Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/draw/engines/workbench')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl13
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl5
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh28
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl2
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh136
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl4
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl8
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl2
-rw-r--r--source/blender/draw/engines/workbench/workbench_shader_shared.h48
13 files changed, 20 insertions, 246 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 9b142fe56b5..8cbc8608f5b 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_common_lib.glsl
@@ -3,6 +3,10 @@
#define CAVITY_BUFFER_RANGE 4.0
+#ifdef WORKBENCH_ENCODE_NORMALS
+
+# define WB_Normal vec2
+
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
vec3 workbench_normal_decode(vec4 enc)
@@ -18,7 +22,7 @@ vec3 workbench_normal_decode(vec4 enc)
/* From http://aras-p.info/texts/CompactNormalStorage.html
* Using Method #4: Spheremap Transform */
-vec2 workbench_normal_encode(bool front_face, vec3 n)
+WB_Normal workbench_normal_encode(bool front_face, vec3 n)
{
n = normalize(front_face ? n : -n);
float p = sqrt(n.z * 8.0 + 8.0);
@@ -26,6 +30,13 @@ vec2 workbench_normal_encode(bool front_face, vec3 n)
return n.xy;
}
+#else
+# define WB_Normal vec3
+/* Well just do nothing... */
+# define workbench_normal_encode(f, a) (a)
+# define workbench_normal_decode(a) (a.xyz)
+#endif /* WORKBENCH_ENCODE_NORMALS */
+
/* Encoding into the alpha of a RGBA16F texture. (10bit mantissa) */
#define TARGET_BITCOUNT 8u
#define METALLIC_BITS 3u /* Metallic channel is less important. */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
index c784c8b2db9..2e229d4d83a 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_data_lib.glsl
@@ -1,5 +1,3 @@
-
-#ifndef WORKBENCH_SHADER_SHARED_H
struct LightData {
vec4 direction;
vec4 specular_color;
@@ -39,10 +37,9 @@ struct WorldData {
int _pad2;
};
-# define viewport_size_inv viewport_size.zw
+#define viewport_size_inv viewport_size.zw
layout(std140) uniform world_block
{
WorldData world_data;
};
-#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
index 0b571040df5..328d50e69e0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_frag.glsl
@@ -4,8 +4,6 @@
#pragma BLENDER_REQUIRE(workbench_cavity_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_curvature_lib.glsl)
-#ifndef DRW_SHADER_SHARED_H
-
uniform sampler2D depthBuffer;
uniform sampler2D normalBuffer;
uniform usampler2D objectIdBuffer;
@@ -14,8 +12,6 @@ in vec4 uvcoordsvar;
out vec4 fragColor;
-#endif
-
void main()
{
float cavity = 0.0, edges = 0.0, curvature = 0.0;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
deleted file mode 100644
index 31e5f5e7641..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_effect_cavity_info.hh
+++ /dev/null
@@ -1,28 +0,0 @@
-
-#include "gpu_shader_create_info.hh"
-
-GPU_SHADER_CREATE_INFO(workbench_effect_cavity_common)
- .fragment_out(0, Type::VEC4, "fragColor")
- .sampler(0, ImageType::FLOAT_2D, "depthBuffer")
- .sampler(1, ImageType::FLOAT_2D, "normalBuffer")
- .sampler(2, ImageType::UINT_2D, "objectIdBuffer")
- .uniform_buf(3, "vec4", "samples_coords[512]")
- .fragment_source("workbench_effect_cavity_frag.glsl")
- .additional_info("draw_fullscreen")
- .additional_info("draw_view");
-
-GPU_SHADER_CREATE_INFO(workbench_effect_cavity)
- .do_static_compilation(true)
- .define("USE_CAVITY")
- .additional_info("workbench_effect_cavity_common");
