diff options
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 3874 |
1 files changed, 0 insertions, 3874 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl deleted file mode 100644 index 24fef4f05d8..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ /dev/null @@ -1,3874 +0,0 @@ - -/* Converters */ - -float convert_rgba_to_float(vec4 color) -{ - return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722)); -} - -float exp_blender(float 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; - } - - /* 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); -} - -void rgb_to_hsv(vec4 rgb, out vec4 outcol) -{ - 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; - - 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 (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; - - if (h < 0.0) { - h += 1.0; - } - } - - 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); -} - -void color_to_normal_new_shading(vec3 color, out vec3 normal) -{ - 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); -} - -#ifndef M_PI -# define M_PI 3.14159265358979323846 -#endif -#ifndef M_1_PI -# 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 vect_normalize(vec3 vin, out vec3 vout) -{ - vout = normalize(vin); -} - -void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) -{ - vout = (mat * vec4(vin, 0.0)).xyz; -} - -void normal_transform_transposed_m4v3(vec3 vin, mat4 mat, out vec3 vout) -{ - vout = transpose(mat3(mat)) * vin; -} - -void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout) -{ - vout = (mat * vec4(vin, 1.0)).xyz; -} - -void point_texco_remap_square(vec3 vin, out vec3 vout) -{ - 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); -} - -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; - } - - v = 1.0 - acos(vin.z / len) / M_PI; - } - else { - v = u = 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; - } - - 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) -{ - 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); -} - -void math_add(float a, float b, out float result) -{ - result = a + b; -} - -void math_subtract(float a, float b, out float result) -{ - result = a - b; -} - -void math_multiply(float a, float b, out float result) -{ - result = a * b; -} - -void math_divide(float a, float b, out float result) -{ - result = (b != 0.0) ? a / b : 0.0; -} - -void math_power(float a, float b, out float result) -{ - if (a >= 0.0) { - result = compatible_pow(a, b); - } - else { - float fraction = mod(abs(b), 1.0); - if (fraction > 0.999 || fraction < 0.001) { - result = compatible_pow(a, floor(b + 0.5)); - } - else { - result = 0.0; - } - } -} - -void math_logarithm(float a, float b, out float result) -{ - result = (a > 0.0 && b > 0.0) ? log2(a) / log2(b) : 0.0; -} - -void math_sqrt(float a, float b, out float result) -{ - result = (a > 0.0) ? sqrt(a) : 0.0; -} - -void math_absolute(float a, float b, out float result) -{ - result = abs(a); -} - -void math_minimum(float a, float b, out float result) -{ - result = min(a, b); -} - -void math_maximum(float a, float b, out float result) -{ - result = max(a, b); -} - -void math_less_than(float a, float b, out float result) -{ - result = (a < b) ? 1.0 : 0.0; -} - -void math_greater_than(float a, float b, out float result) -{ - result = (a > b) ? 1.0 : 0.0; -} - -void math_round(float a, float b, out float result) -{ - result = floor(a + 0.5); -} - -void math_floor(float a, float b, out float result) -{ - result = floor(a); -} - -void math_ceil(float a, float b, out float result) -{ - result = ceil(a); -} - -void math_fraction(float a, float b, out float result) -{ - result = a - floor(a); -} - -/* Change sign to match C convention. mod in GLSL will take absolute for negative numbers. - * See https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/mod.xhtml - */ -void math_modulo(float a, float b, out float result) -{ - result = (b != 0.0) ? sign(a) * mod(abs(a), b) : 0.0; -} - -void math_sine(float a, float b, out float result) -{ - result = sin(a); -} - -void math_cosine(float a, float b, out float result) -{ - result = cos(a); -} - -void math_tangent(float a, float b, out float result) -{ - result = tan(a); -} - -void math_arcsine(float a, float b, out float result) -{ - result = (a <= 1.0 && a >= -1.0) ? asin(a) : 0.0; -} - -void math_arccosine(float a, float b, out float result) -{ - result = (a <= 1.0 && a >= -1.0) ? acos(a) : 0.0; -} - -void math_arctangent(float a, float b, out float result) -{ - result = atan(a); -} - -void math_arctan2(float a, float b, out float result) -{ - result = atan(a, b); -} - -void squeeze(float val, float width, float center, out float outval) -{ - outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width))); -} - -void map_range( - float value, float fromMin, float fromMax, float toMin, float toMax, out float result) -{ - if (fromMax != fromMin) { - result = toMin + ((value - fromMin) / (fromMax - fromMin)) * (toMax - toMin); - } - else { - result = 0.0; - } -} - -vec3 safe_divide(vec3 a, vec3 b) -{ - return vec3((b.x != 0.0) ? a.x / b.x : 0.0, - (b.y != 0.0) ? a.y / b.y : 0.0, - (b.z != 0.0) ? a.z / b.z : 0.0); -} - -void vector_math_add(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = a + b; -} - -void vector_math_subtract(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = a - b; -} - -void vector_math_multiply(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = a * b; -} - -void vector_math_divide(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = safe_divide(a, b); -} - -void vector_math_cross(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = cross(a, b); -} - -void vector_math_project(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - float lenSquared = dot(b, b); - outVector = (lenSquared != 0.0) ? (dot(a, b) / lenSquared) * b : vec3(0.0); -} - -void vector_math_reflect(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = reflect(a, normalize(b)); -} - -void vector_math_dot(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outValue = dot(a, b); -} - -void vector_math_distance(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outValue = distance(a, b); -} - -void vector_math_length(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outValue = length(a); -} - -void vector_math_scale(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = a * scale; -} - -void vector_math_normalize(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = normalize(a); -} - -void vector_math_snap(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = floor(safe_divide(a, b)) * b; -} - -void vector_math_floor(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = floor(a); -} - -void vector_math_ceil(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = ceil(a); -} - -void vector_math_modulo(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - math_modulo(a.x, b.x, outVector.x); - math_modulo(a.y, b.y, outVector.y); - math_modulo(a.z, b.z, outVector.z); -} - -void vector_math_fraction(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = fract(a); -} - -void vector_math_absolute(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = abs(a); -} - -void vector_math_minimum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = min(a, b); -} - -void vector_math_maximum(vec3 a, vec3 b, float scale, out vec3 outVector, out float outValue) -{ - outVector = max(a, b); -} - -void vector_math_mix(float strength, vec3 a, vec3 b, out vec3 outVector) -{ - outVector = strength * a + (1 - strength) * b; -} - -void vec_math_negate(vec3 v, out vec3 outv) -{ - outv = -v; -} - -void invert_z(vec3 v, out vec3 outv) -{ - 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); -} - -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); -} - -/* 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; - } -} - -#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) -{ - 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); - - 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; - - 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); -} - -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; - - 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); -} - -void set_value(float val, out float outval) -{ - outval = val; -} - -void set_rgb(vec3 col, out vec3 outcol) -{ - outcol = col; -} - -void set_rgba(vec4 col, out vec4 outcol) -{ - outcol = col; -} - -void set_value_zero(out float outval) -{ - outval = 0.0; -} - -void set_value_one(out float outval) -{ - outval = 1.0; -} - -void set_rgb_zero(out vec3 outval) -{ - outval = vec3(0.0); -} - -void set_rgb_one(out vec3 outval) -{ - outval = vec3(1.0); -} - -void set_rgba_zero(out vec4 outval) -{ - outval = vec4(0.0); -} - -void set_rgba_one(out vec4 outval) -{ - 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; - - 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; -} - -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; -} - -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; -} - -void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol) -{ - 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; -} - -void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol) -{ - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; - - 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.