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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl190
1 files changed, 94 insertions, 96 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
index 5f3dbd75b15..c76ad8c1d7b 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -6,47 +6,46 @@
/* 4x4 bayer matrix prepared for 8bit UNORM precision error. */
#define P(x) (((x + 0.5) * (1.0 / 16.0) - 0.5) * (1.0 / 255.0))
-const vec4 dither_mat4x4[4] = vec4[4](
- vec4( P(0.0), P(8.0), P(2.0), P(10.0)),
- vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
- vec4( P(3.0), P(11.0), P(1.0), P(9.0)),
- vec4(P(15.0), P(7.0), P(13.0), P(5.0))
-);
-
-float bayer_dither_noise() {
- ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
- ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
- return dither_mat4x4[tx1.x][tx1.y];
+const vec4 dither_mat4x4[4] = vec4[4](vec4(P(0.0), P(8.0), P(2.0), P(10.0)),
+ vec4(P(12.0), P(4.0), P(14.0), P(6.0)),
+ vec4(P(3.0), P(11.0), P(1.0), P(9.0)),
+ vec4(P(15.0), P(7.0), P(13.0), P(5.0)));
+
+float bayer_dither_noise()
+{
+ ivec2 tx1 = ivec2(gl_FragCoord.xy) % 4;
+ ivec2 tx2 = ivec2(gl_FragCoord.xy) % 2;
+ return dither_mat4x4[tx1.x][tx1.y];
}
#ifdef WORKBENCH_ENCODE_NORMALS
-#define WB_Normal vec2
+# define WB_Normal vec2
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
vec3 workbench_normal_decode(WB_Normal enc)
{
- vec2 fenc = enc.xy * 4.0 - 2.0;
- float f = dot(fenc, fenc);
- float g = sqrt(1.0 - f / 4.0);
- vec3 n;
- n.xy = fenc*g;
- n.z = 1 - f / 2;
- return n;
+ vec2 fenc = enc.xy * 4.0 - 2.0;
+ float f = dot(fenc, fenc);
+ float g = sqrt(1.0 - f / 4.0);
+ vec3 n;
+ n.xy = fenc * g;
+ n.z = 1 - f / 2;
+ return n;
}
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
WB_Normal workbench_normal_encode(vec3 n)
{
- float p = sqrt(n.z * 8.0 + 8.0);
- n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);
- return n.xy;
+ float p = sqrt(n.z * 8.0 + 8.0);
+ n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0);
+ return n.xy;
}
#else
-#define WB_Normal vec3
+# define WB_Normal vec3
/* Well just do nothing... */
# define workbench_normal_encode(a) (a)
# define workbench_normal_decode(a) (a)
@@ -61,113 +60,112 @@ WB_Normal workbench_normal_encode(vec3 n)
/* Encode 2 float into 1 with the desired precision. */
float workbench_float_pair_encode(float v1, float v2)
{
- // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
- // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
- // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
- /* Same as above because some compiler are dumb af. and think we use mediump int. */
- const int total_mask = 0xFF;
- const int v1_mask = 0x1F;
- const int v2_mask = 0x7;
- int iv1 = int(v1 * float(v1_mask));
- int iv2 = int(v2 * float(v2_mask)) << int(ROUGHNESS_BITS);
- return float(iv1 | iv2) * (1.0 / float(total_mask));
+ // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
+ // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
+ // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
+ /* Same as above because some compiler are dumb af. and think we use mediump int. */
+ const int total_mask = 0xFF;
+ const int v1_mask = 0x1F;
+ const int v2_mask = 0x7;
+ int iv1 = int(v1 * float(v1_mask));
+ int iv2 = int(v2 * float(v2_mask)) << int(ROUGHNESS_BITS);
+ return float(iv1 | iv2) * (1.0 / float(total_mask));
}
void workbench_float_pair_decode(float data, out float v1, out float v2)
{
- // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
- // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
- // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
- /* Same as above because some compiler are dumb af. and think we use mediump int. */
- const int total_mask = 0xFF;
- const int v1_mask = 0x1F;
- const int v2_mask = 0x7;
- int idata = int(data * float(total_mask));
- v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));
- v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask));
+ // const uint total_mask = ~(0xFFFFFFFFu << TOTAL_BITS);
+ // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS);
+ // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS);
+ /* Same as above because some compiler are dumb af. and think we use mediump int. */
+ const int total_mask = 0xFF;
+ const int v1_mask = 0x1F;
+ const int v2_mask = 0x7;
+ int idata = int(data * float(total_mask));
+ v1 = float(idata & v1_mask) * (1.0 / float(v1_mask));
+ v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask));
}
float calculate_transparent_weight(float z, float alpha)
{
#if 0
