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Diffstat (limited to 'source/blender/draw/intern/shaders/common_view_lib.glsl')
-rw-r--r--source/blender/draw/intern/shaders/common_view_lib.glsl75
1 files changed, 30 insertions, 45 deletions
diff --git a/source/blender/draw/intern/shaders/common_view_lib.glsl b/source/blender/draw/intern/shaders/common_view_lib.glsl
index 6521476c3a7..90c1e0490b8 100644
--- a/source/blender/draw/intern/shaders/common_view_lib.glsl
+++ b/source/blender/draw/intern/shaders/common_view_lib.glsl
@@ -11,22 +11,10 @@
/* keep in sync with DRWManager.view_data */
layout(std140) uniform viewBlock
{
- /* Same order as DRWViewportMatrixType */
- mat4 ViewProjectionMatrix;
- mat4 ViewProjectionMatrixInverse;
mat4 ViewMatrix;
mat4 ViewMatrixInverse;
mat4 ProjectionMatrix;
mat4 ProjectionMatrixInverse;
-
- vec4 clipPlanes[6];
-
- /* View frustum corners [NDC(-1.0, -1.0, -1.0) & NDC(1.0, 1.0, 1.0)].
- * Fourth components are near and far values. */
- vec4 ViewVecs[2];
-
- /* TODO: move it elsewhere. */
- vec4 CameraTexCoFactors;
};
#endif /* USE_GPU_SHADER_CREATE_INFO */
@@ -37,12 +25,10 @@ layout(std140) uniform viewBlock
# endif
#endif
-#define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel)
+/* Not supported anymore. TODO(fclem): Add back support. */
+// #define IS_DEBUG_MOUSE_FRAGMENT (ivec2(gl_FragCoord) == drw_view.mouse_pixel)
#define IS_FIRST_INVOCATION (gl_GlobalInvocationID == uvec3(0))
-#define ViewNear (ViewVecs[0].w)
-#define ViewFar (ViewVecs[1].w)
-
#define cameraForward ViewMatrixInverse[2].xyz
#define cameraPos ViewMatrixInverse[3].xyz
vec3 cameraVec(vec3 P)
@@ -51,18 +37,13 @@ vec3 cameraVec(vec3 P)
}
#define viewCameraVec(vP) ((ProjectionMatrix[3][3] == 0.0) ? normalize(-vP) : vec3(0.0, 0.0, 1.0))
-#ifdef world_clip_planes_calc_clip_distance
-# undef world_clip_planes_calc_clip_distance
-# define world_clip_planes_calc_clip_distance(p) \
- _world_clip_planes_calc_clip_distance(p, clipPlanes)
-#endif
-
#ifdef COMMON_GLOBALS_LIB
/* TODO move to overlay engine. */
float mul_project_m4_v3_zfac(in vec3 co)
{
- return pixelFac * ((ViewProjectionMatrix[0][3] * co.x) + (ViewProjectionMatrix[1][3] * co.y) +
- (ViewProjectionMatrix[2][3] * co.z) + ViewProjectionMatrix[3][3]);
+ vec3 vP = (ViewMatrix * vec4(co, 1.0)).xyz;
+ return pixelFac * ((ProjectionMatrix[0][3] * vP.x) + (ProjectionMatrix[1][3] * vP.y) +
+ (ProjectionMatrix[2][3] * vP.z) + ProjectionMatrix[3][3]);
}
#endif
@@ -93,7 +74,7 @@ vec4 pack_line_data(vec2 frag_co, vec2 edge_start, vec2 edge_pos)
edge /= len;
vec2 perp = vec2(-edge.y, edge.x);
float dist = dot(perp, frag_co - edge_start);
- /* Add 0.1 to diffenrentiate with cleared pixels. */
+ /* Add 0.1 to differentiate with cleared pixels. */
return vec4(perp * 0.5 + 0.5, dist * 0.25 + 0.5 + 0.1, 1.0);
}
else {
@@ -228,7 +209,7 @@ layout(std140) uniform modelBlock
# ifndef USE_GPU_SHADER_CREATE_INFO
/* Intel GPU seems to suffer performance impact when the model matrix is in UBO storage.