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); - } -} - -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; -} - -void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol) -{ - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; - - 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; - } -} - -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; -} - -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; -} - -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; -} - -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; - } - } -} - -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; - } -} - -void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol) -{ - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; - - outcol = col1; - - 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); - - 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; - - outcol = col1; - - vec4 hsv, hsv2; - rgb_to_hsv(outcol, hsv); - - if (hsv.y != 0.0) { - rgb_to_hsv(col2, hsv2); - - 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; - - 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); -} - -void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol) -{ - fac = clamp(fac, 0.0, 1.0); - float facm = 1.0 - fac; - - outcol = col1; - - 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); - - 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; - - 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); - - 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) -{ - 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) -{ - 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; -} - -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; -} - -void rgbtobw(vec4 color, out float outval) -{ - 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; -} - -void clamp_vec3(vec3 vec, vec3 min, vec3 max, out vec3 out_vec) -{ - out_vec = clamp(vec, min, max); -} - -void clamp_value(float value, float min, float max, out float result) -{ - result = clamp(value, min, max); -} - -void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol) -{ - vec4 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_to_rgb(hsv, outcol); - - 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; -} - -void combine_rgb(float r, float g, float b, out vec4 col) -{ - 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; -} - -void combine_xyz(float x, float y, float z, out vec3 vec) -{ - vec = vec3(x, y, z); -} - -void separate_hsv(vec4 col, out float h, out float s, out float v) -{ - vec4 hsv; - - 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); -} - -void output_node(vec4 rgb, float alpha, out vec4 outrgb) -{ - 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); -} - -vec3 mtex_2d_mapping(vec3 vec) -{ - 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; -} - -/*********** 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); - - 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; - - 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; -} - -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); -} - -float hypot(float x, float 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 -#else - generated = orco; -#endif -} - -int floor_to_int(float x) -{ - return int(floor(x)); -} - -int quick_floor(float x) -{ - 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); -} - -/* ***** Jenkins Lookup3 Hash Functions ***** */ - -/* Source: http://burtleburtle.net/bob/c/lookup3.c */ - -#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k)))) - -#define mix(a, b, c) \ - { \ - a -= c; \ - a ^= rot(c, 4); \ - c += b; \ - b -= a; \ - b ^= rot(a, 6); \ - a += c; \ - c -= b; \ - c ^= rot(b, 8); \ - b += a; \ - a -= c; \ - a ^= rot(c, 16); \ - c += b; \ - b -= a; \ - b ^= rot(a, 19); \ - a += c; \ - c -= b; \ - c ^= rot(b, 4); \ - b += a; \ - } - -#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); \ - } - -uint hash_uint(uint kx) -{ - uint a, b, c; - a = b = c = 0xdeadbeefu + (1u << 2u) + 13u; - - a += kx; - final(a, b, c); - - return c; -} - -uint hash_uint2(uint kx, uint ky) -{ - uint a, b, c; - a = b = c = 0xdeadbeefu + (2u << 2u) + 13u; - - b += ky; - a += kx; - final(a, b, c); - - return c; -} - -uint hash_uint3(uint kx, uint ky, uint kz) -{ - uint a, b, c; - a = b = c = 0xdeadbeefu + (3u << 2u) + 13u; - - c += kz; - b += ky; - a += kx; - final(a, b, c); - - return c; -} - -uint hash_uint4(uint kx, uint ky, uint