diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 4304 |
1 files changed, 2301 insertions, 2003 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 034f93cc273..545629dbfa0 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -13,1468 +13,1680 @@ uniform mat4 ModelMatrixInverse; float convert_rgba_to_float(vec4 color) { - return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); + return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); } float exp_blender(float f) { - return pow(2.71828182846, f); + return pow(2.71828182846, f); } float compatible_pow(float x, float y) { - if (y == 0.0) /* x^0 -> 1, including 0^0 */ - return 1.0; + if (y == 0.0) /* x^0 -> 1, including 0^0 */ + return 1.0; - /* glsl pow doesn't accept negative x */ - if (x < 0.0) { - if (mod(-y, 2.0) == 0.0) - return pow(-x, y); - else - return -pow(-x, y); - } - else if (x == 0.0) - return 0.0; + /* glsl pow doesn't accept negative x */ + if (x < 0.0) { + if (mod(-y, 2.0) == 0.0) + return pow(-x, y); + else + return -pow(-x, y); + } + else if (x == 0.0) + return 0.0; - return pow(x, y); + return pow(x, y); } void rgb_to_hsv(vec4 rgb, out vec4 outcol) { - float cmax, cmin, h, s, v, cdelta; - vec3 c; + float cmax, cmin, h, s, v, cdelta; + vec3 c; - cmax = max(rgb[0], max(rgb[1], rgb[2])); - cmin = min(rgb[0], min(rgb[1], rgb[2])); - cdelta = cmax - cmin; + cmax = max(rgb[0], max(rgb[1], rgb[2])); + cmin = min(rgb[0], min(rgb[1], rgb[2])); + cdelta = cmax - cmin; - v = cmax; - if (cmax != 0.0) - s = cdelta / cmax; - else { - s = 0.0; - h = 0.0; - } + v = cmax; + if (cmax != 0.0) + s = cdelta / cmax; + else { + s = 0.0; + h = 0.0; + } - if (s == 0.0) { - h = 0.0; - } - else { - c = (vec3(cmax) - rgb.xyz) / cdelta; + if (s == 0.0) { + h = 0.0; + } + else { + c = (vec3(cmax) - rgb.xyz) / cdelta; - if (rgb.x == cmax) h = c[2] - c[1]; - else if (rgb.y == cmax) h = 2.0 + c[0] - c[2]; - else h = 4.0 + c[1] - c[0]; + if (rgb.x == cmax) + h = c[2] - c[1]; + else if (rgb.y == cmax) + h = 2.0 + c[0] - c[2]; + else + h = 4.0 + c[1] - c[0]; - h /= 6.0; + h /= 6.0; - if (h < 0.0) - h += 1.0; - } + if (h < 0.0) + h += 1.0; + } - outcol = vec4(h, s, v, rgb.w); + outcol = vec4(h, s, v, rgb.w); } void hsv_to_rgb(vec4 hsv, out vec4 outcol) { - float i, f, p, q, t, h, s, v; - vec3 rgb; - - h = hsv[0]; - s = hsv[1]; - v = hsv[2]; - - if (s == 0.0) { - rgb = vec3(v, v, v); - } - else { - if (h == 1.0) - h = 0.0; - - h *= 6.0; - i = floor(h); - f = h - i; - rgb = vec3(f, f, f); - p = v * (1.0 - s); - q = v * (1.0 - (s * f)); - t = v * (1.0 - (s * (1.0 - f))); - - if (i == 0.0) rgb = vec3(v, t, p); - else if (i == 1.0) rgb = vec3(q, v, p); - else if (i == 2.0) rgb = vec3(p, v, t); - else if (i == 3.0) rgb = vec3(p, q, v); - else if (i == 4.0) rgb = vec3(t, p, v); - else rgb = vec3(v, p, q); - } - - outcol = vec4(rgb, hsv.w); + float i, f, p, q, t, h, s, v; + vec3 rgb; + + h = hsv[0]; + s = hsv[1]; + v = hsv[2]; + + if (s == 0.0) { + rgb = vec3(v, v, v); + } + else { + if (h == 1.0) + h = 0.0; + + h *= 6.0; + i = floor(h); + f = h - i; + rgb = vec3(f, f, f); + p = v * (1.0 - s); + q = v * (1.0 - (s * f)); + t = v * (1.0 - (s * (1.0 - f))); + + if (i == 0.0) + rgb = vec3(v, t, p); + else if (i == 1.0) + rgb = vec3(q, v, p); + else if (i == 2.0) + rgb = vec3(p, v, t); + else if (i == 3.0) + rgb = vec3(p, q, v); + else if (i == 4.0) + rgb = vec3(t, p, v); + else + rgb = vec3(v, p, q); + } + + outcol = vec4(rgb, hsv.w); } 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); } float linearrgb_to_srgb(float c) { - if (c < 0.0031308) - return (c < 0.0) ? 0.0 : c * 12.92; - else - return 1.055 * pow(c, 1.0 / 2.4) - 0.055; + if (c < 0.0031308) + return (c < 0.0) ? 0.0 : c * 12.92; + else + return 1.055 * pow(c, 1.0 / 2.4) - 0.055; } void srgb_to_linearrgb(vec4 col_from, out 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; + 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; } void linearrgb_to_srgb(vec4 col_from, out vec4 col_to) { - col_to.r = linearrgb_to_srgb(col_from.r); - col_to.g = linearrgb_to_srgb(col_from.g); - col_to.b = linearrgb_to_srgb(col_from.b); - col_to.a = col_from.a; + col_to.r = linearrgb_to_srgb(col_from.r); + col_to.g = linearrgb_to_srgb(col_from.g); + col_to.b = linearrgb_to_srgb(col_from.b); + col_to.a = col_from.a; } void color_to_normal_new_shading(vec3 color, out vec3 normal) { - normal = vec3(2.0) * color - vec3(1.0); + normal = vec3(2.0) * color - vec3(1.0); } void color_to_blender_normal_new_shading(vec3 color, out vec3 normal) { - normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0); + normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0); } #ifndef M_PI -#define M_PI 3.14159265358979323846 +# define M_PI 3.14159265358979323846 #endif #ifndef M_1_PI -#define M_1_PI 0.318309886183790671538 +# define M_1_PI 0.318309886183790671538 #endif /*********** SHADER NODES ***************/ -void particle_info( - vec4 sprops, vec4 loc, vec3 vel, vec3 avel, - out float index, out float random, out float age, - out float life_time, out vec3 location, - out float size, out vec3 velocity, out vec3 angular_velocity) -{ - index = sprops.x; - random = loc.w; - age = sprops.y; - life_time = sprops.z; - size = sprops.w; - - location = loc.xyz; - velocity = vel; - angular_velocity = avel; +void particle_info(vec4 sprops, + vec4 loc, + vec3 vel, + vec3 avel, + out float index, + out float random, + out float age, + out float life_time, + out vec3 location, + out float size, + out vec3 velocity, + out vec3 angular_velocity) +{ + index = sprops.x; + random = loc.w; + age = sprops.y; + life_time = sprops.z; + size = sprops.w; + + location = loc.xyz; + velocity = vel; + angular_velocity = avel; } void vect_normalize(vec3 vin, out vec3 vout) { - vout = normalize(vin); + vout = normalize(vin); } void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) { - vout = (mat * vec4(vin, 0.0)).xyz; + vout = (mat * vec4(vin, 0.0)).xyz; } void mat3_mul(vec3 vin, mat3 mat, out vec3 vout) { - vout = mat * vin; + vout = mat * vin; } void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) { - vout = (mat * vec4(vin, 1.0)).xyz; + vout = (mat * vec4(vin, 1.0)).xyz; } void point_texco_remap_square(vec3 vin, out vec3 vout) { - vout = vin * 2.0 - 1.0; + vout = vin * 2.0 - 1.0; } void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout) { - vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy); - vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy); + vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy); + vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy); } void point_map_to_sphere(vec3 vin, out vec3 vout) { - float len = length(vin); - float v, u; - if (len > 0.0) { - if (vin.x == 0.0 && vin.y == 0.0) - u = 0.0; - else - u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0; + float len = length(vin); + float v, u; + if (len > 0.0) { + if (vin.x == 0.0 && vin.y == 0.0) + u = 0.0; + else + u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0; - v = 1.0 - acos(vin.z / len) / M_PI; - } - else - v = u = 0.0; + v = 1.0 - acos(vin.z / len) / M_PI; + } + else + v = u = 0.0; - vout = vec3(u, v, 0.0); + vout = vec3(u, v, 0.0); } void point_map_to_tube(vec3 vin, out vec3 vout) { - float u, v; - v = (vin.z + 1.0) * 0.5; - float len = sqrt(vin.x * vin.x + vin.y * vin[1]); - if (len > 0.0) - u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5; - else - v = u = 0.0; + float u, v; + v = (vin.z + 1.0) * 0.5; + float len = sqrt(vin.x * vin.x + vin.y * vin[1]); + if (len > 0.0) + u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5; + else + v = u = 0.0; - vout = vec3(u, v, 0.0); + vout = vec3(u, v, 0.0); } -void mapping(vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec) +void mapping( + vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec) { - mat4 mat = mat4(m0, m1, m2, m3); - outvec = (mat * vec4(vec, 1.0)).xyz; - outvec = clamp(outvec, minvec, maxvec); + mat4 mat = mat4(m0, m1, m2, m3); + outvec = (mat * vec4(vec, 1.0)).xyz; + outvec = clamp(outvec, minvec, maxvec); } void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist) { - outdepth = abs(co.z); - outdist = length(co); - outview = normalize(co); + outdepth = abs(co.z); + outdist = length(co); + outview = normalize(co); } void math_add(float val1, float val2, out float outval) { - outval = val1 + val2; + outval = val1 + val2; } void math_subtract(float val1, float val2, out float outval) { - outval = val1 - val2; + outval = val1 - val2; } void math_multiply(float val1, float val2, out float outval) { - outval = val1 * val2; + outval = val1 * val2; } void math_divide(float val1, float val2, out float outval) { - if (val2 == 0.0) - outval = 0.0; - else - outval = val1 / val2; + if (val2 == 0.0) + outval = 0.0; + else + outval = val1 / val2; } void math_sine(float val, out float outval) { - outval = sin(val); + outval = sin(val); } void math_cosine(float val, out float outval) { - outval = cos(val); + outval = cos(val); } void math_tangent(float val, out float outval) { - outval = tan(val); + outval = tan(val); } void math_asin(float val, out float outval) { - if (val <= 1.0 && val >= -1.0) - outval = asin(val); - else - outval = 0.0; + if (val <= 1.0 && val >= -1.0) + outval = asin(val); + else + outval = 0.0; } void math_acos(float val, out float outval) { - if (val <= 1.0 && val >= -1.0) - outval = acos(val); - else - outval = 0.0; + if (val <= 1.0 && val >= -1.0) + outval = acos(val); + else + outval = 0.0; } void math_atan(float val, out float outval) { - outval = atan(val); + outval = atan(val); } void math_pow(float val1, float val2, out float outval) { - if (val1 >= 0.0) { - outval = compatible_pow(val1, val2); - } - else { - float val2_mod_1 = mod(abs(val2), 1.0); + if (val1 >= 0.0) { + outval = compatible_pow(val1, val2); + } + else { + float val2_mod_1 = mod(abs(val2), 1.0); - if (val2_mod_1 > 0.999 || val2_mod_1 < 0.001) - outval = compatible_pow(val1, floor(val2 + 0.5)); - else - outval = 0.0; - } + if (val2_mod_1 > 0.999 || val2_mod_1 < 0.001) + outval = compatible_pow(val1, floor(val2 + 0.5)); + else + outval = 0.0; + } } void math_log(float val1, float val2, out float outval) { - if (val1 > 0.0 && val2 > 0.0) - outval = log2(val1) / log2(val2); - else - outval = 0.0; + if (val1 > 0.0 && val2 > 0.0) + outval = log2(val1) / log2(val2); + else + outval = 0.0; } void math_max(float val1, float val2, out float outval) { - outval = max(val1, val2); + outval = max(val1, val2); } void math_min(float val1, float val2, out float outval) { - outval = min(val1, val2); + outval = min(val1, val2); } void math_round(float val, out float outval) { - outval = floor(val + 0.5); + outval = floor(val + 0.5); } void math_less_than(float val1, float val2, out float outval) { - if (val1 < val2) - outval = 1.0; - else - outval = 0.0; + if (val1 < val2) + outval = 1.0; + else + outval = 0.0; } void math_greater_than(float val1, float val2, out float outval) { - if (val1 > val2) - outval = 1.0; - else - outval = 0.0; + if (val1 > val2) + outval = 1.0; + else + outval = 0.0; } void math_modulo(float val1, float val2, out float outval) { - if (val2 == 0.0) - outval = 0.0; - else - outval = mod(val1, val2); + if (val2 == 0.0) + outval = 0.0; + else + outval = mod(val1, val2); - /* change sign to match C convention, mod in GLSL will take absolute for negative numbers, - * see https://www.opengl.org/sdk/docs/man/html/mod.xhtml */ - outval = (val1 > 0.0) ? outval : outval - val2; + /* change sign to match C convention, mod in GLSL will take absolute for negative numbers, + * see https://www.opengl.org/sdk/docs/man/html/mod.xhtml */ + outval = (val1 > 0.0) ? outval : outval - val2; } void math_abs(float val1, out float outval) { - outval = abs(val1); + outval = abs(val1); } void math_atan2(float val1, float val2, out float outval) { - outval = atan(val1, val2); + outval = atan(val1, val2); } void math_floor(float val, out float outval) { - outval = floor(val); + outval = floor(val); } void math_ceil(float val, out float outval) { - outval = ceil(val); + outval = ceil(val); } void math_fract(float val, out float outval) { - outval = val - floor(val); + outval = val - floor(val); } void math_sqrt(float val, out float outval) { - if (val > 0.0) - outval = sqrt(val); - else - outval = 0.0; + if (val > 0.0) + outval = sqrt(val); + else + outval = 0.0; } void squeeze(float val, float width, float center, out float outval) { - outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width))); + outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width))); } void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { - outvec = v1 + v2; - outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; + outvec = v1 + v2; + outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; } void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { - outvec = v1 - v2; - outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; + outvec = v1 - v2; + outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; } void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { - outvec = v1 + v2; - outval = length(outvec); - outvec = normalize(outvec); + outvec = v1 + v2; + outval = length(outvec); + outvec = normalize(outvec); } void vec_math_mix(float strength, vec3 v1, vec3 v2, out vec3 outvec) { - outvec = strength * v1 + (1 - strength) * v2; + outvec = strength * v1 + (1 - strength) * v2; } void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { - outvec = vec3(0); - outval = dot(v1, v2); + outvec = vec3(0); + outval = dot(v1, v2); } void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { - outvec = cross(v1, v2); - outval = length(outvec); - outvec /= outval; + outvec = cross(v1, v2); + outval = length(outvec); + outvec /= outval; } void vec_math_normalize(vec3 v, out vec3 outvec, out float outval) { - outval = length(v); - outvec = normalize(v); + outval = length(v); + outvec = normalize(v); } void vec_math_negate(vec3 v, out vec3 outv) { - outv = -v; + outv = -v; } void invert_z(vec3 v, out vec3 outv) { - v.z = -v.z; - outv = v; + v.z = -v.z; + outv = v; } void normal_new_shading(vec3 nor, vec3 dir, out vec3 outnor, out float outdot) { - outnor = dir; - outdot = dot(normalize(nor), dir); + outnor = dir; + outdot = dot(normalize(nor), dir); } void curves_vec(float fac, vec3 vec, sampler1DArray curvemap, float layer, out vec3 outvec) { - vec4 co = vec4(vec * 0.5 + 0.5, layer); - outvec.x = texture(curvemap, co.xw).x; - outvec.y = texture(curvemap, co.yw).y; - outvec.z = texture(curvemap, co.zw).z; - outvec = mix(vec, outvec, fac); + vec4 co = vec4(vec * 0.5 + 0.5, layer); + outvec.x = texture(curvemap, co.xw).x; + outvec.y = texture(curvemap, co.yw).y; + outvec.z = texture(curvemap, co.zw).z; + outvec = mix(vec, outvec, fac); } /* ext is vec4(in_x, in_dy, out_x, out_dy). */ float curve_extrapolate(float x, float y, vec4 ext) { - if (x < 0.0) { - return y + x * ext.y; - } - else if (x > 1.0) { - return y + (x - 1.0) * ext.w; - } - else { - return y; - } + if (x < 0.0) { + return y + x * ext.y; + } + else if (x > 1.0) { + return y + (x - 1.0) * ext.w; + } + else { + return y; + } } #define RANGE_RESCALE(x, min, range) ((x - min) * range) -void curves_rgb( - float fac, vec4 col, sampler1DArray curvemap, float layer, - vec4 range, vec4 ext_r, vec4 ext_g, vec4 ext_b, vec4 ext_a, - out vec4 outcol) +void curves_rgb(float fac, + vec4 col, + sampler1DArray curvemap, + float layer, + vec4 range, + vec4 ext_r, + vec4 ext_g, + vec4 ext_b, + vec4 ext_a, + out vec4 outcol) { - vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer); - vec3 samp; - samp.r = texture(curvemap, co.xw).a; - samp.g = texture(curvemap, co.yw).a; - samp.b = texture(curvemap, co.zw).a; + vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer); + vec3 samp; + samp.r = texture(curvemap, co.xw).a; + samp.g = texture(curvemap, co.yw).a; + samp.b = texture(curvemap, co.zw).a; - samp.r = curve_extrapolate(co.x, samp.r, ext_a); - samp.g = curve_extrapolate(co.y, samp.g, ext_a); - samp.b = curve_extrapolate(co.z, samp.b, ext_a); + samp.r = curve_extrapolate(co.x, samp.r, ext_a); + samp.g = curve_extrapolate(co.y, samp.g, ext_a); + samp.b = curve_extrapolate(co.z, samp.b, ext_a); - vec3 rgb_min = vec3(ext_r.x, ext_g.x, ext_b.x); - co.xyz = RANGE_RESCALE(samp.rgb, rgb_min, range.rgb); + vec3 rgb_min = vec3(ext_r.x, ext_g.x, ext_b.x); + co.xyz = RANGE_RESCALE(samp.rgb, rgb_min, range.rgb); - samp.r = texture(curvemap, co.xw).r; - samp.g = texture(curvemap, co.yw).g; - samp.b = texture(curvemap, co.zw).b; + samp.r = texture(curvemap, co.xw).r; + samp.g = texture(curvemap, co.yw).g; + samp.b = texture(curvemap, co.zw).b; - outcol.r = curve_extrapolate(co.x, samp.r, ext_r); - outcol.g = curve_extrapolate(co.y, samp.g, ext_g); - outcol.b = curve_extrapolate(co.z, samp.b, ext_b); - outcol.a = col.a; + outcol.r = curve_extrapolate(co.x, samp.r, ext_r); + outcol.g = curve_extrapolate(co.y, samp.g, ext_g); + outcol.b = curve_extrapolate(co.z, samp.b, ext_b); + outcol.a = col.a; - outcol = mix(col, outcol, fac); + outcol = mix(col, outcol, fac); } -void curves_rgb_opti( - float fac, vec4 col, sampler1DArray curvemap, float layer, - vec4 range, vec4 ext_a, - out vec4 outcol) +void curves_rgb_opti(float fac, + vec4 col, + sampler1DArray curvemap, + float layer, + vec4 range, + vec4 ext_a, + out vec4 outcol) { - vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer); - vec3 samp; - samp.r = texture(curvemap, co.xw).a; - samp.g = texture(curvemap, co.yw).a; - samp.b = texture(curvemap, co.zw).a; + vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer); + vec3 samp; + samp.r = texture(curvemap, co.xw).a; + samp.g = texture(curvemap, co.yw).a; + samp.b = texture(curvemap, co.zw).a; - outcol.r = curve_extrapolate(co.x, samp.r, ext_a); - outcol.g = curve_extrapolate(co.y, samp.g, ext_a); - outcol.b = curve_extrapolate(co.z, samp.b, ext_a); - outcol.a = col.a; + outcol.r = curve_extrapolate(co.x, samp.r, ext_a); + outcol.g = curve_extrapolate(co.y, samp.g, ext_a); + outcol.b = curve_extrapolate(co.z, samp.b, ext_a); + outcol.a = col.a; - outcol = mix(col, outcol, fac); + outcol = mix(col, outcol, fac); } void set_value(float val, out float outval) { - outval = val; + outval = val; } void set_rgb(vec3 col, out vec3 outcol) { - outcol = col; + outcol = col; } void set_rgba(vec4 col, out vec4 outcol) { - outcol = col; + outcol = col; } void set_value_zero(out float outval) { - outval = 0.0; + outval = 0.0; } void set_value_one(out float outval) { - outval = 1.0; + outval = 1.0; } void set_rgb_zero(out vec3 outval) { - outval = vec3(0.0); + outval = vec3(0.0); } void set_rgb_one(out vec3 outval) { - outval = vec3(1.0); + outval = vec3(1.0); } void set_rgba_zero(out vec4 outval) { - outval = vec4(0.0); + outval = vec4(0.0); } void set_rgba_one(out vec4 outval) { - outval = vec4(1.0); + outval = vec4(1.0); } void brightness_contrast(vec4 col, float brightness, float contrast, out vec4 outcol) { - float a = 1.0 + contrast; - float b = brightness - contrast * 0.5; + float a = 1.0 + contrast; + float b = brightness - contrast * 0.5; - outcol.r = max(a * col.r + b, 0.0); - outcol.g = max(a * col.g + b, 0.0); - outcol.b = max(a * col.b + b, 0.0); - outcol.a = col.a; + outcol.r = max(a * col.r + b, 0.0); + outcol.g = max(a * col.g + b, 0.0); + outcol.b = max(a * col.b + b, 0.0); + outcol.a = col.a; } void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol = mix(col1, col2, fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol = mix(col1, col2, fac); + outcol.a = col1.a; } void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol = mix(col1, col1 + col2, fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol = mix(col1, col1 + col2, fac); + outcol.a = col1.a; } void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol = mix(col1, col1 * col2, fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol = mix(col1, col1 * col2, fac); + outcol.a = col1.a; } void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - outcol = vec4(1.0) - (vec4(facm) + fac * (vec4(1.0) - col2)) * (vec4(1.0) - col1); - outcol.a = col1.a; + outcol = vec4(1.0) - (vec4(facm) + fac * (vec4(1.0) - col2)) * (vec4(1.0) - col1); + outcol.a = col1.a; } void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - outcol = col1; + outcol = col1; - if (outcol.r < 0.5) - outcol.r *= facm + 2.0 * fac * col2.r; - else - outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r); + if (outcol.r < 0.5) + outcol.r *= facm + 2.0 * fac * col2.r; + else + outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r); - if (outcol.g < 0.5) - outcol.g *= facm + 2.0 * fac * col2.g; - else - outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g); + if (outcol.g < 0.5) + outcol.g *= facm + 2.0 * fac * col2.g; + else + outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g); - if (outcol.b < 0.5) - outcol.b *= facm + 2.0 * fac * col2.b; - else - outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b); + if (outcol.b < 0.5) + outcol.b *= facm + 2.0 * fac * col2.b; + else + outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b); } void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol = mix(col1, col1 - col2, fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol = mix(col1, col1 - col2, fac); + outcol.a = col1.a; } void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - outcol = col1; + outcol = col1; - if (col2.r != 0.0) outcol.r = facm * outcol.r + fac * outcol.r / col2.r; - if (col2.g != 0.0) outcol.g = facm * outcol.g + fac * outcol.g / col2.g; - if (col2.b != 0.0) outcol.b = facm * outcol.b + fac * outcol.b / col2.b; + if (col2.r != 0.0) + outcol.r = facm * outcol.r + fac * outcol.r / col2.r; + if (col2.g != 0.0) + outcol.g = facm * outcol.g + fac * outcol.g / col2.g; + if (col2.b != 0.0) + outcol.b = facm * outcol.b + fac * outcol.b / col2.b; } void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol = mix(col1, abs(col1 - col2), fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol = mix(col1, abs(col1 - col2), fac); + outcol.a = col1.a; } void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol.rgb = min(col1.rgb, col2.rgb * fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol.rgb = min(col1.rgb, col2.rgb * fac); + outcol.a = col1.a; } void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol.rgb = max(col1.rgb, col2.rgb * fac); - outcol.a = col1.a; + fac = clamp(fac, 0.0, 1.0); + outcol.rgb = max(col1.rgb, col2.rgb * fac); + outcol.a = col1.a; } void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - outcol = col1; - - if (outcol.r != 0.0) { - float tmp = 1.0 - fac * col2.r; - if (tmp <= 0.0) - outcol.r = 1.0; - else if ((tmp = outcol.r / tmp) > 1.0) - outcol.r = 1.0; - else - outcol.r = tmp; - } - if (outcol.g != 0.0) { - float tmp = 1.0 - fac * col2.g; - if (tmp <= 0.0) - outcol.g = 1.0; - else if ((tmp = outcol.g / tmp) > 1.0) - outcol.g = 1.0; - else - outcol.g = tmp; - } - if (outcol.b != 0.0) { - float tmp = 1.0 - fac * col2.b; - if (tmp <= 0.0) - outcol.b = 1.0; - else if ((tmp = outcol.b / tmp) > 1.0) - outcol.b = 1.0; - else - outcol.b = tmp; - } + fac = clamp(fac, 0.0, 1.0); + outcol = col1; + + if (outcol.r != 0.0) { + float tmp = 1.0 - fac * col2.r; + if (tmp <= 0.0) + outcol.r = 1.0; + else if ((tmp = outcol.r / tmp) > 1.0) + outcol.r = 1.0; + else + outcol.r = tmp; + } + if (outcol.g != 0.0) { + float tmp = 1.0 - fac * col2.g; + if (tmp <= 0.0) + outcol.g = 1.0; + else if ((tmp = outcol.g / tmp) > 1.0) + outcol.g = 1.0; + else + outcol.g = tmp; + } + if (outcol.b != 0.0) { + float tmp = 1.0 - fac * col2.b; + if (tmp <= 0.0) + outcol.b = 1.0; + else if ((tmp = outcol.b / tmp) > 1.0) + outcol.b = 1.0; + else + outcol.b = tmp; + } } void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float tmp, facm = 1.0 - fac; - - outcol = col1; - - tmp = facm + fac * col2.r; - if (tmp <= 0.0) - outcol.r = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) - outcol.r = 0.0; - else if (tmp > 1.0) - outcol.r = 1.0; - else - outcol.r = tmp; - - tmp = facm + fac * col2.g; - if (tmp <= 0.0) - outcol.g = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) - outcol.g = 0.0; - else if (tmp > 1.0) - outcol.g = 1.0; - else - outcol.g = tmp; - - tmp = facm + fac * col2.b; - if (tmp <= 0.0) - outcol.b = 0.0; - else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) - outcol.b = 0.0; - else if (tmp > 1.0) - outcol.b = 1.0; - else - outcol.b = tmp; + fac = clamp(fac, 0.0, 1.0); + float tmp, facm = 1.0 - fac; + + outcol = col1; + + tmp = facm + fac * col2.r; + if (tmp <= 0.0) + outcol.r = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0) + outcol.r = 0.0; + else if (tmp > 1.0) + outcol.r = 1.0; + else + outcol.r = tmp; + + tmp = facm + fac * col2.g; + if (tmp <= 0.0) + outcol.g = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0) + outcol.g = 0.0; + else if (tmp > 1.0) + outcol.g = 1.0; + else + outcol.g = tmp; + + tmp = facm + fac * col2.b; + if (tmp <= 0.0) + outcol.b = 0.0; + else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0) + outcol.b = 0.0; + else if (tmp > 1.0) + outcol.b = 1.0; + else + outcol.b = tmp; } void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - outcol = col1; + outcol = col1; - vec4 hsv, hsv2, tmp; - rgb_to_hsv(col2, hsv2); + vec4 hsv, hsv2, tmp; + rgb_to_hsv(col2, hsv2); - if (hsv2.y != 0.0) { - rgb_to_hsv(outcol, hsv); - hsv.x = hsv2.x; - hsv_to_rgb(hsv, tmp); + if (hsv2.y != 0.0) { + rgb_to_hsv(outcol, hsv); + hsv.x = hsv2.x; + hsv_to_rgb(hsv, tmp); - outcol = mix(outcol, tmp, fac); - outcol.a = col1.a; - } + outcol = mix(outcol, tmp, fac); + outcol.a = col1.a; + } } void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - outcol = col1; + outcol = col1; - vec4 hsv, hsv2; - rgb_to_hsv(outcol, hsv); + vec4 hsv, hsv2; + rgb_to_hsv(outcol, hsv); - if (hsv.y != 0.0) { - rgb_to_hsv(col2, hsv2); + if (hsv.y != 0.0) { + rgb_to_hsv(col2, hsv2); - hsv.y = facm * hsv.y + fac * hsv2.y; - hsv_to_rgb(hsv, outcol); - } + hsv.y = facm * hsv.y + fac * hsv2.y; + hsv_to_rgb(hsv, outcol); + } } void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - vec4 hsv, hsv2; - rgb_to_hsv(col1, hsv); - rgb_to_hsv(col2, hsv2); + vec4 hsv, hsv2; + rgb_to_hsv(col1, hsv); + rgb_to_hsv(col2, hsv2); - hsv.z = facm * hsv.z + fac * hsv2.z; - hsv_to_rgb(hsv, outcol); + hsv.z = facm * hsv.z + fac * hsv2.z; + hsv_to_rgb(hsv, outcol); } void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - outcol = col1; + outcol = col1; - vec4 hsv, hsv2, tmp; - rgb_to_hsv(col2, hsv2); + vec4 hsv, hsv2, tmp; + rgb_to_hsv(col2, hsv2); - if (hsv2.y != 0.0) { - rgb_to_hsv(outcol, hsv); - hsv.x = hsv2.x; - hsv.y = hsv2.y; - hsv_to_rgb(hsv, tmp); + if (hsv2.y != 0.0) { + rgb_to_hsv(outcol, hsv); + hsv.x = hsv2.x; + hsv.y = hsv2.y; + hsv_to_rgb(hsv, tmp); - outcol = mix(outcol, tmp, fac); - outcol.a = col1.a; - } + outcol = mix(outcol, tmp, fac); + outcol.a = col1.a; + } } void mix_soft(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; + fac = clamp(fac, 0.0, 1.0); + float facm = 1.0 - fac; - vec4 one = vec4(1.0); - vec4 scr = one - (one - col2) * (one - col1); - outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr); + vec4 one = vec4(1.0); + vec4 scr = one - (one - col2) * (one - col1); + outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr); } void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol) { - fac = clamp(fac, 0.0, 1.0); + fac = clamp(fac, 0.0, 1.0); - outcol = col1 + fac * (2.0 * (col2 - vec4(0.5))); + outcol = col1 + fac * (2.0 * (col2 - vec4(0.5))); } -void valtorgb_opti_constant(float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha) +void valtorgb_opti_constant( + float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha) { - outcol = (fac > edge) ? color2 : color1; - outalpha = outcol.a; + outcol = (fac > edge) ? color2 : color1; + outalpha = outcol.a; } -void valtorgb_opti_linear(float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha) +void valtorgb_opti_linear( + float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha) { - fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0); - outcol = mix(color1, color2, fac); - outalpha = outcol.a; + fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0); + outcol = mix(color1, color2, fac); + outalpha = outcol.a; } void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha) { - outcol = texture(colormap, vec2(fac, layer)); - outalpha = outcol.a; + outcol = texture(colormap, vec2(fac, layer)); + outalpha = outcol.a; } -void valtorgb_nearest(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha) +void valtorgb_nearest( + float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha) { - fac = clamp(fac, 0.0, 1.0); - outcol = texelFetch(colormap, ivec2(fac * (textureSize(colormap, 0).x - 1), layer), 0); - outalpha = outcol.a; + fac = clamp(fac, 0.0, 1.0); + outcol = texelFetch(colormap, ivec2(fac * (textureSize(colormap, 0).x - 1), layer), 0); + outalpha = outcol.a; } void rgbtobw(vec4 color, out float outval) { - vec3 factors = vec3(0.2126, 0.7152, 0.0722); - outval = dot(color.rgb, factors); + vec3 factors = vec3(0.2126, 0.7152, 0.0722); + outval = dot(color.rgb, factors); } void invert(float fac, vec4 col, out vec4 outcol) { - outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac); - outcol.w = col.w; + outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac); + outcol.w = col.w; } void clamp_vec3(vec3 vec, vec3 min, vec3 max, out vec3 out_vec) { - out_vec = clamp(vec, min, max); + out_vec = clamp(vec, min, max); } void clamp_val(float value, float min, float max, out float out_value) { - out_value = clamp(value, min, max); + out_value = clamp(value, min, max); } void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol) { - vec4 hsv; + vec4 hsv; - rgb_to_hsv(col, hsv); + rgb_to_hsv(col, hsv); - hsv[0] = fract(hsv[0] + hue + 0.5); - hsv[1] = clamp(hsv[1] * sat, 0.0, 1.0); - hsv[2] = hsv[2] * value; + hsv[0] = fract(hsv[0] + hue + 0.5); + hsv[1] = clamp(hsv[1] * sat, 0.0, 1.0); + hsv[2] = hsv[2] * value; - hsv_to_rgb(hsv, outcol); + hsv_to_rgb(hsv, outcol); - outcol = mix(col, outcol, fac); + outcol = mix(col, outcol, fac); } void separate_rgb(vec4 col, out float r, out float g, out float b) { - r = col.r; - g = col.g; - b = col.b; + r = col.r; + g = col.g; + b = col.b; } void combine_rgb(float r, float g, float b, out vec4 col) { - col = vec4(r, g, b, 1.0); + col = vec4(r, g, b, 1.0); } void separate_xyz(vec3 vec, out float x, out float y, out float z) { - x = vec.r; - y = vec.g; - z = vec.b; + x = vec.r; + y = vec.g; + z = vec.b; } void combine_xyz(float x, float y, float z, out vec3 vec) { - vec = vec3(x, y, z); + vec = vec3(x, y, z); } void separate_hsv(vec4 col, out float h, out float s, out float v) { - vec4 hsv; + vec4 hsv; - rgb_to_hsv(col, hsv); - h = hsv[0]; - s = hsv[1]; - v = hsv[2]; + rgb_to_hsv(col, hsv); + h = hsv[0]; + s = hsv[1]; + v = hsv[2]; } void combine_hsv(float h, float s, float v, out vec4 col) { - hsv_to_rgb(vec4(h, s, v, 1.0), col); + hsv_to_rgb(vec4(h, s, v, 1.0), col); } void output_node(vec4 rgb, float alpha, out vec4 outrgb) { - outrgb = vec4(rgb.rgb, alpha); + outrgb = vec4(rgb.rgb, alpha); } /*********** TEXTURES ***************/ void texco_norm(vec3 normal, out vec3 outnormal) { - /* corresponds to shi->orn, which is negated so cancels - out blender normal negation */ - outnormal = normalize(normal); + /* corresponds to shi->orn, which is negated so cancels + out blender normal negation */ + outnormal = normalize(normal); } vec3 mtex_2d_mapping(vec3 vec) { - return vec3(vec.xy * 0.5 + vec2(0.5), vec.z); + return vec3(vec.xy * 0.5 + vec2(0.5), vec.z); } /** helper method to extract the upper left 3x3 matrix from a 4x4 matrix */ mat3 to_mat3(mat4 m4) { - mat3 m3; - m3[0] = m4[0].xyz; - m3[1] = m4[1].xyz; - m3[2] = m4[2].xyz; - return m3; + mat3 m3; + m3[0] = m4[0].xyz; + m3[1] = m4[1].xyz; + m3[2] = m4[2].xyz; + return m3; } /*********** NEW SHADER UTILITIES **************/ float fresnel_dielectric_0(float eta) { - /* compute fresnel reflactance at normal incidence => cosi = 1.0 */ - float A = (eta - 1.0) / (eta + 1.0); + /* compute fresnel reflactance at normal incidence => cosi = 1.0 */ + float A = (eta - 1.0) / (eta + 1.0); - return A * A; + return A * A; } float fresnel_dielectric_cos(float cosi, float eta) { - /* compute fresnel reflectance without explicitly computing - * the refracted direction */ - float c = abs(cosi); - float g = eta * eta - 1.0 + c * c; - float result; + /* compute fresnel reflectance without explicitly computing + * the refracted direction */ + float c = abs(cosi); + float g = eta * eta - 1.0 + c * c; + float result; - if (g > 0.0) { - g = sqrt(g); - float A = (g - c) / (g + c); - float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0); - result = 0.5 * A * A * (1.0 + B * B); - } - else { - result = 1.0; /* TIR (no refracted component) */ - } + if (g > 0.0) { + g = sqrt(g); + float A = (g - c) / (g + c); + float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0); + result = 0.5 * A * A * (1.0 + B * B); + } + else { + result = 1.0; /* TIR (no refracted component) */ + } - return result; + return result; } float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta) { - /* compute fresnel reflectance without explicitly computing - * the refracted direction */ - return fresnel_dielectric_cos(dot(Incoming, Normal), eta); + /* compute fresnel reflectance without explicitly computing + * the refracted direction */ + return fresnel_dielectric_cos(dot(Incoming, Normal), eta); } float hypot(float x, float y) { - return sqrt(x * x + y * y); + return sqrt(x * x + y * y); } void generated_from_orco(vec3 orco, out vec3 generated) { #ifdef VOLUMETRICS -#ifdef MESH_SHADER - generated = volumeObjectLocalCoord; -#else - generated = worldPosition; -#endif +# ifdef MESH_SHADER + generated = volumeObjectLocalCoord; +# else + generated = worldPosition; +# endif #else - generated = orco; + generated = orco; #endif } int floor_to_int(float x) { - return int(floor(x)); + return int(floor(x)); } int quick_floor(float x) { - return int(x) - ((x < 0) ? 1 : 0); + return int(x) - ((x < 0) ? 