* So for now we just force using the legacy path. */
-/* Note that this is also a workaround of a problem on osx (amd or nvidia)
+/* Note that this is also a workaround of a problem on OSX (AMD or NVIDIA)
* and older amd driver on windows. */
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
@@ -267,13 +248,14 @@ uniform mat4 ModelMatrixInverse;
#define normal_world_to_view(n) (mat3(ViewMatrix) * n)
#define normal_view_to_world(n) (mat3(ViewMatrixInverse) * n)
-#define point_object_to_ndc(p) (ViewProjectionMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0))
+#define point_object_to_ndc(p) \
+ (ProjectionMatrix * (ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)))
#define point_object_to_view(p) ((ViewMatrix * vec4((ModelMatrix * vec4(p, 1.0)).xyz, 1.0)).xyz)
#define point_object_to_world(p) ((ModelMatrix * vec4(p, 1.0)).xyz)
#define point_view_to_ndc(p) (ProjectionMatrix * vec4(p, 1.0))
#define point_view_to_object(p) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(p, 1.0))).xyz)
#define point_view_to_world(p) ((ViewMatrixInverse * vec4(p, 1.0)).xyz)
-#define point_world_to_ndc(p) (ViewProjectionMatrix * vec4(p, 1.0))
+#define point_world_to_ndc(p) (ProjectionMatrix * (ViewMatrix * vec4(p, 1.0)))
#define point_world_to_object(p) ((ModelMatrixInverse * vec4(p, 1.0)).xyz)
#define point_world_to_view(p) ((ViewMatrix * vec4(p, 1.0)).xyz)
@@ -314,24 +296,26 @@ float buffer_depth(bool is_persp, float z, float zf, float zn)
float get_view_z_from_depth(float depth)
{
+ float d = 2.0 * depth - 1.0;
if (ProjectionMatrix[3][3] == 0.0) {
- float d = 2.0 * depth - 1.0;
- return -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
+ d = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
}
else {
- return ViewVecs[0].z + depth * ViewVecs[1].z;
+ d = (d - ProjectionMatrix[3][2]) / ProjectionMatrix[2][2];
}
+ return d;
}
float get_depth_from_view_z(float z)
{
+ float d;
if (ProjectionMatrix[3][3] == 0.0) {
- float d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
- return d * 0.5 + 0.5;
+ d = (-ProjectionMatrix[3][2] / z) - ProjectionMatrix[2][2];
}
else {
- return (z - ViewVecs[0].z) / ViewVecs[1].z;
+ d = ProjectionMatrix[2][2] * z + ProjectionMatrix[3][2];
}
+ return d * 0.5 + 0.5;
}
vec2 get_uvs_from_view(vec3 view)
@@ -342,12 +326,9 @@ vec2 get_uvs_from_view(vec3 view)
vec3 get_view_space_from_depth(vec2 uvcoords, float depth)
{
- if (ProjectionMatrix[3][3] == 0.0) {
- return vec3(ViewVecs[0].xy + uvcoords * ViewVecs[1].xy, 1.0) * get_view_z_from_depth(depth);
- }
- else {
- return ViewVecs[0].xyz + vec3(uvcoords, depth) * ViewVecs[1].xyz;
- }
+ vec3 ndc = vec3(uvcoords, depth) * 2.0 - 1.0;
+ vec4 p = ProjectionMatrixInverse * vec4(ndc, 1.0);
+ return p.xyz / p.w;
}
vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
@@ -355,14 +336,18 @@ vec3 get_world_space_from_depth(vec2 uvcoords, float depth)
return (ViewMatrixInverse * vec4(get_view_space_from_depth(uvcoords, depth), 1.0)).xyz;
}
-vec3 get_view_vector_from_screen_uv(vec2 uv)
+vec3 get_view_vector_from_screen_uv(vec2 uvcoords)
{
if (ProjectionMatrix[3][3] == 0.0) {
- return normalize(vec3(ViewVecs[0].xy + uv * ViewVecs[1].xy, 1.0));
- }
- else {
- return vec3(0.0, 0.0, 1.0);
+ vec2 ndc = vec2(uvcoords * 2.0 - 1.0);
+ /* This is the manual inversion of the ProjectionMatrix. */
+ vec3 vV = vec3((-ndc - ProjectionMatrix[2].xy) /
+ vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]),
+ -ProjectionMatrix[2][2] - ProjectionMatrix[3][2]);
+ return normalize(vV);
}
+ /* Orthographic case. */
+ return vec3(0.0, 0.0, 1.0);
}
#endif /* COMMON_VIEW_LIB_GLSL */