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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.glsl81
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);
-}