-
-GPU_SHADER_CREATE_INFO(workbench_effect_curvature)
- .do_static_compilation(true)
- .define("USE_CURVATURE")
- .additional_info("workbench_effect_cavity_common");
-
-GPU_SHADER_CREATE_INFO(workbench_effect_cavity_curvature)
- .do_static_compilation(true)
- .define("USE_CAVITY")
- .define("USE_CURVATURE")
- .additional_info("workbench_effect_cavity_common");
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
index 49e3f57ab2e..57d648d3565 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_image_lib.glsl
@@ -25,14 +25,12 @@ bool node_tex_tile_lookup(inout vec3 co, sampler2DArray ima, sampler1DArray map)
return true;
}
-#ifndef WORKBENCH_SHADER_SHARED_H
uniform sampler2DArray imageTileArray;
uniform sampler1DArray imageTileData;
uniform sampler2D imageTexture;
uniform float imageTransparencyCutoff = 0.1;
uniform bool imagePremult;
-#endif
vec3 workbench_image_color(vec2 uvs)
{
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
index 7a3ebc4035e..6d24b001d4d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_frag.glsl
@@ -4,11 +4,9 @@
#pragma BLENDER_REQUIRE(workbench_common_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
layout(location = 0) out vec4 materialData;
-layout(location = 1) out vec2 normalData;
+layout(location = 1) out WB_Normal normalData;
layout(location = 2) out uint objectId;
-#endif
uniform bool useMatcap = false;
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
index c3faa3957ef..3e1ea14f47c 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_hair_vert.glsl
@@ -5,10 +5,8 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
uniform samplerBuffer ac; /* active color layer */
uniform samplerBuffer au; /* active texture layer */
-#endif
/* From http://libnoise.sourceforge.net/noisegen/index.html */
float integer_noise(int n)
@@ -73,10 +71,8 @@ void main()
normal_interp = normalize(normal_world_to_view(nor));
-#ifndef WORKBENCH_SHADER_SHARED_H
-# ifdef OPAQUE_MATERIAL
+#ifdef OPAQUE_MATERIAL
float metallic, roughness;
-# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh b/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
deleted file mode 100644
index 1dd706c9460..00000000000
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_info.hh
+++ /dev/null
@@ -1,136 +0,0 @@
-
-#include "gpu_shader_create_info.hh"
-
-/* -------------------------------------------------------------------- */
-/** \name Object Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_mesh)
- .vertex_in(0, Type::VEC3, "pos")
- .vertex_in(1, Type::VEC3, "nor")
- .vertex_in(2, Type::VEC4, "ac")
- .vertex_in(3, Type::VEC2, "au")
- .vertex_source("workbench_prepass_vert.glsl")
- .additional_info("draw_mesh");
-
-GPU_SHADER_CREATE_INFO(workbench_hair)
- .sampler(0, ImageType::FLOAT_BUFFER, "ac", Frequency::BATCH)
- .sampler(1, ImageType::FLOAT_BUFFER, "au", Frequency::BATCH)
- .vertex_source("workbench_prepass_hair_vert.glsl")
- .additional_info("draw_hair");
-
-GPU_SHADER_CREATE_INFO(workbench_pointcloud)
- .vertex_source("workbench_prepass_pointcloud_vert.glsl")
- .additional_info("draw_pointcloud");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Texture Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_texture_none).define("TEXTURE_NONE");
-
-GPU_SHADER_CREATE_INFO(workbench_texture_single)
- .sampler(2, ImageType::FLOAT_2D, "imageTexture", Frequency::BATCH)
- .push_constant(1, Type::BOOL, "imagePremult")
- .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
- .define("V3D_SHADING_TEXTURE_COLOR");
-
-GPU_SHADER_CREATE_INFO(workbench_texture_tile)
- .sampler(2, ImageType::FLOAT_2D_ARRAY, "imageTileArray", Frequency::BATCH)
