diff options
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
6 files changed, 33 insertions, 37 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index 8662c0ecb6a..57b16418696 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -6,13 +6,9 @@ #if defined(MESH_SHADER) # if !defined(USE_ALPHA_HASH) -# if !defined(USE_ALPHA_CLIP) -# if !defined(SHADOW_SHADER) -# if !defined(USE_MULTIPLY) -# if !defined(USE_ALPHA_BLEND) -# define ENABLE_DEFERED_AO -# endif -# endif +# if !defined(DEPTH_SHADER) +# if !defined(USE_ALPHA_BLEND) +# define ENABLE_DEFERED_AO # endif # endif # endif diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl index c3518198805..402d306df45 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl @@ -928,7 +928,7 @@ Closure closure_emission(vec3 rgb) /* Breaking this across multiple lines causes issues for some older GLSL compilers. */ /* clang-format off */ -# if defined(MESH_SHADER) && !defined(USE_ALPHA_HASH) && !defined(USE_ALPHA_CLIP) && !defined(SHADOW_SHADER) +# if defined(MESH_SHADER) && !defined(DEPTH_SHADER) /* clang-format on */ # ifndef USE_ALPHA_BLEND layout(location = 0) out vec4 outRadiance; @@ -1001,6 +1001,10 @@ void main() outRadiance.rgb += cl.sss_irradiance.rgb * cl.sss_albedo.rgb * fac; # endif +# ifdef LOOKDEV + gl_FragDepth = 0.0; +# endif + # ifndef USE_ALPHA_BLEND float alpha_div = 1.0 / max(1e-8, alpha); outRadiance.rgb *= alpha_div; @@ -1011,6 +1015,6 @@ void main() # endif } -# endif /* MESH_SHADER && !SHADOW_SHADER */ +# endif /* MESH_SHADER */ #endif /* VOLUMETRICS */ diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl index 5277bfa32bb..d56890769a7 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_dof_frag.glsl @@ -1,6 +1,4 @@ -uniform mat4 ProjectionMatrix; - uniform sampler2D colorBuffer; uniform sampler2D depthBuffer; diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl index 8c2619650b9..bc7879763c3 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl @@ -177,7 +177,7 @@ void CLOSURE_NAME(vec3 N out_refr = vec3(0.0); #endif -#if defined(SHADOW_SHADER) || defined(WORLD_BACKGROUND) +#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND) /* This makes shader resources become unused and avoid issues with samplers. (see T59747) */ return; #else diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl index cf20b3ff5b9..1b94fc2bee1 100644 --- a/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl +++ b/source/blender/draw/engines/eevee/shaders/lit_surface_vert.glsl @@ -4,11 +4,12 @@ in vec3 pos; in vec3 nor; #endif +#ifdef MESH_SHADER out vec3 worldPosition; out vec3 viewPosition; - out vec3 worldNormal; out vec3 viewNormal; +#endif #ifdef HAIR_SHADER out vec3 hairTangent; @@ -41,22 +42,28 @@ void main() hairThickness, hairThickTime); worldNormal = cross(hairTangent, binor); - worldPosition = pos; + vec3 world_pos = pos; #else - worldPosition = point_object_to_world(pos); - worldNormal = normalize(normal_object_to_world(nor)); + vec3 world_pos = point_object_to_world(pos); #endif - /* No need to normalize since this is just a rotation. */ - viewNormal = normal_world_to_view(worldNormal); + gl_Position = point_world_to_ndc(world_pos); + /* Used for planar reflections */ + gl_ClipDistance[0] = dot(vec4(world_pos, 1.0), clipPlanes[0]); + +#ifdef MESH_SHADER + worldPosition = world_pos; viewPosition = point_world_to_view(worldPosition); - gl_Position = point_world_to_ndc(worldPosition); - /* Used for planar reflections */ - gl_ClipDistance[0] = dot(vec4(worldPosition, 1.0), clipPlanes[0]); +# ifndef HAIR_SHADER + worldNormal = normalize(normal_object_to_world(nor)); +# endif -#ifdef USE_ATTR + /* No need to normalize since this is just a rotation. */ + viewNormal = normal_world_to_view(worldNormal); +# ifdef USE_ATTR pass_attr(pos); +# endif #endif } diff --git a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl index b49dbfceba2..9acd8f998f6 100644 --- a/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/prepass_frag.glsl @@ -45,26 +45,22 @@ float hashed_alpha_threshold(vec3 co) /* Find our final, uniformly distributed alpha threshold. */ float threshold = (x < one_a) ? ((x < a) ? cases.x : cases.y) : cases.z; + /* Jitter the threshold for TAA accumulation. */ + threshold = fract(threshold + alphaHashOffset); + /* Avoids threshold == 0. */ threshold = clamp(threshold, 1.0e-6, 1.0); - /* Jitter the threshold for TAA accumulation. */ - return fract(threshold + alphaHashOffset); + return threshold; } #endif -#ifdef USE_ALPHA_CLIP -uniform float alphaThreshold; -#endif +#define NODETREE_EXEC 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 +#if defined(USE_ALPHA_HASH) Closure cl = nodetree_exec(); @@ -75,11 +71,6 @@ void main() if (opacity < hashed_alpha_threshold(worldPosition)) { discard; } -# elif defined(USE_ALPHA_CLIP) - /* Alpha clip */ - if (opacity <= alphaThreshold) { - discard; - } # endif #endif } |