kz, uint kw) -{ - uint a, b, c; - a = b = c = 0xdeadbeefu + (4u << 2u) + 13u; - - a += kx; - b += ky; - c += kz; - mix(a, b, c); - - a += kw; - final(a, b, c); - - return c; -} - -#undef rot -#undef final -#undef mix - -uint hash_int(int kx) -{ - return hash_uint(uint(kx)); -} - -uint hash_int2(int kx, int ky) -{ - return hash_uint2(uint(kx), uint(ky)); -} - -uint hash_int3(int kx, int ky, int kz) -{ - return hash_uint3(uint(kx), uint(ky), uint(kz)); -} - -uint hash_int4(int kx, int ky, int kz, int kw) -{ - return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw)); -} - -/* Hashing uint or uint[234] into a float in the range [0, 1]. */ - -float hash_uint_to_float(uint kx) -{ - return float(hash_uint(kx)) / float(0xFFFFFFFFu); -} - -float hash_uint2_to_float(uint kx, uint ky) -{ - return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu); -} - -float hash_uint3_to_float(uint kx, uint ky, uint kz) -{ - return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu); -} - -float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw) -{ - return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu); -} - -/* Hashing float or vec[234] into a float in the range [0, 1]. */ - -float hash_float_to_float(float k) -{ - return hash_uint_to_float(floatBitsToUint(k)); -} - -float hash_vec2_to_float(vec2 k) -{ - return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y)); -} - -float hash_vec3_to_float(vec3 k) -{ - return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z)); -} - -float hash_vec4_to_float(vec4 k) -{ - return hash_uint4_to_float( - floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w)); -} - -/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */ - -vec2 hash_vec2_to_vec2(vec2 k) -{ - return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0))); -} - -vec3 hash_vec3_to_vec3(vec3 k) -{ - return vec3( - hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0))); -} - -vec4 hash_vec4_to_vec4(vec4 k) -{ - return vec4(hash_vec4_to_float(k.xyzw), - hash_vec4_to_float(k.wxyz), - hash_vec4_to_float(k.zwxy), - hash_vec4_to_float(k.yzwx)); -} - -/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */ - -vec3 hash_float_to_vec3(float k) -{ - return vec3( - hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0))); -} - -vec3 hash_vec2_to_vec3(vec2 k) -{ - return vec3( - hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0))); -} - -vec3 hash_vec4_to_vec3(vec4 k) -{ - return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx)); -} - -/* White Noise */ - -void node_white_noise_1d(vec3 vector, float w, out float value) -{ - value = hash_float_to_float(w); -} - -void node_white_noise_2d(vec3 vector, float w, out float value) -{ - value = hash_vec2_to_float(vector.xy); -} - -void node_white_noise_3d(vec3 vector, float w, out float value) -{ - value = hash_vec3_to_float(vector); -} - -void node_white_noise_4d(vec3 vector, float w, out float value) -{ - value = hash_vec4_to_float(vec4(vector, w)); -} - -/* Cell Noise */ - -float bits_to_01(uint bits) -{ - 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); - - return hash_uint3_to_float(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); - - return vec3(r, g, b); -} - -float floorfrac(float x, out int i) -{ - float x_floor = floor(x); - i = int(x_floor); - return x - x_floor; -} - -/* 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 */ -} - -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 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); -} - -#ifndef VOLUMETRICS -void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result) -{ - N = normalize(N); - result = CLOSURE_DEFAULT; - eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance); - closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result); - 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), 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; - closure_load_ssr_data(ssr_spec * color.rgb, roughness, N, viewCameraVec, int(ssr_id), result); -} - -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), 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); - closure_load_ssr_data( - ssr_spec * color.rgb * fresnel, roughness, N, viewCameraVec, int(ssr_id), result); -} - -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, - vec4 emission, - float alpha, - 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 f90 = mix(vec3(1.0), f0, (1.0 - specular) * metallic); - - vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface); - - float sss_scalef = avg(sss_scale) * subsurface; - eevee_closure_principled(N, - mixed_ss_base_color, - f0, - f90, - 