- .sampler(3, ImageType::FLOAT_1D_ARRAY, "imageTileData", Frequency::BATCH)
- .push_constant(1, Type::BOOL, "imagePremult")
- .push_constant(2, Type::FLOAT, "imageTransparencyCutoff")
- .define("TEXTURE_IMAGE_ARRAY");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Lighting Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_lighting_studio).define("V3D_LIGHTING_STUDIO");
-GPU_SHADER_CREATE_INFO(workbench_lighting_matcap).define("V3D_LIGHTING_MATCAP");
-GPU_SHADER_CREATE_INFO(workbench_lighting_flat).define("V3D_LIGHTING_FLAT");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Material Interface
- * \{ */
-
-GPU_SHADER_INTERFACE_INFO(workbench_material_iface, "")
- .smooth(Type::VEC3, "normal_interp")
- .smooth(Type::VEC3, "color_interp")
- .smooth(Type::FLOAT, "alpha_interp")
- .smooth(Type::VEC2, "uv_interp")
- .flat(Type::INT, "object_id")
- .flat(Type::FLOAT, "roughness")
- .flat(Type::FLOAT, "metallic");
-
-GPU_SHADER_CREATE_INFO(workbench_material).vertex_out(workbench_material_iface);
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Pipeline Type
- * \{ */
-
-GPU_SHADER_CREATE_INFO(workbench_transparent_accum)
- /* Note: Blending will be skipped on objectId because output is a
- non-normalized integer buffer. */
- .fragment_out(0, Type::VEC4, "transparentAccum")
- .fragment_out(1, Type::VEC4, "revealageAccum")
- .fragment_out(2, Type::UINT, "objectId")
- .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
- .typedef_source("workbench_shader_shared.h")
- .fragment_source("workbench_transparent_accum_frag.glsl")
- .additional_info("workbench_material");
-
-GPU_SHADER_CREATE_INFO(workbench_opaque)
- .fragment_out(0, Type::VEC4, "materialData")
- .fragment_out(1, Type::VEC2, "normalData")
- .fragment_out(2, Type::UINT, "objectId")
- .uniform_buf(4, "WorldData", "world_data", Frequency::PASS)
- .typedef_source("workbench_shader_shared.h")
- .fragment_source("workbench_prepass_frag.glsl")
- .additional_info("workbench_material");
-
-/** \} */
-
-/* -------------------------------------------------------------------- */
-/** \name Variations Declaration
- * \{ */
-
-#define WORKBENCH_SURFACETYPE_VARIATIONS(prefix, ...) \
- GPU_SHADER_CREATE_INFO(prefix##_mesh) \
- .additional_info("workbench_mesh", __VA_ARGS__) \
- .do_static_compilation(true); \
- GPU_SHADER_CREATE_INFO(prefix##_hair) \
- .additional_info("workbench_hair", __VA_ARGS__) \
- .do_static_compilation(true); \
- GPU_SHADER_CREATE_INFO(prefix##_ptcloud) \
- .additional_info("workbench_pointcloud", __VA_ARGS__) \
- .do_static_compilation(true);
-
-#define WORKBENCH_PIPELINE_VARIATIONS(prefix, ...) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_studio, \
- "workbench_transparent_accum", \
- "workbench_lighting_studio", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_matcap, \
- "workbench_transparent_accum", \
- "workbench_lighting_matcap", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_transp_flat, \
- "workbench_transparent_accum", \
- "workbench_lighting_flat", \
- __VA_ARGS__) \
- WORKBENCH_SURFACETYPE_VARIATIONS(prefix##_opaque, "workbench_opaque", __VA_ARGS__)
-
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_none, "workbench_texture_none")
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_single, "workbench_texture_single")
-WORKBENCH_PIPELINE_VARIATIONS(workbench_tex_tile, "workbench_texture_tile")
-
-/** \} */
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
index 8efe10b8236..6f61874b8f5 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_pointcloud_vert.glsl
@@ -21,10 +21,8 @@ void main()