1 : 0); } float integer_noise(int n) { - int nn; - n = (n + 1013) & 0x7fffffff; - n = (n >> 13) ^ n; - nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; - return 0.5 * (float(nn) / 1073741824.0); + int nn; + n = (n + 1013) & 0x7fffffff; + n = (n >> 13) ^ n; + nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return 0.5 * (float(nn) / 1073741824.0); } uint hash(uint kx, uint ky, uint kz) { #define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k)))) #define final(a, b, c) \ -{ \ - c ^= b; c -= rot(b, 14); \ - a ^= c; a -= rot(c, 11); \ - b ^= a; b -= rot(a, 25); \ - c ^= b; c -= rot(b, 16); \ - a ^= c; a -= rot(c, 4); \ - b ^= a; b -= rot(a, 14); \ - c ^= b; c -= rot(b, 24); \ -} - // now hash the data! - uint a, b, c, len = 3u; - a = b = c = 0xdeadbeefu + (len << 2u) + 13u; - - c += kz; - b += ky; - a += kx; - final (a, b, c); - - return c; + { \ + c ^= b; \ + c -= rot(b, 14); \ + a ^= c; \ + a -= rot(c, 11); \ + b ^= a; \ + b -= rot(a, 25); \ + c ^= b; \ + c -= rot(b, 16); \ + a ^= c; \ + a -= rot(c, 4); \ + b ^= a; \ + b -= rot(a, 14); \ + c ^= b; \ + c -= rot(b, 24); \ + } + // now hash the data! + uint a, b, c, len = 3u; + a = b = c = 0xdeadbeefu + (len << 2u) + 13u; + + c += kz; + b += ky; + a += kx; + final(a, b, c); + + return c; #undef rot #undef final } uint hash(int kx, int ky, int kz) { - return hash(uint(kx), uint(ky), uint(kz)); + return hash(uint(kx), uint(ky), uint(kz)); } float bits_to_01(uint bits) { - return (float(bits) / 4294967295.0); + return (float(bits) / 4294967295.0); } float cellnoise(vec3 p) { - int ix = quick_floor(p.x); - int iy = quick_floor(p.y); - int iz = quick_floor(p.z); + int ix = quick_floor(p.x); + int iy = quick_floor(p.y); + int iz = quick_floor(p.z); - return bits_to_01(hash(uint(ix), uint(iy), uint(iz))); + return bits_to_01(hash(uint(ix), uint(iy), uint(iz))); } vec3 cellnoise_color(vec3 p) { - float r = cellnoise(p.xyz); - float g = cellnoise(p.yxz); - float b = cellnoise(p.yzx); + float r = cellnoise(p.xyz); + float g = cellnoise(p.yxz); + float b = cellnoise(p.yzx); - return vec3(r, g, b); + return vec3(r, g, b); } float floorfrac(float x, out int i) { - i = floor_to_int(x); - return x - i; + i = floor_to_int(x); + return x - i; } /* bsdfs */ vec3 tint_from_color(vec3 color) { - float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */ - return (lum > 0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */ + float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */ + return (lum > 0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */ } -void convert_metallic_to_specular_tinted( - vec3 basecol, vec3 basecol_tint, float metallic, float specular_fac, float specular_tint, - out vec3 diffuse, out vec3 f0) +void convert_metallic_to_specular_tinted(vec3 basecol, + vec3 basecol_tint, + float metallic, + float specular_fac, + float specular_tint, + out vec3 diffuse, + out vec3 f0) { - vec3 tmp_col = mix(vec3(1.0), basecol_tint, specular_tint); - f0 = mix((0.08 * specular_fac) * tmp_col, basecol, metallic); - diffuse = basecol * (1.0 - metallic); + vec3 tmp_col = mix(vec3(1.0), basecol_tint, specular_tint); + f0 = mix((0.08 * specular_fac) * tmp_col, basecol, metallic); + diffuse = basecol * (1.0 - metallic); } vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint) { - float f = 1.0 - NV; - /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps, therefore we need to clamp value. */ - f = clamp(f, 0.0, 1.0); - /* Empirical approximation (manual curve fitting). Can be refined. */ - float sheen = f*f*f*0.077 + f*0.01 + 0.00026; - return sheen * mix(vec3(1.0), basecol_tint, sheen_tint); + float f = 1.0 - NV; + /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps, therefore we need to clamp value. */ + f = clamp(f, 0.0, 1.0); + /* Empirical approximation (manual curve fitting). Can be refined. */ + float sheen = f * f * f * 0.077 + f * 0.01 + 0.00026; + return sheen * mix(vec3(1.0), basecol_tint, sheen_tint); } #ifndef VOLUMETRICS void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result) { - N = normalize(N); - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.ssr_normal = normal_encode(vN, viewCameraVec); - eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance); - result.radiance *= color.rgb; + N = normalize(N); + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.ssr_normal = normal_encode(vN, viewCameraVec); + eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance); + result.radiance *= color.rgb; } void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result) { - N = normalize(N); - vec3 out_spec, ssr_spec; - eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec); - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = out_spec * color.rgb; - result.ssr_data = vec4(ssr_spec * color.rgb, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); -} - -void node_bsdf_anisotropic( - vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T, - out Closure result) -{ - node_bsdf_glossy(color, roughness, N, -1, result); -} - -void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result) -{ - N = normalize(N); - vec3 out_spec, out_refr, ssr_spec; - vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */ - eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); - out_refr *= refr_color; - out_spec *= color.rgb; - float fresnel = F_eta(ior, dot(N, cameraVec)); - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = mix(out_refr, out_spec, fresnel); - result.ssr_data = vec4(ssr_spec * color.rgb * fresnel, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); + N = normalize(N); + vec3 out_spec, ssr_spec; + eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec); + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = out_spec * color.rgb; + result.ssr_data = vec4(ssr_spec * color.rgb, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); +} + +void node_bsdf_anisotropic(vec4 color, + float roughness, + float anisotropy, + float rotation, + vec3 N, + vec3 T, + out Closure result) +{ + node_bsdf_glossy(color, roughness, N, -1, result); +} + +void node_bsdf_glass( + vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result) +{ + N = normalize(N); + vec3 out_spec, out_refr, ssr_spec; + vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : + color.rgb; /* Simulate 2 transmission event */ + eevee_closure_glass( + N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); + out_refr *= refr_color; + out_spec *= color.rgb; + float fresnel = F_eta(ior, dot(N, cameraVec)); + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = mix(out_refr, out_spec, fresnel); + result.ssr_data = vec4(ssr_spec * color.rgb * fresnel, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); } void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result) { - node_bsdf_diffuse(color, 0.0, N, result); -} - -void node_bsdf_principled( - vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, - float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, - float sss_id, vec3 sss_scale, out Closure result) -{ - N = normalize(N); - ior = max(ior, 1e-5); - metallic = saturate(metallic); - transmission = saturate(transmission); - float dielectric = 1.0 - metallic; - transmission *= dielectric; - sheen *= dielectric; - subsurface_color *= dielectric; - - vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec; - vec3 ctint = tint_from_color(base_color.rgb); - convert_metallic_to_specular_tinted(base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0); - - float NV = dot(N, cameraVec); - vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); - - /* Far from being accurate, but 2 glossy evaluation is too expensive. - * Most noticeable difference is at grazing angles since the bsdf lut - * f0 color interpolation is done on top of this interpolation. */ - vec3 f0_glass = mix(vec3(1.0), base_color.rgb, specular_tint); - float fresnel = F_eta(ior, NV); - vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel; - f0 = mix(f0, spec_col, transmission); - - vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface); - - float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface; - eevee_closure_principled(N, mixed_ss_base_color, f0, int(ssr_id), roughness, - CN, clearcoat * 0.25, clearcoat_roughness, 1.0, sss_scalef, ior, - out_diff, out_trans, out_spec, out_refr, ssr_spec); - - vec3 refr_color = base_color.rgb; - refr_color *= (refractionDepth > 0.0) ? refr_color : vec3(1.0); /* Simulate 2 transmission event */ - out_refr *= refr_color * (1.0 - fresnel) * transmission; - - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = out_spec + out_refr; - result.radiance += out_diff * out_sheen; /* Coarse approx. */ -#ifndef USE_SSS - result.radiance += (out_diff + out_trans) * mixed_ss_base_color * (1.0 - transmission); -#endif - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); -#ifdef USE_SSS - result.sss_data.a = sss_scalef; - result.sss_data.rgb = out_diff + out_trans; -# ifdef USE_SSS_ALBEDO - result.sss_albedo.rgb = mixed_ss_base_color; -# else - result.sss_data.rgb *= mixed_ss_base_color; + node_bsdf_diffuse(color, 0.0, N, result); +} + +void node_bsdf_principled(vec4 base_color, + float subsurface, + vec3 subsurface_radius, + vec4 subsurface_color, + float metallic, + float specular, + float specular_tint, + float roughness, + float anisotropic, + float anisotropic_rotation, + float sheen, + float sheen_tint, + float clearcoat, + float clearcoat_roughness, + float ior, + float transmission, + float transmission_roughness, + vec3 N, + vec3 CN, + vec3 T, + vec3 I, + float ssr_id, + float sss_id, + vec3 sss_scale, + out Closure result) +{ + N = normalize(N); + ior = max(ior, 1e-5); + metallic = saturate(metallic); + transmission = saturate(transmission); + float dielectric = 1.0 - metallic; + transmission *= dielectric; + sheen *= dielectric; + subsurface_color *= dielectric; + + vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec; + vec3 ctint = tint_from_color(base_color.rgb); + convert_metallic_to_specular_tinted( + base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0); + + float NV = dot(N, cameraVec); + vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); + + /* Far from being accurate, but 2 glossy evaluation is too expensive. + * Most noticeable difference is at grazing angles since the bsdf lut + * f0 color interpolation is done on top of this interpolation. */ + vec3 f0_glass = mix(vec3(1.0), base_color.rgb, specular_tint); + float fresnel = F_eta(ior, NV); + vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel; + f0 = mix(f0, spec_col, transmission); + + vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface); + + float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface; + eevee_closure_principled(N, + mixed_ss_base_color, + f0, + int(ssr_id), + roughness, + CN, + clearcoat * 0.25, + clearcoat_roughness, + 1.0, + sss_scalef, + ior, + out_diff, + out_trans, + out_spec, + out_refr, + ssr_spec); + + vec3 refr_color = base_color.rgb; + refr_color *= (refractionDepth > 0.0) ? refr_color : + vec3(1.0); /* Simulate 2 transmission event */ + out_refr *= refr_color * (1.0 - fresnel) * transmission; + + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = out_spec + out_refr; + result.radiance += out_diff * out_sheen; /* Coarse approx. */ +# ifndef USE_SSS + result.radiance += (out_diff + out_trans) * mixed_ss_base_color * (1.0 - transmission); +# endif + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); +# ifdef USE_SSS + result.sss_data.a = sss_scalef; + result.sss_data.rgb = out_diff + out_trans; +# ifdef USE_SSS_ALBEDO + result.sss_albedo.rgb = mixed_ss_base_color; +# else + result.sss_data.rgb *= mixed_ss_base_color; +# endif + result.sss_data.rgb *= (1.0 - transmission); # endif - result.sss_data.rgb *= (1.0 - transmission); -#endif -} - -void node_bsdf_principled_dielectric( - vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, - float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, - float sss_id, vec3 sss_scale, out Closure result) -{ - N = normalize(N); - metallic = saturate(metallic); - float dielectric = 1.0 - metallic; - - vec3 diffuse, f0, out_diff, out_spec, ssr_spec; - vec3 ctint = tint_from_color(base_color.rgb); - convert_metallic_to_specular_tinted(base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0); - - float NV = dot(N, cameraVec); - vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); - - eevee_closure_default(N, diffuse, f0, int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec); - - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = out_spec + out_diff * (diffuse + out_sheen); - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); -} - -void node_bsdf_principled_metallic( - vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, - float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, - float sss_id, vec3 sss_scale, out Closure result) -{ - N = normalize(N); - vec3 out_spec, ssr_spec; - - eevee_closure_glossy(N, base_color.rgb, int(ssr_id), roughness, 1.0, out_spec, ssr_spec); - - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = out_spec; - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); -} - -void node_bsdf_principled_clearcoat( - vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, - float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, - float sss_id, vec3 sss_scale, out Closure result) -{ - vec3 out_spec, ssr_spec; - N = normalize(N); - - eevee_closure_clearcoat(N, base_color.rgb, int(ssr_id), roughness, CN, clearcoat * 0.25, clearcoat_roughness, - 1.0, out_spec, ssr_spec); - - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = out_spec; - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); } -void node_bsdf_principled_subsurface( - vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, - float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, - float sss_id, vec3 sss_scale, out Closure result) -{ - metallic = saturate(metallic); - N = normalize(N); - - vec3 diffuse, f0, out_diff, out_spec, out_trans, ssr_spec; - vec3 ctint = tint_from_color(base_color.rgb); - convert_metallic_to_specular_tinted(base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0); - - subsurface_color = subsurface_color * (1.0 - metallic); - vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface); - float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface; - - float NV = dot(N, cameraVec); - vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); - - eevee_closure_skin(N, mixed_ss_base_color, f0, int(ssr_id), roughness, 1.0, sss_scalef, - out_diff, out_trans, out_spec, ssr_spec); - - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = out_spec; - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); -#ifdef USE_SSS - result.sss_data.a = sss_scalef; - result.sss_data.rgb = out_diff + out_trans; -# ifdef USE_SSS_ALBEDO - result.sss_albedo.rgb = mixed_ss_base_color; +void node_bsdf_principled_dielectric(vec4 base_color, + float subsurface, + vec3 subsurface_radius, + vec4 subsurface_color, + float metallic, + float specular, + float specular_tint, + float roughness, + float anisotropic, + float anisotropic_rotation, + float sheen, + float sheen_tint, + float clearcoat, + float clearcoat_roughness, + float ior, + float transmission, + float transmission_roughness, + vec3 N, + vec3 CN, + vec3 T, + vec3 I, + float ssr_id, + float sss_id, + vec3 sss_scale, + out Closure result) +{ + N = normalize(N); + metallic = saturate(metallic); + float dielectric = 1.0 - metallic; + + vec3 diffuse, f0, out_diff, out_spec, ssr_spec; + vec3 ctint = tint_from_color(base_color.rgb); + convert_metallic_to_specular_tinted( + base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0); + + float NV = dot(N, cameraVec); + vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); + + eevee_closure_default(N, diffuse, f0, int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec); + + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = out_spec + out_diff * (diffuse + out_sheen); + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); +} + +void node_bsdf_principled_metallic(vec4 base_color, + float subsurface, + vec3 subsurface_radius, + vec4 subsurface_color, + float metallic, + float specular, + float specular_tint, + float roughness, + float anisotropic, + float anisotropic_rotation, + float sheen, + float sheen_tint, + float clearcoat, + float clearcoat_roughness, + float ior, + float transmission, + float transmission_roughness, + vec3 N, + vec3 CN, + vec3 T, + vec3 I, + float ssr_id, + float sss_id, + vec3 sss_scale, + out Closure result) +{ + N = normalize(N); + vec3 out_spec, ssr_spec; + + eevee_closure_glossy(N, base_color.rgb, int(ssr_id), roughness, 1.0, out_spec, ssr_spec); + + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = out_spec; + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); +} + +void node_bsdf_principled_clearcoat(vec4 base_color, + float subsurface, + vec3 subsurface_radius, + vec4 subsurface_color, + float metallic, + float specular, + float specular_tint, + float roughness, + float anisotropic, + float anisotropic_rotation, + float sheen, + float sheen_tint, + float clearcoat, + float clearcoat_roughness, + float ior, + float transmission, + float transmission_roughness, + vec3 N, + vec3 CN, + vec3 T, + vec3 I, + float ssr_id, + float sss_id, + vec3 sss_scale, + out Closure result) +{ + vec3 out_spec, ssr_spec; + N = normalize(N); + + eevee_closure_clearcoat(N, + base_color.rgb, + int(ssr_id), + roughness, + CN, + clearcoat * 0.25, + clearcoat_roughness, + 1.0, + out_spec, + ssr_spec); + + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = out_spec; + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); +} + +void node_bsdf_principled_subsurface(vec4 base_color, + float subsurface, + vec3 subsurface_radius, + vec4 subsurface_color, + float metallic, + float specular, + float specular_tint, + float roughness, + float anisotropic, + float anisotropic_rotation, + float sheen, + float sheen_tint, + float clearcoat, + float clearcoat_roughness, + float ior, + float transmission, + float transmission_roughness, + vec3 N, + vec3 CN, + vec3 T, + vec3 