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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl63
1 files changed, 63 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..3a293647f84
--- /dev/null
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_frag.glsl
@@ -0,0 +1,63 @@
+
+/* Based on Frosbite Unified Volumetric.
+ * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */
+
+#define NODETREE_EXEC
+
+#ifdef MESH_SHADER
+uniform mat4 volumeObjectMatrix;
+uniform vec3 volumeOrcoLoc;
+uniform vec3 volumeOrcoSize;
+#endif
+
+flat in int slice;
+
+/* Warning: theses are not attributes, theses are global vars. */
+vec3 worldPosition = vec3(0.0);
+vec3 viewPosition = vec3(0.0);
+vec3 viewNormal = vec3(0.0);
+#ifdef MESH_SHADER
+vec3 volumeObjectLocalCoord = vec3(0.0);
+#endif
+
+layout(location = 0) out vec4 volumeScattering;
+layout(location = 1) out vec4 volumeExtinction;
+layout(location = 2) out vec4 volumeEmissive;
+layout(location = 3) out vec4 volumePhase;
+
+/* Store volumetric properties into the froxel textures. */
+
+void main()
+{
+ ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice);
+ vec3 ndc_cell = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
+
+ viewPosition = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);
+ worldPosition = transform_point(ViewMatrixInverse, viewPosition);
+#ifdef MESH_SHADER
+ volumeObjectLocalCoord = transform_point(volumeObjectMatrix, worldPosition);
+ volumeObjectLocalCoord = (volumeObjectLocalCoord - volumeOrcoLoc + volumeOrcoSize) / (volumeOrcoSize * 2.0);
+
+ if (any(lessThan(volumeObjectLocalCoord, vec3(0.0))) ||
+ any(greaterThan(volumeObjectLocalCoord, vec3(1.0))))
+ discard;
+#endif
+
+#ifdef CLEAR
+ Closure cl = CLOSURE_DEFAULT;
+#else
+ Closure cl = nodetree_exec();
+#endif
+
+ volumeScattering = vec4(cl.scatter, 1.0);
+ volumeExtinction = vec4(max(vec3(1e-4), cl.absorption + cl.scatter), 1.0);
+ volumeEmissive = vec4(cl.emission, 1.0);
+
+ /* Do not add phase weight if no scattering. */
+ if (all(equal(cl.scatter, vec3(0.0)))) {
+ volumePhase = vec4(0.0);
+ }
+ else {
+ volumePhase = vec4(cl.anisotropy, vec3(1.0));
+ }
+}