uv_interp = vec2(0.0);
-#ifndef WORKBENCH_SHADER_SHARED_H
-# ifdef OPAQUE_MATERIAL
+#ifdef OPAQUE_MATERIAL
float metallic, roughness;
-# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
index 1f6a8a63944..1192081caf1 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_prepass_vert.glsl
@@ -5,12 +5,10 @@
#pragma BLENDER_REQUIRE(workbench_material_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_image_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
in vec3 pos;
in vec3 nor;
in vec4 ac; /* active color */
in vec2 au; /* active texture layer */
-#endif
void main()
{
@@ -25,10 +23,8 @@ void main()
normal_interp = normalize(normal_object_to_view(nor));
-#ifndef WORKBENCH_SHADER_SHARED_H
-# ifdef OPAQUE_MATERIAL
+#ifdef OPAQUE_MATERIAL
float metallic, roughness;
-# endif
#endif
workbench_material_data_get(resource_handle, color_interp, alpha_interp, roughness, metallic);
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
index 178e61c8a8d..6bfa351aeb0 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_shader_interface_lib.glsl
@@ -1,17 +1,15 @@
-#ifndef WORKBENCH_SHADER_SHARED_H
IN_OUT ShaderStageInterface
{
vec3 normal_interp;
vec3 color_interp;
float alpha_interp;
vec2 uv_interp;
-# ifdef TRANSPARENT_MATERIAL
+#ifdef TRANSPARENT_MATERIAL
flat float roughness;
flat float metallic;
-# else
+#else
flat float packed_rough_metal;
-# endif
+#endif
flat int object_id;
};
-#endif
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
index 0062cbe17a2..3f113fd4b2e 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_transparent_accum_frag.glsl
@@ -6,7 +6,6 @@
#pragma BLENDER_REQUIRE(workbench_matcap_lib.glsl)
#pragma BLENDER_REQUIRE(workbench_world_light_lib.glsl)
-#ifndef WORKBENCH_SHADER_SHARED_H
/* Revealage is actually stored in transparentAccum alpha channel.
* This is a workaround to older hardware not having separate blend equation per render target. */
layout(location = 0) out vec4 transparentAccum;
@@ -14,7 +13,6 @@ layout(location = 1) out vec4 revealageAccum;
/* NOTE: Blending will be skipped on objectId because output is a non-normalized integer buffer. */
layout(location = 2) out uint objectId;
-#endif
/* Special function only to be used with calculate_transparent_weight(). */
float linear_zdepth(float depth, vec4 viewvecs[2], mat4 proj_mat)
diff --git a/source/blender/draw/engines/workbench/workbench_shader_shared.h b/source/blender/draw/engines/workbench/workbench_shader_shared.h
deleted file mode 100644
index 42d38e54d9a..00000000000
--- a/source/blender/draw/engines/workbench/workbench_shader_shared.h
+++ /dev/null
@@ -1,48 +0,0 @@
-
-#ifndef GPU_SHADER
-# include "gpu_shader_shared_utils.h"
-#endif
-
-#define WORKBENCH_SHADER_SHARED_H
-
-struct LightData {
- float4 direction;
- float4 specular_color;
- float4 diffuse_color_wrap; /* rgb: diffuse col a: wrapped lighting factor */
-};
-
-struct WorldData {
- float4 viewport_size;
- float4 object_outline_color;
- float4 shadow_direction_vs;
- float shadow_focus;
- float shadow_shift;
- float shadow_mul;
- float shadow_add;
- /* - 16 bytes alignment - */
- LightData lights[4];
- float4 ambient_color;
-
- int cavity_sample_start;
- int cavity_sample_end;
- float cavity_sample_count_inv;
- float cavity_jitter_scale;
-
- float cavity_valley_factor;
- float cavity_ridge_factor;
- float cavity_attenuation;
- float cavity_distance;
-
- float curvature_ridge;
- float curvature_valley;
- float ui_scale;
- float _pad0;
-
- int matcap_orientation;
- bool use_specular;
- int _pad1;
- int _pad2;
-};
-
-#define viewport_size_inv viewport_size.zw
-#define packed_rough_metal roughness