- /* Eq 10 : Good for surfaces with varying opacity (like particles) */
- float a = min(1.0, alpha * 10.0) + 0.01;
- float b = -gl_FragCoord.z * 0.95 + 1.0;
- float w = a * a * a * 3e2 * b * b * b;
+ /* Eq 10 : Good for surfaces with varying opacity (like particles) */
+ float a = min(1.0, alpha * 10.0) + 0.01;
+ float b = -gl_FragCoord.z * 0.95 + 1.0;
+ float w = a * a * a * 3e2 * b * b * b;
#else
- /* Eq 7 put more emphasis on surfaces closer to the view. */
- // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */
- // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */
- // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */
- /* Same as eq 7, but optimized. */
- float a = abs(z) / 5.0;
- float b = abs(z) / 200.0;
- b *= b;
- float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */
+ /* Eq 7 put more emphasis on surfaces closer to the view. */
+ // float w = 10.0 / (1e-5 + pow(abs(z) / 5.0, 2.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 7 */
+ // float w = 10.0 / (1e-5 + pow(abs(z) / 10.0, 3.0) + pow(abs(z) / 200.0, 6.0)); /* Eq 8 */
+ // float w = 10.0 / (1e-5 + pow(abs(z) / 200.0, 4.0)); /* Eq 9 */
+ /* Same as eq 7, but optimized. */
+ float a = abs(z) / 5.0;
+ float b = abs(z) / 200.0;
+ b *= b;
+ float w = 10.0 / ((1e-5 + a * a) + b * (b * b)); /* Eq 7 */
#endif
- return alpha * clamp(w, 1e-2, 3e2);
+ return alpha * clamp(w, 1e-2, 3e2);
}
/* Special function only to be used with calculate_transparent_weight(). */
float linear_zdepth(float depth, vec4 viewvecs[3], mat4 proj_mat)
{
- if (proj_mat[3][3] == 0.0) {
- float d = 2.0 * depth - 1.0;
- return -proj_mat[3][2] / (d + proj_mat[2][2]);
- }
- else {
- /* Return depth from near plane. */
- return depth * viewvecs[1].z;
- }
+ if (proj_mat[3][3] == 0.0) {
+ float d = 2.0 * depth - 1.0;
+ return -proj_mat[3][2] / (d + proj_mat[2][2]);
+ }
+ else {
+ /* Return depth from near plane. */
+ return depth * viewvecs[1].z;
+ }
}
vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat)
{
- return (proj_mat[3][3] == 0.0)
- ? normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz)
- : vec3(0.0, 0.0, 1.0);
+ return (proj_mat[3][3] == 0.0) ? normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz) :
+ vec3(0.0, 0.0, 1.0);
}
vec2 matcap_uv_compute(vec3 I, vec3 N, bool flipped)
{
- /* Quick creation of an orthonormal basis */
- float a = 1.0 / (1.0 + I.z);
- float b = -I.x * I.y * a;
- vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);
- vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);
- vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));
- if (flipped) {
- matcap_uv.x = -matcap_uv.x;
- }
- return matcap_uv * 0.496 + 0.5;
+ /* Quick creation of an orthonormal basis */
+ float a = 1.0 / (1.0 + I.z);
+ float b = -I.x * I.y * a;
+ vec3 b1 = vec3(1.0 - I.x * I.x * a, b, -I.x);
+ vec3 b2 = vec3(b, 1.0 - I.y * I.y * a, -I.y);
+ vec2 matcap_uv = vec2(dot(b1, N), dot(b2, N));
+ if (flipped) {
+ matcap_uv.x = -matcap_uv.x;
+ }
+ return matcap_uv * 0.496 + 0.5;
}
float srgb_to_linearrgb(float c)
{
- if (c < 0.04045) {
- return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
- }
- else {
- return pow((c + 0.055) * (1.0 / 1.055), 2.4);
- }
+ if (c < 0.04045) {
+ return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
+ }
+ else {
+ return pow((c + 0.055) * (1.0 / 1.055), 2.4);
+ }
}
vec4 srgb_to_linearrgb(vec4 col_from)
{
- vec4 col_to;
- col_to.r = srgb_to_linearrgb(col_from.r);
- col_to.g = srgb_to_linearrgb(col_from.g);
- col_to.b = srgb_to_linearrgb(col_from.b);
- col_to.a = col_from.a;
- return col_to;
+ vec4 col_to;
+ col_to.r = srgb_to_linearrgb(col_from.r);
+ col_to.g = srgb_to_linearrgb(col_from.g);
+ col_to.b = srgb_to_linearrgb(col_from.b);
+ col_to.a = col_from.a;
+ return col_to;
}
vec4 workbench_sample_texture(sampler2D image, vec2 coord, bool srgb, bool nearest_sampling)
{
- vec2 tex_size = vec2(textureSize(image, 0).xy);
- /* TODO(fclem) We could do the same with sampler objects.
- * But this is a quick workaround instead of messing with the GPUTexture itself. */
- vec2 uv = nearest_sampling ? (floor(coord * tex_size) + 0.5) / tex_size : coord;
- vec4 color = texture(image, uv);
- return (srgb) ? srgb_to_linearrgb(color) : color;
+ vec2 tex_size = vec2(textureSize(image, 0).xy);
+ /* TODO(fclem) We could do the same with sampler objects.
+ * But this is a quick workaround instead of messing with the GPUTexture itself. */
+ vec2 uv = nearest_sampling ? (floor(coord * tex_size) + 0.5) / tex_size : coord;
+ vec4 color = texture(image, uv);
+ return (srgb) ? srgb_to_linearrgb(color) : color;
}