I, + float ssr_id, + float sss_id, + vec3 sss_scale, + out Closure result) +{ + metallic = saturate(metallic); + N = normalize(N); + + vec3 diffuse, f0, out_diff, out_spec, out_trans, ssr_spec; + vec3 ctint = tint_from_color(base_color.rgb); + convert_metallic_to_specular_tinted( + base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0); + + subsurface_color = subsurface_color * (1.0 - metallic); + vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface); + float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface; + + float NV = dot(N, cameraVec); + vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); + + eevee_closure_skin(N, + mixed_ss_base_color, + f0, + int(ssr_id), + roughness, + 1.0, + sss_scalef, + out_diff, + out_trans, + out_spec, + ssr_spec); + + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = out_spec; + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); +# ifdef USE_SSS + result.sss_data.a = sss_scalef; + result.sss_data.rgb = out_diff + out_trans; +# ifdef USE_SSS_ALBEDO + result.sss_albedo.rgb = mixed_ss_base_color; +# else + result.sss_data.rgb *= mixed_ss_base_color; +# endif # else - result.sss_data.rgb *= mixed_ss_base_color; + result.radiance += (out_diff + out_trans) * mixed_ss_base_color; # endif -#else - result.radiance += (out_diff + out_trans) * mixed_ss_base_color; -#endif - result.radiance += out_diff * out_sheen; -} - -void node_bsdf_principled_glass( - vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, - float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, - float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, - float sss_id, vec3 sss_scale, out Closure result) -{ - ior = max(ior, 1e-5); - N = normalize(N); - - vec3 f0, out_spec, out_refr, ssr_spec; - f0 = mix(vec3(1.0), base_color.rgb, specular_tint); - - eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); - - vec3 refr_color = base_color.rgb; - refr_color *= (refractionDepth > 0.0) ? refr_color : vec3(1.0); /* Simulate 2 transmission events */ - out_refr *= refr_color; - - float fresnel = F_eta(ior, dot(N, cameraVec)); - vec3 spec_col = F_color_blend(ior, fresnel, f0); - out_spec *= spec_col; - ssr_spec *= spec_col * fresnel; - - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.radiance = mix(out_refr, out_spec, fresnel); - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); + result.radiance += out_diff * out_sheen; +} + +void node_bsdf_principled_glass(vec4 base_color, + float subsurface, + vec3 subsurface_radius, + vec4 subsurface_color, + float metallic, + float specular, + float specular_tint, + float roughness, + float anisotropic, + float anisotropic_rotation, + float sheen, + float sheen_tint, + float clearcoat, + float clearcoat_roughness, + float ior, + float transmission, + float transmission_roughness, + vec3 N, + vec3 CN, + vec3 T, + vec3 I, + float ssr_id, + float sss_id, + vec3 sss_scale, + out Closure result) +{ + ior = max(ior, 1e-5); + N = normalize(N); + + vec3 f0, out_spec, out_refr, ssr_spec; + f0 = mix(vec3(1.0), base_color.rgb, specular_tint); + + eevee_closure_glass( + N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); + + vec3 refr_color = base_color.rgb; + refr_color *= (refractionDepth > 0.0) ? refr_color : + vec3(1.0); /* Simulate 2 transmission events */ + out_refr *= refr_color; + + float fresnel = F_eta(ior, dot(N, cameraVec)); + vec3 spec_col = F_color_blend(ior, fresnel, f0); + out_spec *= spec_col; + ssr_spec *= spec_col * fresnel; + + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.radiance = mix(out_refr, out_spec, fresnel); + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); } void node_bsdf_translucent(vec4 color, vec3 N, out Closure result) { - node_bsdf_diffuse(color, 0.0, -N, result); + node_bsdf_diffuse(color, 0.0, -N, result); } void node_bsdf_transparent(vec4 color, out Closure result) { - /* this isn't right */ - result = CLOSURE_DEFAULT; - result.radiance = vec3(0.0); - result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0); - result.ssr_id = TRANSPARENT_CLOSURE_FLAG; + /* this isn't right */ + result = CLOSURE_DEFAULT; + result.radiance = vec3(0.0); + result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0); + result.ssr_id = TRANSPARENT_CLOSURE_FLAG; } void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result) { - node_bsdf_diffuse(color, 0.0, N, result); -} - -void node_subsurface_scattering( - vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N, float sss_id, - out Closure result) -{ -#if defined(USE_SSS) - N = normalize(N); - vec3 out_diff, out_trans; - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.ssr_data = vec4(0.0); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = -1; - result.sss_data.a = scale; - eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans); - result.sss_data.rgb = out_diff + out_trans; -# ifdef USE_SSS_ALBEDO - /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */ - result.sss_albedo.rgb = mix(color.rgb, vec3(1.0), texture_blur); - result.sss_data.rgb *= mix(vec3(1.0), color.rgb, texture_blur); + node_bsdf_diffuse(color, 0.0, N, result); +} + +void node_subsurface_scattering(vec4 color, + float scale, + vec3 radius, + float sharpen, + float texture_blur, + vec3 N, + float sss_id, + out Closure result) +{ +# if defined(USE_SSS) + N = normalize(N); + vec3 out_diff, out_trans; + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.ssr_data = vec4(0.0); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = -1; + result.sss_data.a = scale; + eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans); + result.sss_data.rgb = out_diff + out_trans; +# ifdef USE_SSS_ALBEDO + /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */ + result.sss_albedo.rgb = mix(color.rgb, vec3(1.0), texture_blur); + result.sss_data.rgb *= mix(vec3(1.0), color.rgb, texture_blur); +# else + result.sss_data.rgb *= color.rgb; +# endif # else - result.sss_data.rgb *= color.rgb; + node_bsdf_diffuse(color, 0.0, N, result); # endif -#else - node_bsdf_diffuse(color, 0.0, N, result); -#endif } void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result) { - N = normalize(N); - vec3 out_refr; - color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */ - eevee_closure_refraction(N, roughness, ior, out_refr); - vec3 vN = mat3(ViewMatrix) * N; - result = CLOSURE_DEFAULT; - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.radiance = out_refr * color.rgb; - result.ssr_id = REFRACT_CLOSURE_FLAG; + N = normalize(N); + vec3 out_refr; + color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */ + eevee_closure_refraction(N, roughness, ior, out_refr); + vec3 vN = mat3(ViewMatrix) * N; + result = CLOSURE_DEFAULT; + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.radiance = out_refr * color.rgb; + result.ssr_id = REFRACT_CLOSURE_FLAG; } -void node_ambient_occlusion(vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao) +void node_ambient_occlusion( + vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao) { - vec3 bent_normal; - vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); - result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal); - result_color = result_ao * color; + vec3 bent_normal; + vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal); + result_color = result_ao * color; } #endif /* VOLUMETRICS */ @@ -1484,40 +1696,40 @@ void node_ambient_occlusion(vec4 color, float distance, vec3 normal, out vec4 re void node_emission(vec4 color, float strength, vec3 vN, out Closure result) { #ifndef VOLUMETRICS - color *= strength; - result = CLOSURE_DEFAULT; - result.radiance = color.rgb; - result.opacity = color.a; - result.ssr_normal = normal_encode(vN, viewCameraVec); + color *= strength; + result = CLOSURE_DEFAULT; + result.radiance = color.rgb; + result.opacity = color.a; + result.ssr_normal = normal_encode(vN, viewCameraVec); #else - result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0); + result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0); #endif } void node_wireframe(float size, vec2 barycentric, vec3 barycentric_dist, out float fac) { - vec3 barys = barycentric.xyy; - barys.z = 1.0 - barycentric.x - barycentric.y; + vec3 barys = barycentric.xyy; + barys.z = 1.0 - barycentric.x - barycentric.y; - size *= 0.5; - vec3 s = step(-size, -barys * barycentric_dist); + size *= 0.5; + vec3 s = step(-size, -barys * barycentric_dist); - fac = max(s.x, max(s.y, s.z)); + fac = max(s.x, max(s.y, s.z)); } void node_wireframe_screenspace(float size, vec2 barycentric, out float fac) { - vec3 barys = barycentric.xyy; - barys.z = 1.0 - barycentric.x - barycentric.y; + vec3 barys = barycentric.xyy; + barys.z = 1.0 - barycentric.x - barycentric.y; - size *= (1.0 / 3.0); - vec3 dx = dFdx(barys); - vec3 dy = dFdy(barys); - vec3 deltas = sqrt(dx * dx + dy * dy); + size *= (1.0 / 3.0); + vec3 dx = dFdx(barys); + vec3 dy = dFdy(barys); + vec3 deltas = sqrt(dx * dx + dy * dy); - vec3 s = step(-deltas * size, -barys); + vec3 s = step(-deltas * size, -barys); - fac = max(s.x, max(s.y, s.z)); + fac = max(s.x, max(s.y, s.z)); } /* background */ @@ -1525,16 +1737,16 @@ void node_wireframe_screenspace(float size, vec2 barycentric, out float fac) void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec) { #ifdef MESH_SHADER - worldvec = worldPosition; + worldvec = worldPosition; #else - vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); + vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); - vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); # if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) - worldvec = (ViewMatrixInverse * co).xyz; + worldvec = (ViewMatrixInverse * co).xyz; # else - worldvec = (ModelViewMatrixInverse * co).xyz; + worldvec = (ModelViewMatrixInverse * co).xyz; # endif #endif } @@ -1542,12 +1754,12 @@ void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec) void node_background(vec4 color, float strength, out Closure result) { #ifndef VOLUMETRICS - color *= strength; - result = CLOSURE_DEFAULT; - result.radiance = color.rgb; - result.opacity = color.a; + color *= strength; + result = CLOSURE_DEFAULT; + result.radiance = color.rgb; + result.opacity = color.a; #else - result = CLOSURE_DEFAULT; + result = CLOSURE_DEFAULT; #endif } @@ -1556,100 +1768,100 @@ void node_background(vec4 color, float strength, out Closure result) void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result) { #ifdef VOLUMETRICS - result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy); + result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy); #else - result = CLOSURE_DEFAULT; + result = CLOSURE_DEFAULT; #endif } void node_volume_absorption(vec4 color, float density, out Closure result) { #ifdef VOLUMETRICS - result = Closure((1.0 - color.rgb) * density, vec3(0.0), vec3(0.0), 0.0); + result = Closure((1.0 - color.rgb) * density, vec3(0.0), vec3(0.0), 0.0); #else - result = CLOSURE_DEFAULT; + result = CLOSURE_DEFAULT; #endif } void node_blackbody(float temperature, sampler1DArray spectrummap, float layer, out vec4 color) { - if (temperature >= 12000.0) { - color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0); - } - else if (temperature < 965.0) { - color = vec4(4.70366907, 0.0, 0.0, 1.0); - } - else { - float t = (temperature - 965.0) / (12000.0 - 965.0); - color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0); - } -} - -void node_volume_principled( - vec4 color, - float density, - float anisotropy, - vec4 absorption_color, - float emission_strength, - vec4 emission_color, - float blackbody_intensity, - vec4 blackbody_tint, - float temperature, - float density_attribute, - vec4 color_attribute, - float temperature_attribute, - sampler1DArray spectrummap, - float layer, - out Closure result) + if (temperature >= 12000.0) { + color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0); + } + else if (temperature < 965.0) { + color = vec4(4.70366907, 0.0, 0.0, 1.0); + } + else { + float t = (temperature - 965.0) / (12000.0 - 965.0); + color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0); + } +} + +void node_volume_principled(vec4 color, + float density, + float anisotropy, + vec4 absorption_color, + float emission_strength, + vec4 emission_color, + float blackbody_intensity, + vec4 blackbody_tint, + float temperature, + float density_attribute, + vec4 color_attribute, + float temperature_attribute, + sampler1DArray spectrummap, + float layer, + out Closure result) { #ifdef VOLUMETRICS - vec3 absorption_coeff = vec3(0.0); - vec3 scatter_coeff = vec3(0.0); - vec3 emission_coeff = vec3(0.0); - - /* Compute density. */ - density = max(density, 0.0); - - if (density > 1e-5) { - density = max(density * density_attribute, 0.0); - } - - if (density > 1e-5) { - /* Compute scattering and absorption coefficients. */ - vec3 scatter_color = color.rgb * color_attribute.rgb; - - scatter_coeff = scatter_color * density; - absorption_color.rgb = sqrt(max(absorption_color.rgb, 0.0)); - absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color.rgb, 0.0) * density; - } - - /* Compute emission. */ - emission_strength = max(emission_strength, 0.0); - - if (emission_strength > 1e-5) { - emission_coeff += emission_strength * emission_color.rgb; - } - - if (blackbody_intensity > 1e-3) { - /* Add temperature from attribute. */ - float T = max(temperature * max(temperature_attribute, 0.0), 0.0); - - /* Stefan-Boltzman law. */ - float T2 = T * T; - float T4 = T2 * T2; - float sigma = 5.670373e-8 * 1e-6 / M_PI; - float intensity = sigma * mix(1.0, T4, blackbody_intensity); - - if (intensity > 1e-5) { - vec4 bb; - node_blackbody(T, spectrummap, layer, bb); - emission_coeff += bb.rgb * blackbody_tint.rgb * intensity; - } - } - - result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy); + vec3 absorption_coeff = vec3(0.0); + vec3 scatter_coeff = vec3(0.0); + vec3 emission_coeff = vec3(0.0); + + /* Compute density. */ + density = max(density, 0.0); + + if (density > 1e-5) { + density = max(density * density_attribute, 0.0); + } + + if (density > 1e-5) { + /* Compute scattering and absorption coefficients. */ + vec3 scatter_color = color.rgb * color_attribute.rgb; + + scatter_coeff = scatter_color * density; + absorption_color.rgb = sqrt(max(absorption_color.rgb, 0.0)); + absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color.rgb, 0.0) * + density; + } + + /* Compute emission. */ + emission_strength = max(emission_strength, 0.0); + + if (emission_strength > 1e-5) { + emission_coeff += emission_strength * emission_color.rgb; + } + + if (blackbody_intensity > 1e-3) { + /* Add temperature from attribute. */ + float T = max(temperature * max(temperature_attribute, 0.0), 0.0); + + /* Stefan-Boltzman law. */ + float T2 = T * T; + float T4 = T2 * T2; + float sigma = 5.670373e-8 * 1e-6 / M_PI; + float intensity = sigma * mix(1.0, T4, blackbody_intensity); + + if (intensity > 1e-5) { + vec4 bb; + node_blackbody(T, spectrummap, layer, bb); + emission_coeff += bb.rgb * blackbody_tint.rgb * intensity; + } + } + + result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy); #else - result = CLOSURE_DEFAULT; + result = CLOSURE_DEFAULT; #endif } @@ -1657,60 +1869,60 @@ void node_volume_principled( void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader) { - shader = closure_mix(shader1, shader2, fac); + shader = closure_mix(shader1, shader2, fac); } void node_add_shader(Closure shader1, Closure shader2, out Closure shader) { - shader = closure_add(shader1, shader2); + shader = closure_add(shader1, shader2); } /* fresnel */ void node_fresnel(float ior, vec3 N, vec3 I, out float result) { - N = normalize(N); - /* handle perspective/orthographic */ - vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + N = normalize(N); + /* handle perspective/orthographic */ + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); - float eta = max(ior, 0.00001); - result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta); + float eta = max(ior, 0.00001); + result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta); } /* layer_weight */ void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing) { - N = normalize(N); + N = normalize(N); - /* fresnel */ - float eta = max(1.0 - blend, 0.00001); - vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + /* fresnel */ + float eta = max(1.0 - blend, 0.00001); + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); - fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta); + fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta); - /* facing */ - facing = abs(dot(I_view, N)); - if (blend != 0.5) { - blend = clamp(blend, 0.0, 0.99999); - blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend); - facing = pow(facing, blend); - } - facing = 1.0 - facing; + /* facing */ + facing = abs(dot(I_view, N)); + if (blend != 0.5) { + blend = clamp(blend, 0.0, 0.99999); + blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend); + facing = pow(facing, blend); + } + facing = 1.0 - facing; } /* gamma */ void node_gamma(vec4 col, float gamma, out vec4 outcol) { - outcol = col; + outcol = col; - if (col.r > 0.0) - outcol.r = compatible_pow(col.r, gamma); - if (col.g > 0.0) - outcol.g = compatible_pow(col.g, gamma); - if (col.b > 0.0) - outcol.b = compatible_pow(col.b, gamma); + if (col.r > 0.0) + outcol.r = compatible_pow(col.r, gamma); + if (col.g > 0.0) + outcol.g = compatible_pow(col.g, gamma); + if (col.b > 0.0) + outcol.b = compatible_pow(col.b, gamma); } /* geometry */ @@ -1718,13 +1930,13 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol) void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) - vec3 cos = volumeObjectLocalCoord; + vec3 cos = volumeObjectLocalCoord; #else - vec3 cos = vec3(0.0); + vec3 cos = vec3(0.0); #endif - outvec = texture(tex, cos).aaa; - outcol = vec4(outvec, 1.0); - outf = dot(vec3(1.0 / 3.0), outvec); + outvec = texture(tex, cos).aaa; + outcol = vec4(outvec, 1.0); + outf = dot(vec3(1.0 / 3.0), outvec); } uniform vec3 volumeColor = vec3(1.0); @@ -1732,353 +1944,401 @@ uniform vec3 volumeColor = vec3(1.0); void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) - vec3 cos = volumeObjectLocalCoord; + vec3 cos = volumeObjectLocalCoord; #else - vec3 cos = vec3(0.0); + vec3 cos = vec3(0.0); #endif - vec4 value = texture(tex, cos).rgba; - /* Density is premultiplied for interpolation, divide it out here. */ - if (value.a > 1e-8) - value.rgb /= value.a; + vec4 value = texture(tex, cos).rgba; + /* Density is premultiplied for interpolation, divide it out here. */ + if (value.a > 1e-8) + value.rgb /= value.a; - outvec = value.rgb * volumeColor; - outcol = vec4(outvec, 1.0); - outf = dot(vec3(1.0 / 3.0), outvec); + outvec = value.rgb * volumeColor; + outcol = vec4(outvec, 1.0); + outf = dot(vec3(1.0 / 3.0), outvec); } void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) - vec3 cos = volumeObjectLocalCoord; + vec3 cos = volumeObjectLocalCoord; #else - vec3 cos = vec3(0.0); + vec3 cos = vec3(0.0); #endif - outf = texture(tex, cos).r; - outvec = vec3(outf, outf, outf); - outcol = vec4(outf, outf, outf, 1.0); + outf = texture(tex, cos).r; + outvec = vec3(outf, outf, outf); + outcol = vec4(outf, outf, outf, 1.0); } -void node_attribute_volume_temperature(sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf) +void node_attribute_volume_temperature( + sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) - vec3 cos = volumeObjectLocalCoord; + vec3 cos = volumeObjectLocalCoord; #else - vec3 cos = vec3(0.0); + vec3 cos = vec3(0.0); #endif - float flame = texture(tex, cos).r; + float flame = texture(tex, cos).r; - outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x): 0.0; - outvec = vec3(outf, outf, outf); - outcol = vec4(outf, outf, outf, 1.0); + outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; + outvec = vec3(outf, outf, outf); + outcol = vec4(outf, outf, outf, 1.0); } void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf) { - outcol = vec4(attr, 1.0); - outvec = attr; - outf = dot(vec3(1.0 / 3.0), attr); + outcol = vec4(attr, 1.0); + outvec = attr; + outf = dot(vec3(1.0 / 3.0), attr); } void node_uvmap(vec3 attr_uv, out vec3 outvec) { - outvec = attr_uv; + outvec = attr_uv; } void tangent_orco_x(vec3 orco_in, out vec3 orco_out) { - orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25); + orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25); } void tangent_orco_y(vec3 orco_in, out vec3 orco_out) { - orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25); + orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25); } void tangent_orco_z(vec3 orco_in, out vec3 orco_out) { - orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0); + orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0); } void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent) { - tangent = normalize((toworld * vec4(attr_tangent.xyz, 0.0)).xyz); + tangent = normalize((toworld * vec4(attr_tangent.xyz, 0.0)).xyz); } void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T) { #ifndef VOLUMETRICS - N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); + N = normalize(gl_FrontFacing ? worldNormal : -worldNormal); #else - N = (toworld * vec4(N, 0.0)).xyz; + N = (toworld * vec4(N, 0.0)).xyz; #endif - T = (objmat * vec4(orco, 0.0)).xyz; - T = cross(N, normalize(cross(T, N))); -} - -void node_geometry( - vec3 I, vec3 N, vec3 orco, mat4 objmat, mat4 toworld, vec2 barycentric, - out vec3 position, out vec3 normal, out vec3 tangent, - out vec3 true_normal, out vec3 incoming, out vec3 parametric, - out float backfacing, out float pointiness) -{ - /* handle perspective/orthographic */ - vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); - incoming = -(toworld * vec4(I_view, 0.0)).xyz; + T = (objmat * vec4(orco, 0.0)).xyz; + T = cross(N, normalize(cross(T, N))); +} + +void node_geometry(vec3 I, + vec3 N, + vec3 orco, + mat4 objmat, + mat4 toworld, + vec2 barycentric, + out vec3 position, + out vec3 normal, + out vec3 tangent, + out vec3 true_normal, + out vec3 incoming, + out vec3 parametric, + out float backfacing, + out float pointiness) +{ + /* handle perspective/orthographic */ + vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + incoming = -(toworld * vec4(I_view, 0.0)).xyz; #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) - position = -incoming; - true_normal = normal = incoming; - tangent = parametric = vec3(0.0); - vec3(0.0); - backfacing = 0.0; - pointiness = 0.0; + position = -incoming; + true_normal = normal = incoming; + tangent = parametric = vec3(0.0); + vec3(0.0); + backfacing = 0.0; + pointiness = 0.0; #else - position = worldPosition; + position = worldPosition; # ifndef VOLUMETRICS - normal = normalize(gl_FrontFacing ? worldNormal : -worldNormal); - vec3 B = dFdx(worldPosition); - vec3 T = dFdy(worldPosition); - true_normal = normalize(cross(B, T)); + normal = normalize(gl_FrontFacing ? worldNormal : -worldNormal); + vec3 B = dFdx(worldPosition); + vec3 T = dFdy(worldPosition); + true_normal = normalize(cross(B, T)); # else - normal = (toworld * vec4(N, 0.0)).xyz; - true_normal = normal; + normal = (toworld * vec4(N, 0.0)).xyz; + true_normal = normal; # endif - tangent_orco_z(orco, orco); - node_tangent(N, orco, objmat, toworld, tangent); + tangent_orco_z(orco, orco); + node_tangent(N, orco, objmat, toworld, tangent); - parametric = vec3(barycentric, 0.0); - backfacing = (gl_FrontFacing) ? 0.0 : 1.0; - pointiness = 0.5; + parametric = vec3(barycentric, 0.0); + backfacing = (gl_FrontFacing) ? 0.0 : 1.0; + pointiness = 0.5; #endif } void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated) { - vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); - vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); - co.xyz = normalize(co.xyz); + vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); + vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + co.xyz = normalize(co.xyz); #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) - generated = (ViewMatrixInverse * co).xyz; + generated = (ViewMatrixInverse * co).xyz; #else - generated_from_orco(attr_orco, generated); + generated_from_orco(attr_orco, generated); #endif } -void node_tex_coord( - vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac, - vec3 attr_orco, vec3 attr_uv, - out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, - out vec3 camera, out vec3 window, out vec3 reflection) -{ - generated = attr_orco; - normal = normalize(NormalMatrixInverse * N); - uv = attr_uv; - object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; - camera = vec3(I.xy, -I.z); - vec4 projvec = ProjectionMatrix * vec4(I, 1.0); - window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0); - - vec3 shade_I = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); - vec3 view_reflection = reflect(shade_I, normalize(N)); - reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz; -} - -void node_tex_coord_background( - vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac, - vec3 attr_orco, vec3 attr_uv, - out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, - out vec3 camera, out vec3 window, out vec3 reflection) -{ - vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); - vec4 co_homogenous = (ProjectionMatrixInverse * v); - - vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); - - co = normalize(co); +void node_tex_coord(vec3 I, + vec3 N, + mat4 viewinvmat, + mat4 obinvmat, + vec4 camerafac, + vec3 attr_orco, + vec3 attr_uv, + out vec3 generated, + out vec3 normal, + out vec3 uv, + out vec3 object, + out vec3 camera, + out vec3 window, + out vec3 reflection) +{ + generated = attr_orco; + normal = normalize(NormalMatrixInverse * N); + uv = attr_uv; + object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; + camera = vec3(I.xy, -I.z); + vec4 projvec = ProjectionMatrix * vec4(I, 1.0); + window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0); + + vec3 shade_I = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); + vec3 view_reflection = reflect(shade_I, normalize(N)); + reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz; +} + +void node_tex_coord_background(vec3 I, + vec3 N, + mat4 viewinvmat, + mat4 obinvmat, + vec4 camerafac, + vec3 attr_orco, + vec3 attr_uv, + out vec3 generated, + out vec3 normal, + out vec3 uv, + out vec3 object, + out vec3 camera, + out vec3 window, + out vec3 reflection) +{ + vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); + vec4 co_homogenous = (ProjectionMatrixInverse * v); + + vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); + + co = normalize(co); #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) - vec3 coords = (ViewMatrixInverse * co).xyz; + vec3 coords = (ViewMatrixInverse * co).xyz; #else - vec3 coords = (ModelViewMatrixInverse * co).xyz; + vec3 coords = (ModelViewMatrixInverse * co).xyz; #endif - generated = coords; - normal = -coords; - uv = vec3(attr_uv.xy, 0.0); - object = coords; + generated = coords; + normal = -coords; + uv = vec3(attr_uv.xy, 0.0); + object = coords; - camera = vec3(co.xy, -co.z); - window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0); + camera = vec3(co.xy, -co.z); + window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0); - reflection = -coords; + reflection = -coords; } #if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER)) -#define node_tex_coord node_tex_coord_background +# define node_tex_coord node_tex_coord_background #endif /* textures */ float calc_gradient(vec3 p, int gradient_type) { - float x, y, z; - x = p.x; - y = p.y; - z = p.z; - if (gradient_type == 0) { /* linear */ - return x; - } - else if (gradient_type == 1) { /* quadratic */ - float r = max(x, 0.0); - return r * r; - } - else if (gradient_type == 2) { /* easing */ - float r = min(max(x, 0.0), 1.0); - float t = r * r; - return (3.0 * t - 2.0 * t * r); - } - else if (gradient_type == 3) { /* diagonal */ - return (x + y) * 0.5; - } - else if (gradient_type == 4) { /* radial */ - return atan(y, x) / (M_PI * 2) + 0.5; - } - else { - /* Bias a little bit for the case where p is a unit length vector, - * to get exactly zero instead of a small random value depending - * on float precision. */ - float r = max(0.999999 - sqrt(x * x + y * y + z * z), 0.0); - if (gradient_type == 5) { /* quadratic sphere */ - return r * r; - } - else if (gradient_type == 6) { /* sphere */ - return r; - } - } - return 0.0; + float x, y, z; + x = p.x; + y = p.y; + z = p.z; + if (gradient_type == 0) { /* linear */ + return x; + } + else if (gradient_type == 1) { /* quadratic */ + float r = max(x, 0.0); + return r * r; + } + else if (gradient_type == 2) { /* easing */ + float r = min(max(x, 0.0), 1.0); + float t = r * r; + return (3.0 * t - 2.0 * t * r); + } + else if (gradient_type == 3) { /* diagonal */ + return (x + y) * 0.5; + } + else if (gradient_type == 4) { /* radial */ + return atan(y, x) / (M_PI * 2) + 0.5; + } + else { + /* Bias a little bit for the case where p is a unit length vector, + * to get exactly zero instead of a small random value depending + * on float precision. */ + float r = max(0.999999 - sqrt(x * x + y * y + z * z), 0.0); + if (gradient_type == 5) { /* quadratic sphere */ + return r * r; + } + else if (gradient_type == 6) { /* sphere */ + return r; + } + } + return 0.0; } void node_tex_gradient(vec3 co, float gradient_type, out vec4 color, out float fac) { - float f = calc_gradient(co, int(gradient_type)); - f = clamp(f, 0.0, 1.0); + float f = calc_gradient(co, int(gradient_type)); + f = clamp(f, 0.0, 1.0); - color = vec4(f, f, f, 1.0); - fac = f; + color = vec4(f, f, f, 1.0); + fac = f; } -void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac) +void node_tex_checker( + vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac) { - vec3 p = co * scale; + vec3 p = co * scale; - /* Prevent precision issues on unit coordinates. */ - p = (p + 0.000001) * 0.999999; + /* Prevent precision issues on unit coordinates. */ + p = (p + 0.000001) * 0.999999; - int xi = int(abs(floor(p.x))); - int yi = int(abs(floor(p.y))); - int zi = int(abs(floor(p.z))); + int xi = int(abs(floor(p.x))); + int yi = int(abs(floor(p.y))); + int zi = int(abs(floor(p.z))); - bool check = ((mod(xi, 2) == mod(yi, 2)) == bool(mod(zi, 2))); + bool check = ((mod(xi, 2) == mod(yi, 2)) == bool(mod(zi, 2))); - color = check ? color1 : color2; - fac = check ? 1.0 : 0.0; + color = check ? color1 : color2; + fac = check ? 1.0 : 0.0; } -vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias, - float brick_width, float row_height, - float offset_amount, int offset_frequency, - float squash_amount, int squash_frequency) +vec2 calc_brick_texture(vec3 p, + float mortar_size, + float mortar_smooth, + float bias, + float brick_width, + float row_height, + float offset_amount, + int offset_frequency, + float squash_amount, + int squash_frequency) { - int bricknum, rownum; - float offset = 0.0; - float x, y; + int bricknum, rownum; + float offset = 0.0; + float x, y; - rownum = floor_to_int(p.y / row_height); + rownum = floor_to_int(p.y / row_height); - if (offset_frequency != 0 && squash_frequency != 0) { - brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */ - offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width * offset_amount); /* offset */ - } + if (offset_frequency != 0 && squash_frequency != 0) { + brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */ + offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width * offset_amount); /* offset */ + } - bricknum = floor_to_int((p.x + offset) / brick_width); + bricknum = floor_to_int((p.x + offset) / brick_width); - x = (p.x + offset) - brick_width * bricknum; - y = p.y - row_height * rownum; + x = (p.x + offset) - brick_width * bricknum; + y = p.y - row_height * rownum; - float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0); + float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0); - float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); - if (min_dist >= mortar_size) { - return vec2(tint, 0.0); - } - else if (mortar_smooth == 0.0) { - return vec2(tint, 1.0); - } - else { - min_dist = 1.0 - min_dist/mortar_size; - return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist)); - } + float min_dist = min(min(x, y), min(brick_width - x, row_height - y)); + if (min_dist >= mortar_size) { + return vec2(tint, 0.0); + } + else if (mortar_smooth == 0.0) { + return vec2(tint, 1.0); + } + else { + min_dist = 1.0 - min_dist / mortar_size; + return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist)); + } } void node_tex_brick(vec3 co, - vec4 color1, vec4 color2, - vec4 mortar, float scale, - float mortar_size, float mortar_smooth, float bias, - float brick_width, float row_height, - float offset_amount, float offset_frequency, - float squash_amount, float squash_frequency, - out vec4 color, out float fac) -{ - vec2 f2 = calc_brick_texture(co * scale, - mortar_size, mortar_smooth, bias, - brick_width, row_height, - offset_amount, int(offset_frequency), - squash_amount, int(squash_frequency)); - float tint = f2.x; - float f = f2.y; - if (f != 1.0) { - float facm = 1.0 - tint; - color1 = facm * color1 + tint * color2; - } - color = mix(color1, mortar, f); - fac = f; + vec4 color1, + vec4 color2, + vec4 mortar, + float scale, + float mortar_size, + float mortar_smooth, + float bias, + float brick_width, + float row_height, + float offset_amount, + float offset_frequency, + float squash_amount, + float squash_frequency, + out vec4 color, + out float fac) +{ + vec2 f2 = calc_brick_texture(co * scale, + mortar_size, + mortar_smooth, + bias, + brick_width, + row_height, + offset_amount, + int(offset_frequency), + squash_amount, + int(squash_frequency)); + float tint = f2.x; + float f = f2.y; + if (f != 1.0) { + float facm = 1.0 - tint; + color1 = facm * color1 + tint * color2; + } + color = mix(color1, mortar, f); + fac = f; } void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac) { - color = vec4(1.0); - fac = 1.0; + color = vec4(1.0); + fac = 1.0; } void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv) { - vec3 nco = normalize(co); - uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5; - uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5; + vec3 nco = normalize(co); + uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5; + uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5; - /* Fix pole bleeding */ - float half_height = clamp_size / float(textureSize(ima, 0).y); - uv.y = clamp(uv.y, half_height, 1.0 - half_height); - uv.z = 0.0; + /* Fix pole bleeding */ + float half_height = clamp_size / float(textureSize(ima, 0).y); + uv.y = clamp(uv.y, half_height, 1.0 - half_height); + uv.z = 0.0; } void node_tex_environment_mirror_ball(vec3 co, out vec3 uv) { - vec3 nco = normalize(co); - nco.y -= 1.0; + vec3 nco = normalize(co); + nco.y -= 1.0; - float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0)); - nco /= max(1e-8, div); + float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0)); + nco /= max(1e-8, div); - uv = 0.5 * nco.xzz + 0.5; + uv = 0.5 * nco.xzz + 0.5; } void node_tex_environment_empty(vec3 co, out vec4 color) { - color = vec4(1.0, 0.0, 1.0, 1.0); + color = vec4(1.0, 0.0, 1.0, 1.0); } /* 16bits floats limits. Higher/Lower values produce +/-inf. */ @@ -2086,200 +2346,185 @@ void node_tex_environment_empty(vec3 co, out vec4 color) void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alpha) { - color = safe_color(texture(ima, co.xy)); - alpha = color.a; + color = safe_color(texture(ima, co.xy)); + alpha = color.a; } void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha) { - color = safe_color(textureLod(ima, co.xy, 0.0)); - alpha = color.a; + color = safe_color(textureLod(ima, co.xy, 0.0)); + alpha = color.a; } void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha) { - ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy); - color = safe_color(texelFetch(ima, pix, 0)); - alpha = color.a; + ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy); + color = safe_color(texelFetch(ima, pix, 0)); + alpha = color.a; } /* @arg f: signed distance to texel center. */ void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3) { - vec2 f2 = f * f; - vec2 f3 = f2 * f; - /* Bspline coefs (optimized) */ - w3 = f3 / 6.0; - w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0; - w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0; - w2 = 1.0 - w0 - w1 - w3; + vec2 f2 = f * f; + vec2 f3 = f2 * f; + /* Bspline coefs (optimized) */ + w3 = f3 / 6.0; + w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0; + w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0; + w2 = 1.0 - w0 - w1 - w3; } -void node_tex_image_cubic_ex(vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha) +void node_tex_image_cubic_ex( + vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha) { - vec2 tex_size = vec2(textureSize(ima, 0).xy); + vec2 tex_size = vec2(textureSize(ima, 0).xy); - co.xy *= tex_size; - /* texel center */ - vec2 tc = floor(co.xy - 0.5) + 0.5; - vec2 w0, w1, w2, w3; - cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3); + co.xy *= tex_size; + /* texel center */ + vec2 tc = floor(co.xy - 0.5) + 0.5; + vec2 w0, w1, w2, w3; + cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3); #if 1 /* Optimized version using 4 filtered tap. */ - vec2 s0 = w0 + w1; - vec2 s1 = w2 + w3; + vec2 s0 = w0 + w1; + vec2 s1 = w2 + w3; - vec2 f0 = w1 / (w0 + w1); - vec2 f1 = w3 / (w2 + w3); + vec2 f0 = w1 / (w0 + w1); + vec2 f1 = w3 / (w2 + w3); - vec4 final_co; - final_co.xy = tc - 1.0 + f0; - final_co.zw = tc + 1.0 + f1; + vec4 final_co; + final_co.xy = tc - 1.0 + f0; + final_co.zw = tc + 1.0 + f1; - if (do_extend == 1.0) { - final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5); - } - final_co /= tex_size.xyxy; + if (do_extend == 1.0) { + final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5); + } + final_co /= tex_size.xyxy; - color = safe_color(textureLod(ima, final_co.xy, 0.0)) * s0.x * s0.y; - color += safe_color(textureLod(ima, final_co.zy, 0.0)) * s1.x * s0.y; - color += safe_color(textureLod(ima, final_co.xw, 0.0)) * s0.x * s1.y; - color += safe_color(textureLod(ima, final_co.zw, 0.0)) * s1.x * s1.y; + color = safe_color(textureLod(ima, final_co.xy, 0.0)) * s0.x * s0.y; + color += safe_color(textureLod(ima, final_co.zy, 0.0)) * s1.x * s0.y; + color += safe_color(textureLod(ima, final_co.xw, 0.0)) * s0.x * s1.y; + color += safe_color(textureLod(ima, final_co.zw, 0.0)) * s1.x * s1.y; #else /* Reference bruteforce 16 tap. */ - color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y; - color += texelFetch(ima, ivec2(tc + vec2( 0.0, -1.0)), 0) * w1.x * w0.y; - color += texelFetch(ima, ivec2(tc + vec2( 1.0, -1.0)), 0) * w2.x * w0.y; - color += texelFetch(ima, ivec2(tc + vec2( 2.0, -1.0)), 0) * w3.x * w0.y; - - color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y; - color += texelFetch(ima, ivec2(tc + vec2( 0.0, 0.0)), 0) * w1.x * w1.y; - color += texelFetch(ima, ivec2(tc + vec2( 1.0, 0.0)), 0) * w2.x * w1.y; - color += texelFetch(ima, ivec2(tc + vec2( 2.0, 0.0)), 0) * w3.x * w1.y; - - color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y; - color += texelFetch(ima, ivec2(tc + vec2( 0.0, 1.0)), 0) * w1.x * w2.y; - color += texelFetch(ima, ivec2(tc + vec2( 1.0, 1.0)), 0) * w2.x * w2.y; - color += texelFetch(ima, ivec2(tc + vec2( 2.0, 1.0)), 0) * w3.x * w2.y; - - color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y; - color += texelFetch(ima, ivec2(tc + vec2( 0.0, 2.0)), 0) * w1.x * w3.y; - color += texelFetch(ima, ivec2(tc + vec2( 1.0, 2.0)), 0) * w2.x * w3.y; - color += texelFetch(ima, ivec2(tc + vec2( 2.0, 2.0)), 0) * w3.x * w3.y; + color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y; + color += texelFetch(ima, ivec2(tc + vec2(0.0, -1.0)), 0) * w1.x * w0.y; + color += texelFetch(ima, ivec2(tc + vec2(1.0, -1.0)), 0) * w2.x * w0.y; + color += texelFetch(ima, ivec2(tc + vec2(2.0, -1.0)), 0) * w3.x * w0.y; + + color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y; + color += texelFetch(ima, ivec2(tc + vec2(0.0, 0.0)), 0) * w1.x * w1.y; + color += texelFetch(ima, ivec2(tc + vec2(1.0, 0.0)), 0) * w2.x * w1.y; + color += texelFetch(ima, ivec2(tc + vec2(2.0, 0.0)), 0) * w3.x * w1.y; + + color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y; + color += texelFetch(ima, ivec2(tc + vec2(0.0, 1.0)), 0) * w1.x * w2.y; + color += texelFetch(ima, ivec2(tc + vec2(1.0, 1.0)), 0) * w2.x * w2.y; + color += texelFetch(ima, ivec2(tc + vec2(2.0, 1.0)), 0) * w3.x * w2.y; + + color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y; + color += texelFetch(ima, ivec2(tc + vec2(0.0, 2.0)), 0) * w1.x * w3.y; + color += texelFetch(ima, ivec2(tc + vec2(1.0, 2.0)), 0) * w2.x * w3.y; + color += texelFetch(ima, ivec2(tc + vec2(2.0, 2.0)), 0) * w3.x * w3.y; #endif - alpha = color.a; + alpha = color.a; } void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha) { - node_tex_image_cubic_ex(co, ima, 0.0, color, alpha); + node_tex_image_cubic_ex(co, ima, 0.0, color, alpha); } void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha) { - node_tex_image_cubic_ex(co, ima, 1.0, color, alpha); + node_tex_image_cubic_ex(co, ima, 1.0, color, alpha); } void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha) { - /* use cubic for now */ - node_tex_image_cubic_ex(co, ima, 0.0, color, alpha); -} - -void tex_box_sample_linear(vec3 texco, - vec3 N, - sampler2D ima, - out vec4 color1, - out vec4 color2, - out vec4 color3) -{ - /* X projection */ - vec2 uv = texco.yz; - if (N.x < 0.0) { - uv.x = 1.0 - uv.x; - } - color1 = texture(ima, uv); - /* Y projection */ - uv = texco.xz; - if (N.y > 0.0) { - uv.x = 1.0 - uv.x; - } - color2 = texture(ima, uv); - /* Z projection */ - uv = texco.yx; - if (N.z > 0.0) { - uv.x = 1.0 - uv.x; - } - color3 = texture(ima, uv); -} - -void tex_box_sample_nearest(vec3 texco, - vec3 N, - sampler2D ima, - out vec4 color1, - out vec4 color2, - out vec4 color3) -{ - /* X projection */ - vec2 uv = texco.yz; - if (N.x < 0.0) { - uv.x = 1.0 - uv.x; - } - ivec2 pix = ivec2(uv.xy * textureSize(ima, 0).xy); - color1 = texelFetch(ima, pix, 0); - /* Y projection */ - uv = texco.xz; - if (N.y > 0.0) { - uv.x = 1.0 - uv.x; - } - pix = ivec2(uv.xy * textureSize(ima, 0).xy); - color2 = texelFetch(ima, pix, 0); - /* Z projection */ - uv = texco.yx; - if (N.z > 0.0) { - uv.x = 1.0 - uv.x; - } - pix = ivec2(uv.xy * textureSize(ima, 0).xy); - color3 = texelFetch(ima, pix, 0); -} - -void tex_box_sample_cubic(vec3 texco, - vec3 N, - sampler2D ima, - out vec4 color1, - out vec4 color2, - out vec4 color3) -{ - float alpha; - /* X projection */ - vec2 uv = texco.yz; - if (N.x < 0.0) { - uv.x = 1.0 - uv.x; - } - node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha); - /* Y projection */ - uv = texco.xz; - if (N.y > 0.0) { - uv.x = 1.0 - uv.x; - } - node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha); - /* Z projection */ - uv = texco.yx; - if (N.z > 0.0) { - uv.x = 1.0 - uv.x; - } - node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha); -} - -void tex_box_sample_smart(vec3 texco, - vec3 N, - sampler2D ima, - out vec4 color1, - out vec4 color2, - out vec4 color3) -{ - tex_box_sample_cubic(texco, N, ima, color1, color2, color3); + /* use cubic for now */ + node_tex_image_cubic_ex(co, ima, 0.0, color, alpha); +} + +void tex_box_sample_linear( + vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3) +{ + /* X projection */ + vec2 uv = texco.yz; + if (N.x < 0.0) { + uv.x = 1.0 - uv.x; + } + color1 = texture(ima, uv); + /* Y projection */ + uv = texco.xz; + if (N.y > 0.0) { + uv.x = 1.0 - uv.x; + } + color2 = texture(ima, uv); + /* Z projection */ + uv = texco.yx; + if (N.z > 0.0) { + uv.x = 1.0 - uv.x; + } + color3 = texture(ima, uv); +} + +void tex_box_sample_nearest( + vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3) +{ + /* X projection */ + vec2 uv = texco.yz; + if (N.x < 0.0) { + uv.x = 1.0 - uv.x; + } + ivec2 pix = ivec2(uv.xy * textureSize(ima, 0).xy); + color1 = texelFetch(ima, pix, 0); + /* Y projection */ + uv = texco.xz; + if (N.y > 0.0) { + uv.x = 1.0 - uv.x; + } + pix = ivec2(uv.xy * textureSize(ima, 0).xy); + color2 = texelFetch(ima, pix, 0); + /* Z projection */ + uv = texco.yx; + if (N.z > 0.0) { + uv.x = 1.0 - uv.x; + } + pix = ivec2(uv.xy * textureSize(ima, 0).xy); + color3 = texelFetch(ima, pix, 0); +} + +void tex_box_sample_cubic( + vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3) +{ + float alpha; + /* X projection */ + vec2 uv = texco.yz; + if (N.x < 0.0) { + uv.x = 1.0 - uv.x; + } + node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha); + /* Y projection */ + uv = texco.xz; + if (N.y > 0.0) { + uv.x = 1.0 - uv.x; + } + node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha); + /* Z projection */ + uv = texco.yx; + if (N.z > 0.0) { + uv.x = 1.0 - uv.x; + } + node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha); +} + +void tex_box_sample_smart( + vec3 texco, vec3 N, sampler2D ima, out vec4 color1, out vec4 color2, out vec4 color3) +{ + tex_box_sample_cubic(texco, N, ima, color1, color2, color3); } void node_tex_image_box(vec3 texco, @@ -2292,298 +2537,303 @@ void node_tex_image_box(vec3 texco, out vec4 color, out float alpha) { - /* project from direction vector to barycentric coordinates in triangles */ - N = abs(N); - N /= dot(N, vec3(1.0)); - - /* basic idea is to think of this as a triangle, each corner representing - * one of the 3 faces of the cube. in the corners we have single textures, - * in between we blend between two textures, and in the middle we a blend - * between three textures. - * - * the Nxyz values are the barycentric coordinates in an equilateral - * triangle, which in case of blending, in the middle has a smaller - * equilateral triangle where 3 textures blend. this divides things into - * 7 zones, with an if () test for each zone - * EDIT: Now there is only 4 if's. */ - - float limit = 0.5 + 0.5 * blend; - - vec3 weight; - weight = N.xyz / (N.xyx + N.yzz); - weight = clamp((weight - 0.5 * (1.0 - blend)) / max(1e-8, blend), 0.0, 1.0); - - /* test for mixes between two textures */ - if (N.z < (1.0 - limit) * (N.y + N.x)) { - weight.z = 0.0; - weight.y = 1.0 - weight.x; - } - else if (N.x < (1.0 - limit) * (N.y + N.z)) { - weight.x = 0.0; - weight.z = 1.0 - weight.y; - } - else if (N.y < (1.0 - limit) * (N.x + N.z)) { - weight.y = 0.0; - weight.x = 1.0 - weight.z; - } - else { - /* last case, we have a mix between three */ - weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend); - } - - color = weight.x * color1 + weight.y * color2 + weight.z * color3; - alpha = color.a; + /* project from direction vector to barycentric coordinates in triangles */ + N = abs(N); + N /= dot(N, vec3(1.0)); + + /* basic idea is to think of this as a triangle, each corner representing + * one of the 3 faces of the cube. in the corners we have single textures, + * in between we blend between two textures, and in the middle we a blend + * between three textures. + * + * the Nxyz values are the barycentric coordinates in an equilateral + * triangle, which in case of blending, in the middle has a smaller + * equilateral triangle where 3 textures blend. this divides things into + * 7 zones, with an if () test for each zone + * EDIT: Now there is only 4 if's. */ + + float limit = 0.5 + 0.5 * blend; + + vec3 weight; + weight = N.xyz / (N.xyx + N.yzz); + weight = clamp((weight - 0.5 * (1.0 - blend)) / max(1e-8, blend), 0.0, 1.0); + + /* test for mixes between two textures */ + if (N.z < (1.0 - limit) * (N.y + N.x)) { + weight.z = 0.0; + weight.y = 1.0 - weight.x; + } + else if (N.x < (1.0 - limit) * (N.y + N.z)) { + weight.x = 0.0; + weight.z = 1.0 - weight.y; + } + else if (N.y < (1.0 - limit) * (N.x + N.z)) { + weight.y = 0.0; + weight.x = 1.0 - weight.z; + } + else { + /* last case, we have a mix between three */ + weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, blend); + } + + color = weight.x * color1 + weight.y * color2 + weight.z * color3; + alpha = color.a; } void tex_clip_linear(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha) { - vec2 tex_size = vec2(textureSize(ima, 0).xy); - vec2 minco = min(co.xy, 1.0 - co.xy); - minco = clamp(minco * tex_size + 0.5, 0.0, 1.0); - float fac = minco.x * minco.y; + vec2 tex_size = vec2(textureSize(ima, 0).xy); + vec2 minco = min(co.xy, 1.0 - co.xy); + minco = clamp(minco * tex_size + 0.5, 0.0, 1.0); + float fac = minco.x * minco.y; - color = mix(vec4(0.0), icolor, fac); - alpha = color.a; + color = mix(vec4(0.0), icolor, fac); + alpha = color.a; } void tex_clip_nearest(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha) { - vec4 minco = vec4(co.xy, 1.0 - co.xy); - color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor; - alpha = color.a; + vec4 minco = vec4(co.xy, 1.0 - co.xy); + color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor; + alpha = color.a; } void tex_clip_cubic(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha) { - vec2 tex_size = vec2(textureSize(ima, 0).xy); - - co.xy *= tex_size; - /* texel center */ - vec2 tc = floor(co.xy - 0.5) + 0.5; - vec2 w0, w1, w2, w3; - cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3); - - /* TODO Optimize this part. I'm sure there is a smarter way to do that. - * Could do that when sampling? */ -#define CLIP_CUBIC_SAMPLE(samp, size) (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size)))) - ivec2 itex_size = textureSize(ima, 0).xy; - float fac; - fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, -1.0), itex_size) * w1.x * w0.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, -1.0), itex_size) * w2.x * w0.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, -1.0), itex_size) * w3.x * w0.y; - - fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 0.0), itex_size) * w1.x * w1.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 0.0), itex_size) * w2.x * w1.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 0.0), itex_size) * w3.x * w1.y; - - fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 1.0), itex_size) * w1.x * w2.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 1.0), itex_size) * w2.x * w2.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 1.0), itex_size) * w3.x * w2.y; - - fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 2.0), itex_size) * w1.x * w3.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 2.0), itex_size) * w2.x * w3.y; - fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 2.0), itex_size) * w3.x * w3.y; + vec2 tex_size = vec2(textureSize(ima, 0).xy); + + co.xy *= tex_size; + /* texel center */ + vec2 tc = floor(co.xy - 0.5) + 0.5; + vec2 w0, w1, w2, w3; + cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3); + + /* TODO Optimize this part. I'm sure there is a smarter way to do that. + * Could do that when sampling? */ +#define CLIP_CUBIC_SAMPLE(samp, size) \ + (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size)))) + ivec2 itex_size = textureSize(ima, 0).xy; + float fac; + fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, -1.0), itex_size) * w1.x * w0.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, -1.0), itex_size) * w2.x * w0.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, -1.0), itex_size) * w3.x * w0.y; + + fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 0.0), itex_size) * w1.x * w1.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 0.0), itex_size) * w2.x * w1.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 0.0), itex_size) * w3.x * w1.y; + + fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 1.0), itex_size) * w1.x * w2.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 1.0), itex_size) * w2.x * w2.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 1.0), itex_size) * w3.x * w2.y; + + fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(0.0, 2.0), itex_size) * w1.x * w3.