diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl | 81 |
1 files changed, 0 insertions, 81 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl deleted file mode 100644 index a0e04f252e2..00000000000 --- a/source/blender/draw/engines/workbench/shaders/workbench_cavity_frag.glsl +++ /dev/null @@ -1,81 +0,0 @@ -out vec4 fragColor; - -uniform sampler2D depthBuffer; -uniform sampler2D colorBuffer; -uniform sampler2D normalBuffer; -uniform usampler2D objectId; - -uniform vec2 invertedViewportSize; -uniform mat4 WinMatrix; /* inverse WinMatrix */ - -uniform vec4 viewvecs[3]; -uniform vec4 ssao_params; -uniform vec4 ssao_settings; -uniform vec2 curvature_settings; -uniform sampler2D ssao_jitter; - -layout(std140) uniform samples_block -{ - vec4 ssao_samples[500]; -}; - -#define ssao_samples_num ssao_params.x -#define jitter_tilling ssao_params.yz -#define ssao_iteration ssao_params.w - -#define ssao_distance ssao_settings.x -#define ssao_factor_cavity ssao_settings.y -#define ssao_factor_edge ssao_settings.z -#define ssao_attenuation ssao_settings.w - -vec3 get_view_space_from_depth(in vec2 uvcoords, in float depth) -{ - if (WinMatrix[3][3] == 0.0) { - /* Perspective */ - float d = 2.0 * depth - 1.0; - - float zview = -WinMatrix[3][2] / (d + WinMatrix[2][2]); - - return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz); - } - else { - /* Orthographic */ - vec3 offset = vec3(uvcoords, depth); - - return viewvecs[0].xyz + offset * viewvecs[1].xyz; - } -} - -/* forward declaration */ -void ssao_factors(in float depth, - in vec3 normal, - in vec3 position, - in vec2 screenco, - out float cavities, - out float edges); - -void main() -{ - vec2 screenco = vec2(gl_FragCoord.xy) * invertedViewportSize; - ivec2 texel = ivec2(gl_FragCoord.xy); - - float cavity = 0.0, edges = 0.0, curvature = 0.0; - -#ifdef USE_CAVITY - float depth = texelFetch(depthBuffer, texel, 0).x; - vec3 position = get_view_space_from_depth(screenco, depth); - vec3 normal_viewport = workbench_normal_decode(texelFetch(normalBuffer, texel, 0).rg); - - ssao_factors(depth, normal_viewport, position, screenco, cavity, edges); -#endif - -#ifdef USE_CURVATURE - curvature = calculate_curvature( - objectId, normalBuffer, texel, curvature_settings.x, curvature_settings.y); -#endif - - float final_cavity_factor = clamp((1.0 - cavity) * (1.0 + edges) * (1.0 + curvature), 0.0, 4.0); - - /* Using UNORM render target so compress the range. */ - fragColor = vec4(final_cavity_factor / CAVITY_BUFFER_RANGE); -} |