld, ray_wpos, l_vector);
+
+ vec3 Li = ld.l_color * light_volume(ld, l_vector) * light_volume_shadow(ld, ray_wpos, l_vector, s_extinction);
+
+ Lscat += Li * Vis * s_scattering * phase_function(-wdir, l_vector.xyz / l_vector.w, s_anisotropy);
+ }
+#endif
+
+ /* Environment : Average color. */
+ Lscat += irradiance_volumetric(wpos) * s_scattering * phase_function_isotropic();
+
+ /* Evaluate Scattering */
+ float s_len = wlen * step;
+ vec3 Tr = exp(-s_extinction * s_len);
+
+ /* integrate along the current step segment */
+ Lscat = (Lscat - Lscat * Tr) / s_extinction;
+ /* accumulate and also take into account the transmittance from previous steps */
+ scattering += transmittance * Lscat;
+
+ /* Evaluate transmittance to view independantely */
+ transmittance *= Tr;
+
+ if (dist <= max_z)
+ break;
+ }
+
+#ifdef COLOR_TRANSMITTANCE
+ outScattering = vec4(scattering, 1.0);
+ outTransmittance = vec4(transmittance, 1.0);
+#else
+ float mono_transmittance = dot(transmittance, vec3(1.0)) / 3.0;
+
+ outScatteringTransmittance = vec4(scattering, mono_transmittance);
+#endif
+}
+
+#else /* STEP_UPSAMPLE */
+
+out vec4 FragColor;
+
+uniform sampler2D depthFull;
+uniform sampler2D volumetricBuffer;
+
+uniform mat4 ProjectionMatrix;
+
+vec4 get_view_z_from_depth(vec4 depth)
+{
+ vec4 d = 2.0 * depth - 1.0;
+ return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+}
+
+void main()
+{
+#if 0 /* 2 x 2 with bilinear */
+
+ const vec4 bilinear_weights[4] = vec4[4](
+ vec4(9.0 / 16.0, 3.0 / 16.0, 3.0 / 16.0, 1.0 / 16.0 ),
+ vec4(3.0 / 16.0, 9.0 / 16.0, 1.0 / 16.0, 3.0 / 16.0 ),
+ vec4(3.0 / 16.0, 1.0 / 16.0, 9.0 / 16.0, 3.0 / 16.0 ),
+ vec4(1.0 / 16.0, 3.0 / 16.0, 3.0 / 16.0, 9.0 / 16.0 )
+ );
+
+ /* Depth aware upsampling */
+ vec4 depths;
+ ivec2 texel_co = ivec2(gl_FragCoord.xy * 0.5) * 2;
+
+ /* TODO use textureGather on glsl 4.0 */
+ depths.x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths.y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths.z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths.w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ vec4 target_depth = texelFetch(depthFull, ivec2(gl_FragCoord.xy), 0).rrrr;
+
+ depths = get_view_z_from_depth(depths);
+ target_depth = get_view_z_from_depth(target_depth);
+
+ vec4 weights = 1.0 - step(0.05, abs(depths - target_depth));
+
+ /* Index in range [0-3] */
+ int pix_id = int(dot(mod(ivec2(gl_FragCoord.xy), 2), ivec2(1, 2)));
+ weights *= bilinear_weights[pix_id];
+
+ float weight_sum = dot(weights, vec4(1.0));
+
+ if (weight_sum == 0.0) {
+ weights.x = 1.0;
+ weight_sum = 1.0;
+ }
+
+ texel_co = ivec2(gl_FragCoord.xy * 0.5);
+
+ vec4 integration_result;
+ integration_result = texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights.x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights.y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights.z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights.w;
+
+#else /* 4 x 4 */
+
+ /* Depth aware upsampling */
+ vec4 depths[4];
+ ivec2 texel_co = ivec2(gl_FragCoord.xy * 0.5) * 2;
+
+ /* TODO use textureGather on glsl 4.0 */
+ texel_co += ivec2(-2, -2);
+ depths[0].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[0].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[0].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[0].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ texel_co += ivec2(4, 0);
+ depths[1].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[1].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[1].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[1].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ texel_co += ivec2(-4, 4);
+ depths[2].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[2].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[2].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[2].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ texel_co += ivec2(4, 0);
+ depths[3].x = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 0)).r;
+ depths[3].y = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 0)).r;
+ depths[3].z = texelFetchOffset(depthFull, texel_co, 0, ivec2(0, 2)).r;
+ depths[3].w = texelFetchOffset(depthFull, texel_co, 0, ivec2(2, 2)).r;
+
+ vec4 target_depth = texelFetch(depthFull, ivec2(gl_FragCoord.xy), 0).rrrr;
+
+ depths[0] = get_view_z_from_depth(depths[0]);
+ depths[1] = get_view_z_from_depth(depths[1]);
+ depths[2] = get_view_z_from_depth(depths[2]);
+ depths[3] = get_view_z_from_depth(depths[3]);
+
+ target_depth = get_view_z_from_depth(target_depth);
+
+ vec4 weights[4];
+ weights[0] = 1.0 - step(0.05, abs(depths[0] - target_depth));
+ weights[1] = 1.0 - step(0.05, abs(depths[1] - target_depth));
+ weights[2] = 1.0 - step(0.05, abs(depths[2] - target_depth));
+ weights[3] = 1.0 - step(0.05, abs(depths[3] - target_depth));
+
+ float weight_sum;
+ weight_sum = dot(weights[0], vec4(1.0));
+ weight_sum += dot(weights[1], vec4(1.0));
+ weight_sum += dot(weights[2], vec4(1.0));
+ weight_sum += dot(weights[3], vec4(1.0));
+
+ if (weight_sum == 0.0) {
+ weights[0].x = 1.0;
+ weight_sum = 1.0;
+ }
+
+ texel_co = ivec2(gl_FragCoord.xy * 0.5);
+
+ vec4 integration_result;
+
+ texel_co += ivec2(-1, -1);
+ integration_result = texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[0].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[0].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[0].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[0].w;
+
+ texel_co += ivec2(2, 0);
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[1].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[1].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[1].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[1].w;
+
+ texel_co += ivec2(-2, 2);
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[2].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[2].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[2].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[2].w;
+
+ texel_co += ivec2(2, 0);
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 0)) * weights[3].x;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 0)) * weights[3].y;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(0, 1)) * weights[3].z;
+ integration_result += texelFetchOffset(volumetricBuffer, texel_co, 0, ivec2(1, 1)) * weights[3].w;
+#endif
+
+ FragColor = integration_result / weight_sum;
+}
+#endif