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(1.0, 2.0), itex_size) * w2.x * w3.y; + fac += CLIP_CUBIC_SAMPLE(tc + vec2(2.0, 2.0), itex_size) * w3.x * w3.y; #undef CLIP_CUBIC_SAMPLE - color = mix(vec4(0.0), icolor, fac); - alpha = color.a; + color = mix(vec4(0.0), icolor, fac); + alpha = color.a; } void tex_clip_smart(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha) { - tex_clip_cubic(co, ima, icolor, color, alpha); + tex_clip_cubic(co, ima, icolor, color, alpha); } void node_tex_image_empty(vec3 co, out vec4 color, out float alpha) { - color = vec4(0.0); - alpha = 0.0; -} - -void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac) -{ - vec3 p = co * scale; - float x = sin((p.x + p.y + p.z) * 5.0); - float y = cos((-p.x + p.y - p.z) * 5.0); - float z = -cos((-p.x - p.y + p.z) * 5.0); - - if (depth > 0) { - x *= distortion; - y *= distortion; - z *= distortion; - y = -cos(x - y + z); - y *= distortion; - if (depth > 1) { - x = cos(x - y - z); - x *= distortion; - if (depth > 2) { - z = sin(-x - y - z); - z *= distortion; - if (depth > 3) { - x = -cos(-x + y - z); - x *= distortion; - if (depth > 4) { - y = -sin(-x + y + z); - y *= distortion; - if (depth > 5) { - y = -cos(-x + y + z); - y *= distortion; - if (depth > 6) { - x = cos(x + y + z); - x *= distortion; - if (depth > 7) { - z = sin(x + y - z); - z *= distortion; - if (depth > 8) { - x = -cos(-x - y + z); - x *= distortion; - if (depth > 9) { - y = -sin(x - y + z); - y *= distortion; - } - } - } - } - } - } - } - } - } - } - if (distortion != 0.0) { - distortion *= 2.0; - x /= distortion; - y /= distortion; - z /= distortion; - } - - color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0); - fac = (color.x + color.y + color.z) / 3.0; + color = vec4(0.0); + alpha = 0.0; +} + +void node_tex_magic( + vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac) +{ + vec3 p = co * scale; + float x = sin((p.x + p.y + p.z) * 5.0); + float y = cos((-p.x + p.y - p.z) * 5.0); + float z = -cos((-p.x - p.y + p.z) * 5.0); + + if (depth > 0) { + x *= distortion; + y *= distortion; + z *= distortion; + y = -cos(x - y + z); + y *= distortion; + if (depth > 1) { + x = cos(x - y - z); + x *= distortion; + if (depth > 2) { + z = sin(-x - y - z); + z *= distortion; + if (depth > 3) { + x = -cos(-x + y - z); + x *= distortion; + if (depth > 4) { + y = -sin(-x + y + z); + y *= distortion; + if (depth > 5) { + y = -cos(-x + y + z); + y *= distortion; + if (depth > 6) { + x = cos(x + y + z); + x *= distortion; + if (depth > 7) { + z = sin(x + y - z); + z *= distortion; + if (depth > 8) { + x = -cos(-x - y + z); + x *= distortion; + if (depth > 9) { + y = -sin(x - y + z); + y *= distortion; + } + } + } + } + } + } + } + } + } + } + if (distortion != 0.0) { + distortion *= 2.0; + x /= distortion; + y /= distortion; + z /= distortion; + } + + color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0); + fac = (color.x + color.y + color.z) / 3.0; } float noise_fade(float t) { - return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); } float noise_scale3(float result) { - return 0.9820 * result; + return 0.9820 * result; } float noise_nerp(float t, float a, float b) { - return (1.0 - t) * a + t * b; + return (1.0 - t) * a + t * b; } float noise_grad(uint hash, float x, float y, float z) { - uint h = hash & 15u; - float u = h < 8u ? x : y; - float vt = ((h == 12u) || (h == 14u)) ? x : z; - float v = h < 4u ? y : vt; - return (((h & 1u) != 0u) ? -u : u) + (((h & 2u) != 0u) ? -v : v); + uint h = hash & 15u; + float u = h < 8u ? x : y; + float vt = ((h == 12u) || (h == 14u)) ? x : z; + float v = h < 4u ? y : vt; + return (((h & 1u) != 0u) ? -u : u) + (((h & 2u) != 0u) ? -v : v); } float noise_perlin(float x, float y, float z) { - int X; float fx = floorfrac(x, X); - int Y; float fy = floorfrac(y, Y); - int Z; float fz = floorfrac(z, Z); + int X; + float fx = floorfrac(x, X); + int Y; + float fy = floorfrac(y, Y); + int Z; + float fz = floorfrac(z, Z); - float u = noise_fade(fx); - float v = noise_fade(fy); - float w = noise_fade(fz); + float u = noise_fade(fx); + float v = noise_fade(fy); + float w = noise_fade(fz); - float noise_u[2], noise_v[2]; + float noise_u[2], noise_v[2]; - noise_u[0] = noise_nerp(u, - noise_grad(hash(X, Y, Z), fx, fy, fz), - noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz)); + noise_u[0] = noise_nerp( + u, noise_grad(hash(X, Y, Z), fx, fy, fz), noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz)); - noise_u[1] = noise_nerp(u, - noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz), - noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz)); + noise_u[1] = noise_nerp(u, + noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz), + noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz)); - noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]); + noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]); - noise_u[0] = noise_nerp(u, - noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0), - noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0)); + noise_u[0] = noise_nerp(u, + noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0), + noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0)); - noise_u[1] = noise_nerp(u, - noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0), - noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0)); + noise_u[1] = noise_nerp(u, + noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0), + noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0)); - noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]); + noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]); - return noise_scale3(noise_nerp(w, noise_v[0], noise_v[1])); + return noise_scale3(noise_nerp(w, noise_v[0], noise_v[1])); } float noise(vec3 p) { - return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5; + return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5; } float snoise(vec3 p) { - return noise_perlin(p.x, p.y, p.z); + return noise_perlin(p.x, p.y, p.z); } float noise_turbulence(vec3 p, float octaves, int hard) { - float fscale = 1.0; - float amp = 1.0; - float sum = 0.0; - octaves = clamp(octaves, 0.0, 16.0); - int n = int(octaves); - for (int i = 0; i <= n; i++) { - float t = noise(fscale * p); - if (hard != 0) { - t = abs(2.0 * t - 1.0); - } - sum += t * amp; - amp *= 0.5; - fscale *= 2.0; - } - float rmd = octaves - floor(octaves); - if (rmd != 0.0) { - float t = noise(fscale * p); - if (hard != 0) { - t = abs(2.0 * t - 1.0); - } - float sum2 = sum + t * amp; - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); - return (1.0 - rmd) * sum + rmd * sum2; - } - else { - sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); - return sum; - } -} - -void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac) -{ - vec3 p = co * scale; - int hard = 0; - if (distortion != 0.0) { - vec3 r, offset = vec3(13.5, 13.5, 13.5); - r.x = noise(p + offset) * distortion; - r.y = noise(p) * distortion; - r.z = noise(p - offset) * distortion; - p += r; - } - - fac = noise_turbulence(p, detail, hard); - color = vec4(fac, - noise_turbulence(vec3(p.y, p.x, p.z), detail, hard), - noise_turbulence(vec3(p.y, p.z, p.x), detail, hard), - 1); + float fscale = 1.0; + float amp = 1.0; + float sum = 0.0; + octaves = clamp(octaves, 0.0, 16.0); + int n = int(octaves); + for (int i = 0; i <= n; i++) { + float t = noise(fscale * p); + if (hard != 0) { + t = abs(2.0 * t - 1.0); + } + sum += t * amp; + amp *= 0.5; + fscale *= 2.0; + } + float rmd = octaves - floor(octaves); + if (rmd != 0.0) { + float t = noise(fscale * p); + if (hard != 0) { + t = abs(2.0 * t - 1.0); + } + float sum2 = sum + t * amp; + sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); + sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1)); + return (1.0 - rmd) * sum + rmd * sum2; + } + else { + sum *= (float(1 << n) / float((1 << (n + 1)) - 1)); + return sum; + } +} + +void node_tex_noise( + vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac) +{ + vec3 p = co * scale; + int hard = 0; + if (distortion != 0.0) { + vec3 r, offset = vec3(13.5, 13.5, 13.5); + r.x = noise(p + offset) * distortion; + r.y = noise(p) * distortion; + r.z = noise(p - offset) * distortion; + p += r; + } + + fac = noise_turbulence(p, detail, hard); + color = vec4(fac, + noise_turbulence(vec3(p.y, p.x, p.z), detail, hard), + noise_turbulence(vec3(p.y, p.z, p.x), detail, hard), + 1); } /* Musgrave fBm @@ -2597,22 +2847,22 @@ void node_tex_noise(vec3 co, float scale, float detail, float distortion, out ve float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves) { - float rmd; - float value = 0.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); + float rmd; + float value = 0.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); - for (int i = 0; i < int(octaves); i++) { - value += snoise(p) * pwr; - pwr *= pwHL; - p *= lacunarity; - } + for (int i = 0; i < int(octaves); i++) { + value += snoise(p) * pwr; + pwr *= pwHL; + p *= lacunarity; + } - rmd = octaves - floor(octaves); - if (rmd != 0.0) - value += rmd * snoise(p) * pwr; + rmd = octaves - floor(octaves); + if (rmd != 0.0) + value += rmd * snoise(p) * pwr; - return value; + return value; } /* Musgrave Multifractal @@ -2624,22 +2874,22 @@ float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves) float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octaves) { - float rmd; - float value = 1.0; - float pwr = 1.0; - float pwHL = pow(lacunarity, -H); + float rmd; + float value = 1.0; + float pwr = 1.0; + float pwHL = pow(lacunarity, -H); - for (int i = 0; i < int(octaves); i++) { - value *= (pwr * snoise(p) + 1.0); - pwr *= pwHL; - p *= lacunarity; - } + for (int i = 0; i < int(octaves); i++) { + value *= (pwr * snoise(p) + 1.0); + pwr *= pwHL; + p *= lacunarity; + } - rmd = octaves - floor(octaves); - if (rmd != 0.0) - value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */ + rmd = octaves - floor(octaves); + if (rmd != 0.0) + value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */ - return value; + return value; } /* Musgrave Heterogeneous Terrain @@ -2652,28 +2902,28 @@ float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octa float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float octaves, float offset) { - float value, increment, rmd; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; + float value, increment, rmd; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; - /* first unscaled octave of function; later octaves are scaled */ - value = offset + snoise(p); - p *= lacunarity; + /* first unscaled octave of function; later octaves are scaled */ + value = offset + snoise(p); + p *= lacunarity; - for (int i = 1; i < int(octaves); i++) { - increment = (snoise(p) + offset) * pwr * value; - value += increment; - pwr *= pwHL; - p *= lacunarity; - } + for (int i = 1; i < int(octaves); i++) { + increment = (snoise(p) + offset) * pwr * value; + value += increment; + pwr *= pwHL; + p *= lacunarity; + } - rmd = octaves - floor(octaves); - if (rmd != 0.0) { - increment = (snoise(p) + offset) * pwr * value; - value += rmd * increment; - } + rmd = octaves - floor(octaves); + if (rmd != 0.0) { + increment = (snoise(p) + offset) * pwr * value; + value += rmd * increment; + } - return value; + return value; } /* Hybrid Additive/Multiplicative Multifractal Terrain @@ -2684,32 +2934,33 @@ float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float oct * offset: raises the terrain from `sea level' */ -float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, float octaves, float offset, float gain) +float noise_musgrave_hybrid_multi_fractal( + vec3 p, float H, float lacunarity, float octaves, float offset, float gain) { - float result, signal, weight, rmd; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; + float result, signal, weight, rmd; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; - result = snoise(p) + offset; - weight = gain * result; - p *= lacunarity; + result = snoise(p) + offset; + weight = gain * result; + p *= lacunarity; - for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { - if (weight > 1.0) - weight = 1.0; + for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) { + if (weight > 1.0) + weight = 1.0; - signal = (snoise(p) + offset) * pwr; - pwr *= pwHL; - result += weight * signal; - weight *= gain * signal; - p *= lacunarity; - } + signal = (snoise(p) + offset) * pwr; + pwr *= pwHL; + result += weight * signal; + weight *= gain * signal; + p *= lacunarity; + } - rmd = octaves - floor(octaves); - if (rmd != 0.0) - result += rmd * ((snoise(p) + offset) * pwr); + rmd = octaves - floor(octaves); + if (rmd != 0.0) + result += rmd * ((snoise(p) + offset) * pwr); - return result; + return result; } /* Ridged Multifractal Terrain @@ -2720,28 +2971,29 @@ float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, flo * offset: raises the terrain from `sea level' */ -float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, float octaves, float offset, float gain) +float noise_musgrave_ridged_multi_fractal( + vec3 p, float H, float lacunarity, float octaves, float offset, float gain) { - float result, signal, weight; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; + float result, signal, weight; + float pwHL = pow(lacunarity, -H); + float pwr = pwHL; - signal = offset - abs(snoise(p)); - signal *= signal; - result = signal; - weight = 1.0; + signal = offset - abs(snoise(p)); + signal *= signal; + result = signal; + weight = 1.0; - for (int i = 1; i < int(octaves); i++) { - p *= lacunarity; - weight = clamp(signal * gain, 0.0, 1.0); - signal = offset - abs(snoise(p)); - signal *= signal; - signal *= weight; - result += signal * pwr; - pwr *= pwHL; - } + for (int i = 1; i < int(octaves); i++) { + p *= lacunarity; + weight = clamp(signal * gain, 0.0, 1.0); + signal = offset - abs(snoise(p)); + signal *= signal; + signal *= weight; + result += signal * pwr; + pwr *= pwHL; + } - return result; + return result; } float svm_musgrave(int type, @@ -2753,17 +3005,19 @@ float svm_musgrave(int type, float gain, vec3 p) { - if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) - return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); - else if (type == 1 /* NODE_MUSGRAVE_FBM */) - return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); - else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) - return intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); - else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) - return intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); - else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) - return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset); - return 0.0; + if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */) + return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves); + else if (type == 1 /* NODE_MUSGRAVE_FBM */) + return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves); + else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */) + return intensity * + noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); + else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */) + return intensity * + noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain); + else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */) + return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset); + return 0.0; } void node_tex_musgrave(vec3 co, @@ -2777,308 +3031,337 @@ void node_tex_musgrave(vec3 co, out vec4 color, out float fac) { - fac = svm_musgrave(int(type), - dimension, - lacunarity, - detail, - offset, - 1.0, - gain, - co * scale); + fac = svm_musgrave(int(type), dimension, lacunarity, detail, offset, 1.0, gain, co *scale); - color = vec4(fac, fac, fac, 1.0); + color = vec4(fac, fac, fac, 1.0); } void node_tex_sky(vec3 co, out vec4 color) { - color = vec4(1.0); -} - -void node_tex_voronoi(vec3 co, float scale, float exponent, float coloring, float metric, float feature, out vec4 color, out float fac) -{ - vec3 p = co * scale; - int xx, yy, zz, xi, yi, zi; - vec4 da = vec4(1e10); - vec3 pa[4] = vec3[4](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - - xi = floor_to_int(p[0]); - yi = floor_to_int(p[1]); - zi = floor_to_int(p[2]); - - for (xx = xi - 1; xx <= xi + 1; xx++) { - for (yy = yi - 1; yy <= yi + 1; yy++) { - for (zz = zi - 1; zz <= zi + 1; zz++) { - vec3 ip = vec3(xx, yy, zz); - vec3 vp = cellnoise_color(ip); - vec3 pd = p - (vp + ip); - - float d = 0.0; - if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */ - d = dot(pd, pd); - } - else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */ - d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]); - } - else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */ - d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2]))); - } - else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */ - d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) + pow(abs(pd[2]), exponent), 1.0/exponent); - } - - vp += vec3(xx, yy, zz); - if (d < da[0]) { - da.yzw = da.xyz; - da[0] = d; - - pa[3] = pa[2]; - pa[2] = pa[1]; - pa[1] = pa[0]; - pa[0] = vp; - } - else if (d < da[1]) { - da.zw = da.yz; - da[1] = d; - - pa[3] = pa[2]; - pa[2] = pa[1]; - pa[1] = vp; - } - else if (d < da[2]) { - da[3] = da[2]; - da[2] = d; - - pa[3] = pa[2]; - pa[2] = vp; - } - else if (d < da[3]) { - da[3] = d; - pa[3] = vp; - } - } - } - } - - if (coloring == 0.0) { - /* Intensity output */ - if (feature == 0.0) { /* F1 */ - fac = abs(da[0]); - } - else if (feature == 1.0) { /* F2 */ - fac = abs(da[1]); - } - else if (feature == 2.0) { /* F3 */ - fac = abs(da[2]); - } - else if (feature == 3.0) { /* F4 */ - fac = abs(da[3]); - } - else if (feature == 4.0) { /* F2F1 */ - fac = abs(da[1] - da[0]); - } - color = vec4(fac, fac, fac, 1.0); - } - else { - /* Color output */ - vec3 col = vec3(fac, fac, fac); - if (feature == 0.0) { /* F1 */ - col = pa[0]; - } - else if (feature == 1.0) { /* F2 */ - col = pa[1]; - } - else if (feature == 2.0) { /* F3 */ - col = pa[2]; - } - else if (feature == 3.0) { /* F4 */ - col = pa[3]; - } - else if (feature == 4.0) { /* F2F1 */ - col = abs(pa[1] - pa[0]); - } - - color = vec4(cellnoise_color(col), 1.0); - fac = (color.x + color.y + color.z) * (1.0 / 3.0); - } -} - -float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile) -{ - float n; - - if (wave_type == 0) /* type bands */ - n = (p.x + p.y + p.z) * 10.0; - else /* type rings */ - n = length(p) * 20.0; - - if (distortion != 0.0) - n += distortion * noise_turbulence(p * detail_scale, detail, 0); - - if (wave_profile == 0) { /* profile sin */ - return 0.5 + 0.5 * sin(n); - } - else { /* profile saw */ - n /= 2.0 * M_PI; - n -= int(n); - return (n < 0.0) ? n + 1.0 : n; - } -} - -void node_tex_wave( - vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile, - out vec4 color, out float fac) -{ - float f; - f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile)); - - color = vec4(f, f, f, 1.0); - fac = f; + color = vec4(1.0); +} + +void node_tex_voronoi(vec3 co, + float scale, + float exponent, + float coloring, + float metric, + float feature, + out vec4 color, + out float fac) +{ + vec3 p = co * scale; + int xx, yy, zz, xi, yi, zi; + vec4 da = vec4(1e10); + vec3 pa[4] = vec3[4](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); + + xi = floor_to_int(p[0]); + yi = floor_to_int(p[1]); + zi = floor_to_int(p[2]); + + for (xx = xi - 1; xx <= xi + 1; xx++) { + for (yy = yi - 1; yy <= yi + 1; yy++) { + for (zz = zi - 1; zz <= zi + 1; zz++) { + vec3 ip = vec3(xx, yy, zz); + vec3 vp = cellnoise_color(ip); + vec3 pd = p - (vp + ip); + + float d = 0.0; + if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */ + d = dot(pd, pd); + } + else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */ + d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]); + } + else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */ + d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2]))); + } + else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */ + d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) + + pow(abs(pd[2]), exponent), + 1.0 / exponent); + } + + vp += vec3(xx, yy, zz); + if (d < da[0]) { + da.yzw = da.xyz; + da[0] = d; + + pa[3] = pa[2]; + pa[2] = pa[1]; + pa[1] = pa[0]; + pa[0] = vp; + } + else if (d < da[1]) { + da.zw = da.yz; + da[1] = d; + + pa[3] = pa[2]; + pa[2] = pa[1]; + pa[1] = vp; + } + else if (d < da[2]) { + da[3] = da[2]; + da[2] = d; + + pa[3] = pa[2]; + pa[2] = vp; + } + else if (d < da[3]) { + da[3] = d; + pa[3] = vp; + } + } + } + } + + if (coloring == 0.0) { + /* Intensity output */ + if (feature == 0.0) { /* F1 */ + fac = abs(da[0]); + } + else if (feature == 1.0) { /* F2 */ + fac = abs(da[1]); + } + else if (feature == 2.0) { /* F3 */ + fac = abs(da[2]); + } + else if (feature == 3.0) { /* F4 */ + fac = abs(da[3]); + } + else if (feature == 4.0) { /* F2F1 */ + fac = abs(da[1] - da[0]); + } + color = vec4(fac, fac, fac, 1.0); + } + else { + /* Color output */ + vec3 col = vec3(fac, fac, fac); + if (feature == 0.0) { /* F1 */ + col = pa[0]; + } + else if (feature == 1.0) { /* F2 */ + col = pa[1]; + } + else if (feature == 2.0) { /* F3 */ + col = pa[2]; + } + else if (feature == 3.0) { /* F4 */ + col = pa[3]; + } + else if (feature == 4.0) { /* F2F1 */ + col = abs(pa[1] - pa[0]); + } + + color = vec4(cellnoise_color(col), 1.0); + fac = (color.x + color.y + color.z) * (1.0 / 3.0); + } +} + +float calc_wave( + vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile) +{ + float n; + + if (wave_type == 0) /* type bands */ + n = (p.x + p.y + p.z) * 10.0; + else /* type rings */ + n = length(p) * 20.0; + + if (distortion != 0.0) + n += distortion * noise_turbulence(p * detail_scale, detail, 0); + + if (wave_profile == 0) { /* profile sin */ + return 0.5 + 0.5 * sin(n); + } + else { /* profile saw */ + n /= 2.0 * M_PI; + n -= int(n); + return (n < 0.0) ? n + 1.0 : n; + } +} + +void node_tex_wave(vec3 co, + float scale, + float distortion, + float detail, + float detail_scale, + float wave_type, + float wave_profile, + out vec4 color, + out float fac) +{ + float f; + f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile)); + + color = vec4(f, f, f, 1.0); + fac = f; } /* light path */ -void node_light_path( - out float is_camera_ray, - out float is_shadow_ray, - out float is_diffuse_ray, - out float is_glossy_ray, - out float is_singular_ray, - out float is_reflection_ray, - out float is_transmission_ray, - out float ray_length, - out float ray_depth, - out float diffuse_depth, - out float glossy_depth, - out float transparent_depth, - out float transmission_depth) -{ - /* Supported. */ - is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0; - is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0; - is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0; - is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0; - /* Kind of supported. */ - is_singular_ray = is_glossy_ray; - is_reflection_ray = is_glossy_ray; - is_transmission_ray = is_glossy_ray; - ray_depth = rayDepth; - diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0; - glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0; - transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0; - /* Not supported. */ - ray_length = 1.0; - transparent_depth = 0.0; -} - -void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant) -{ - quadratic = strength; - linear = strength; - constant = strength; -} - -void node_object_info(mat4 obmat, vec4 info, out vec3 location, out float object_index, out float material_index, out float random) -{ - location = obmat[3].xyz; - object_index = info.x; - material_index = info.y; - random = info.z; +void node_light_path(out float is_camera_ray, + out float is_shadow_ray, + out float is_diffuse_ray, + out float is_glossy_ray, + out float is_singular_ray, + out float is_reflection_ray, + out float is_transmission_ray, + out float ray_length, + out float ray_depth, + out float diffuse_depth, + out float glossy_depth, + out float transparent_depth, + out float transmission_depth) +{ + /* Supported. */ + is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0; + is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0; + is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0; + is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0; + /* Kind of supported. */ + is_singular_ray = is_glossy_ray; + is_reflection_ray = is_glossy_ray; + is_transmission_ray = is_glossy_ray; + ray_depth = rayDepth; + diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0; + glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0; + transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0; + /* Not supported. */ + ray_length = 1.0; + transparent_depth = 0.0; +} + +void node_light_falloff( + float strength, float tsmooth, out float quadratic, out float linear, out float constant) +{ + quadratic = strength; + linear = strength; + constant = strength; +} + +void node_object_info(mat4 obmat, + vec4 info, + out vec3 location, + out float object_index, + out float material_index, + out float random) +{ + location = obmat[3].xyz; + object_index = info.x; + material_index = info.y; + random = info.z; } void node_normal_map(vec4 info, vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) { - if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { - outnormal = normal; - return; - } - tangent *= (gl_FrontFacing ? 1.0 : -1.0); - vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w; + if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) { + outnormal = normal; + return; + } + tangent *= (gl_FrontFacing ? 1.0 : -1.0); + vec3 B = tangent.w * cross(normal, tangent.xyz) * info.w; - outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; - outnormal = normalize(outnormal); + outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal; + outnormal = normalize(outnormal); } -void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result) +void node_bump( + float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result) { - N = mat3(ViewMatrix) * normalize(N); - dist *= invert; + N = mat3(ViewMatrix) * normalize(N); + dist *= invert; - vec3 dPdx = dFdx(surf_pos); - vec3 dPdy = dFdy(surf_pos); + vec3 dPdx = dFdx(surf_pos); + vec3 dPdy = dFdy(surf_pos); - /* Get surface tangents from normal. */ - vec3 Rx = cross(dPdy, N); - vec3 Ry = cross(N, dPdx); + /* Get surface tangents from normal. */ + vec3 Rx = cross(dPdy, N); + vec3 Ry = cross(N, dPdx); - /* Compute surface gradient and determinant. */ - float det = dot(dPdx, Rx); + /* Compute surface gradient and determinant. */ + float det = dot(dPdx, Rx); - float dHdx = dFdx(height); - float dHdy = dFdy(height); - vec3 surfgrad = dHdx * Rx + dHdy * Ry; + float dHdx = dFdx(height); + float dHdy = dFdy(height); + vec3 surfgrad = dHdx * Rx + dHdy * Ry; - strength = max(strength, 0.0); + strength = max(strength, 0.0); - result = normalize(abs(det) * N - dist * sign(det) * surfgrad); - result = normalize(mix(N, result, strength)); + result = normalize(abs(det) * N - dist * sign(det) * surfgrad); + result = normalize(mix(N, result, strength)); - result = mat3(ViewMatrixInverse) * result; + result = mat3(ViewMatrixInverse) * result; } void node_bevel(float radius, vec3 N, out vec3 result) { - result = N; + result = N; } -void node_hair_info(out float is_strand, out float intercept, out float thickness, out vec3 tangent, out float random) +void node_hair_info(out float is_strand, + out float intercept, + out float thickness, + out vec3 tangent, + out float random) { #ifdef HAIR_SHADER - is_strand = 1.0; - intercept = hairTime; - thickness = hairThickness; - tangent = normalize(hairTangent); - random = wang_hash_noise(uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */ + is_strand = 1.0; + intercept = hairTime; + thickness = hairThickness; + tangent = normalize(hairTangent); + random = wang_hash_noise( + uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */ #else - is_strand = 0.0; - intercept = 0.0; - thickness = 0.0; - tangent = vec3(1.0); - random = 0.0; + is_strand = 0.0; + intercept = 0.0; + thickness = 0.0; + tangent = vec3(1.0); + random = 0.0; #endif } -void node_displacement_object(float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result) +void node_displacement_object( + float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result) { - N = (vec4(N, 0.0) * obmat).xyz; - result = (height - midlevel) * scale * normalize(N); - result = (obmat * vec4(result, 0.0)).xyz; + N = (vec4(N, 0.0) * obmat).xyz; + result = (height - midlevel) * scale * normalize(N); + result = (obmat * vec4(result, 0.0)).xyz; } void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result) { - result = (height - midlevel) * scale * normalize(N); + result = (height - midlevel) * scale * normalize(N); } -void node_vector_displacement_tangent(vec4 vector, float midlevel, float scale, vec4 tangent, vec3 normal, mat4 obmat, mat4 viewmat, out vec3 result) +void node_vector_displacement_tangent(vec4 vector, + float midlevel, + float scale, + vec4 tangent, + vec3 normal, + mat4 obmat, + mat4 viewmat, + out vec3 result) { - vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz); - vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz); - vec3 B_object = tangent.w * normalize(cross(N_object, T_object)); + vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz); + vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz); + vec3 B_object = tangent.w * normalize(cross(N_object, T_object)); - vec3 offset = (vector.xyz - vec3(midlevel)) * scale; - result = offset.x * T_object + offset.y * N_object + offset.z * B_object; - result = (obmat * vec4(result, 0.0)).xyz; + vec3 offset = (vector.xyz - vec3(midlevel)) * scale; + result = offset.x * T_object + offset.y * N_object + offset.z * B_object; + result = (obmat * vec4(result, 0.0)).xyz; } -void node_vector_displacement_object(vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result) +void node_vector_displacement_object( + vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result) { - result = (vector.xyz - vec3(midlevel)) * scale; - result = (obmat * vec4(result, 0.0)).xyz; + result = (vector.xyz - vec3(midlevel)) * scale; + result = (obmat * vec4(result, 0.0)).xyz; } void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result) { - result = (vector.xyz - vec3(midlevel)) * scale; + result = (vector.xyz - vec3(midlevel)) * scale; } /* output */ @@ -3086,9 +3369,9 @@ void node_vector_displacement_world(vec4 vector, float midlevel, float scale, ou void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result) { #ifdef VOLUMETRICS - result = volume; + result = volume; #else - result = surface; + result = surface; #endif } @@ -3097,10 +3380,10 @@ uniform float backgroundAlpha; void node_output_world(Closure surface, Closure volume, out Closure result) { #ifndef VOLUMETRICS - result.radiance = surface.radiance * backgroundAlpha; - result.opacity = backgroundAlpha; + result.radiance = surface.radiance * backgroundAlpha; + result.opacity = backgroundAlpha; #else - result = volume; + result = volume; #endif /* VOLUMETRICS */ } @@ -3109,65 +3392,80 @@ void node_output_world(Closure surface, Closure volume, out Closure result) /* EEVEE output */ void world_normals_get(out vec3 N) { -#ifdef HAIR_SHADER - vec3 B = normalize(cross(worldNormal, hairTangent)); - float cos_theta; - if (hairThicknessRes == 1) { - vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); - /* Random cosine normal distribution on the hair surface. */ - cos_theta = rand.x * 2.0 - 1.0; - } - else { - /* Shade as a cylinder. */ - cos_theta = hairThickTime / hairThickness; - } - float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta)); - N = normalize(worldNormal * sin_theta + B * cos_theta); -#else - N = gl_FrontFacing ? worldNormal : -worldNormal; -#endif +# ifdef HAIR_SHADER + vec3 B = normalize(cross(worldNormal, hairTangent)); + float cos_theta; + if (hairThicknessRes == 1) { + vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); + /* Random cosine normal distribution on the hair surface. */ + cos_theta = rand.x * 2.0 - 1.0; + } + else { + /* Shade as a cylinder. */ + cos_theta = hairThickTime / hairThickness; + } + float sin_theta = sqrt(max(0.0, 1.0f - cos_theta * cos_theta)); + N = normalize(worldNormal * sin_theta + B * cos_theta); +# else + N = gl_FrontFacing ? worldNormal : -worldNormal; +# endif } -void node_eevee_specular( - vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal, - float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal, - float occlusion, float ssr_id, out Closure result) -{ - vec3 out_diff, out_spec, ssr_spec; - eevee_closure_default(normal, diffuse.rgb, specular.rgb, int(ssr_id), roughness, occlusion, - out_diff, out_spec, ssr_spec); - - vec3 vN = normalize(mat3(ViewMatrix) * normal); - result = CLOSURE_DEFAULT; - result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb; - result.opacity = 1.0 - transp; - result.ssr_data = vec4(ssr_spec, roughness); - result.ssr_normal = normal_encode(vN, viewCameraVec); - result.ssr_id = int(ssr_id); +void node_eevee_specular(vec4 diffuse, + vec4 specular, + float roughness, + vec4 emissive, + float transp, + vec3 normal, + float clearcoat, + float clearcoat_roughness, + vec3 clearcoat_normal, + float occlusion, + float ssr_id, + out Closure result) +{ + vec3 out_diff, out_spec, ssr_spec; + eevee_closure_default(normal, + diffuse.rgb, + specular.rgb, + int(ssr_id), + roughness, + occlusion, + out_diff, + out_spec, + ssr_spec); + + vec3 vN = normalize(mat3(ViewMatrix) * normal); + result = CLOSURE_DEFAULT; + result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb; + result.opacity = 1.0 - transp; + result.ssr_data = vec4(ssr_spec, roughness); + result.ssr_normal = normal_encode(vN, viewCameraVec); + result.ssr_id = int(ssr_id); } void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha) { - vec4 spec_accum = vec4(0.0); - if (ssrToggle && cl.ssr_id == outputSsrId) { - vec3 V = cameraVec; - vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec); - vec3 N = transform_direction(ViewMatrixInverse, vN); - float roughness = cl.ssr_data.a; - float roughnessSquared = max(1e-3, roughness * roughness); - fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); - } - - outalpha = cl.opacity; - outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0); - -# ifdef USE_SSS -# ifdef USE_SSS_ALBEDO - outcol.rgb += cl.sss_data.rgb * cl.sss_albedo; -# else - outcol.rgb += cl.sss_data.rgb; -# endif -# endif + vec4 spec_accum = vec4(0.0); + if (ssrToggle && cl.ssr_id == outputSsrId) { + vec3 V = cameraVec; + vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec); + vec3 N = transform_direction(ViewMatrixInverse, vN); + float roughness = cl.ssr_data.a; + float roughnessSquared = max(1e-3, roughness * roughness); + fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); + } + + outalpha = cl.opacity; + outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0); + +# ifdef USE_SSS +# ifdef USE_SSS_ALBEDO + outcol.rgb += cl.sss_data.rgb * cl.sss_albedo; +# else + outcol.rgb += cl.sss_data.rgb; +# endif +# endif } #endif /* VOLUMETRICS */ |