diff options
Diffstat (limited to 'source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl | 44 |
1 files changed, 34 insertions, 10 deletions
diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl index 143e88dbe68..48ced4e5374 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_surf_forward_frag.glsl @@ -53,21 +53,45 @@ void main() g_holdout = saturate(g_holdout); + vec3 diffuse_light = vec3(saturate(g_diffuse_data.N.z * 0.5 + 0.5)); + vec3 reflection_light = vec3(spec_light(g_reflection_data)); + vec3 refraction_light = vec3(saturate(g_refraction_data.N.z * 0.5 + 0.5)); + + g_diffuse_data.color *= g_diffuse_data.weight; + g_reflection_data.color *= g_reflection_data.weight; + g_refraction_data.color *= g_refraction_data.weight; + diffuse_light *= step(1e-5, g_diffuse_data.weight); + reflection_light *= step(1e-5, g_reflection_data.weight); + refraction_light *= step(1e-5, g_refraction_data.weight); + out_radiance.rgb = g_emission; - out_radiance.rgb += g_diffuse_data.color * g_diffuse_data.weight * - saturate(g_diffuse_data.N.z * 0.5 + 0.5); - out_radiance.rgb += g_reflection_data.color * g_reflection_data.weight * - spec_light(g_reflection_data); - out_radiance.rgb += g_refraction_data.color * g_refraction_data.weight * - saturate(g_refraction_data.N.z * 0.5 + 0.5); + out_radiance.rgb += g_diffuse_data.color * diffuse_light; + out_radiance.rgb += g_reflection_data.color * reflection_light; + out_radiance.rgb += g_refraction_data.color * refraction_light; out_radiance.a = 0.0; + vec3 specular_light = reflection_light + refraction_light; + vec3 specular_color = g_reflection_data.color + g_refraction_data.color; + + /* TODO(fclem): This feels way too complex for what is it. */ + bool has_any_bsdf_weight = g_diffuse_data.weight != 0.0 || g_reflection_data.weight != 0.0 || + g_refraction_data.weight != 0.0; + vec3 out_normal = has_any_bsdf_weight ? vec3(0.0) : g_data.N; + out_normal += g_diffuse_data.N * g_diffuse_data.weight; + out_normal += g_reflection_data.N * g_reflection_data.weight; + out_normal += g_refraction_data.N * g_refraction_data.weight; + out_normal = safe_normalize(out_normal); + + ivec2 out_texel = ivec2(gl_FragCoord.xy); + imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0)); + imageStore(rp_diffuse_light_img, out_texel, vec4(diffuse_light, 1.0)); + imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0)); + imageStore(rp_specular_light_img, out_texel, vec4(specular_light, 1.0)); + imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0)); + imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0)); + out_radiance.rgb *= 1.0 - g_holdout; out_transmittance.rgb = g_transmittance; out_transmittance.a = saturate(avg(g_transmittance)); - - /* Test */ - out_transmittance.a = 1.0 - out_transmittance.a; - out_radiance.a = 1.0 - out_radiance.a; } |