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; - - result = CLOSURE_DEFAULT; - result.radiance = out_spec + out_refr; - result.radiance += out_diff * out_sheen; /* Coarse approx. */ - - closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result); - - vec3 sss_radiance = (out_diff + out_trans) * alpha; -# ifndef USE_SSS - result.radiance += sss_radiance * mixed_ss_base_color * (1.0 - transmission); -# else -# ifdef USE_SSS_ALBEDO - vec3 sss_albedo = mixed_ss_base_color; -# else - sss_radiance *= mixed_ss_base_color; -# endif - sss_radiance *= (1.0 - transmission); - closure_load_sss_data(sss_scalef, - sss_radiance, -# ifdef USE_SSS_ALBEDO - sss_albedo, -# endif - int(sss_id), - result); -# endif /* USE_SSS */ - - result.radiance += emission.rgb; - result.radiance *= alpha; - result.transmittance = vec3(1.0 - alpha); -} - -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, - vec4 emission, - float alpha, - 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, vec3(1.0), int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec); - - result = CLOSURE_DEFAULT; - result.radiance = out_spec + out_diff * (diffuse + out_sheen); - closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result); - result.radiance += emission.rgb; - result.radiance *= alpha; - result.transmittance = vec3(1.0 - alpha); -} - -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, - vec4 emission, - float alpha, - 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; - - vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic); - - eevee_closure_glossy(N, base_color.rgb, f90, int(ssr_id), roughness, 1.0, out_spec, ssr_spec); - - result = CLOSURE_DEFAULT; - result.radiance = out_spec; - closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result); - result.radiance += emission.rgb; - result.radiance *= alpha; - result.transmittance = vec3(1.0 - alpha); -} - -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, - vec4 emission, - float alpha, - 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); - - vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic); - - eevee_closure_clearcoat(N, - base_color.rgb, - f90, - int(ssr_id), - roughness, - CN, - clearcoat * 0.25, - clearcoat_roughness, - 1.0, - out_spec, - ssr_spec); - - result = CLOSURE_DEFAULT; - result.radiance = out_spec; - closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result); - result.radiance += emission.rgb; - result.radiance *= alpha; - result.transmittance = vec3(1.0 - alpha); -} - -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, - vec4 emission, - float alpha, - 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 = avg(sss_scale) * subsurface; - - float NV = dot(N, cameraVec); - vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint); - - vec3 f90 = mix(vec3(1.0), base_color.rgb, (1.0 - specular) * metallic); - - eevee_closure_skin(N, - mixed_ss_base_color, - f0, - f90, - int(ssr_id), - roughness, - 1.0, - sss_scalef, - out_diff, - out_trans, - out_spec, - ssr_spec); - - result = CLOSURE_DEFAULT; - result.radiance = out_spec; - closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result); - - vec3 sss_radiance = (out_diff + out_trans) * alpha; -# ifndef USE_SSS - result.radiance += sss_radiance * mixed_ss_base_color * (1.0 - transmission); -# else -# ifdef USE_SSS_ALBEDO - vec3 sss_albedo = mixed_ss_base_color; -# else - sss_radiance *= mixed_ss_base_color; -# endif - sss_radiance *= (1.0 - transmission); - closure_load_sss_data(sss_scalef, - sss_radiance, -# ifdef USE_SSS_ALBEDO - sss_albedo, -# endif - int(sss_id), - result); -# endif /* USE_SSS */ - - result.radiance += out_diff * out_sheen; - result.radiance += emission.rgb; - result.radiance *= alpha; - result.transmittance = vec3(1.0 - alpha); -} - -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, - vec4 emission, - float alpha, - 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), 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; - - result = CLOSURE_DEFAULT; - result.radiance = mix(out_refr, out_spec, fresnel); - closure_load_ssr_data(ssr_spec * alpha, roughness, N, viewCameraVec, int(ssr_id), result); - result.radiance += emission.rgb; - result.radiance *= alpha; - result.transmittance = vec3(1.0 - alpha); -} - -void node_bsdf_translucent(vec4 color, vec3 N, out Closure result) -{ - node_bsdf_diffuse(color, 0.0, -N, result); -} - -void node_bsdf_transparent(vec4 color, out Closure result) -{ - result = CLOSURE_DEFAULT; - result.radiance = vec3(0.0); - result.transmittance = abs(color.rgb); -} - -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; - closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result); - - eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans); - - vec3 sss_radiance = out_diff + out_trans; -# ifdef USE_SSS_ALBEDO - /* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */ - vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur); - sss_radiance *= mix(vec3(1.0), color.rgb, texture_blur); -# else - sss_radiance *= color.rgb; -# endif - closure_load_sss_data(scale, - sss_radiance, -# ifdef USE_SSS_ALBEDO - sss_albedo, -# endif - int(sss_id), - result); -# 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; -} - -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; -} - -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; - - size *= 0.5; - vec3 s = step(-size, -barys * barycentric_dist); - - 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; - - 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); - - fac = max(s.x, max(s.y, s.z)); -} - -#else /* VOLUMETRICS */ - -/* Stub all bsdf functions not compatible with volumetrics. */ -# define node_bsdf_diffuse -# define node_bsdf_glossy -# define node_bsdf_anisotropic -# define node_bsdf_glass -# define node_bsdf_toon -# define node_bsdf_principled -# define node_bsdf_principled_dielectric -# define node_bsdf_principled_metallic -# define node_bsdf_principled_clearcoat -# define node_bsdf_principled_subsurface -# define node_bsdf_principled_glass -# define node_bsdf_translucent -# define node_bsdf_transparent -# define node_bsdf_velvet -# define node_subsurface_scattering -# define node_bsdf_refraction -# define node_ambient_occlusion -# define node_wireframe -# define node_wireframe_screenspace - -#endif /* VOLUMETRICS */ - -/* emission */ - -void node_emission(vec4 color, float strength, vec3 vN, out Closure result) -{ - result = CLOSURE_DEFAULT; -#ifndef VOLUMETRICS - result.radiance = color.rgb * strength; - result.ssr_normal = normal_encode(vN, viewCameraVec); -#else - result.emission = color.rgb * strength; -#endif -} - -/* background */ - -void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec) -{ -#ifdef MESH_SHADER - 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); - - vec3 co = co_homogenous.xyz / co_homogenous.w; -# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) - worldvec = mat3(ViewMatrixInverse) * co; -# else - worldvec = mat3(ModelMatrixInverse) * (mat3(ViewMatrixInverse) * co); -# endif -#endif -} - -void node_background(vec4 color, float strength, out Closure result) -{ -#ifndef VOLUMETRICS - color *= strength; - result = CLOSURE_DEFAULT; - result.radiance = color.rgb; - result.transmittance = vec3(0.0); -#else - result = CLOSURE_DEFAULT; -#endif -} - -/* volumes */ - -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); -#else - 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); -#else - 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) -{ -#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); -#else - result = CLOSURE_DEFAULT; -#endif -} - -void node_holdout(out Closure result) -{ - result = CLOSURE_DEFAULT; -#ifndef VOLUMETRICS - result.holdout = 1.0; - result.flag = CLOSURE_HOLDOUT_FLAG; -#endif -} - -/* closures */ - -void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader) -{ - shader = closure_mix(shader1, shader2, fac); -} - -void node_add_shader(Closure shader1, Closure shader2, out Closure shader) -{ - 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); - - 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); - - /* 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); - - /* 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; - - 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 */ - -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; -#else - vec3 cos = vec3(0.0); -#endif - outvec = texture(tex, cos).aaa; - outcol = vec4(outvec, 1.0); - outf = avg(outvec); -} - -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; -#else - 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; - } - - outvec = value.rgb * volumeColor; - outcol = vec4(outvec, 1.0); - outf = avg(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; -#else - vec3 cos = vec3(0.0); -#endif - 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) -{ -#if defined(MESH_SHADER) && defined(VOLUMETRICS) - vec3 cos = volumeObjectLocalCoord; -#else - vec3 cos = vec3(0.0); -#endif - 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); -} - -void node_volume_info(sampler3D densitySampler, - sampler3D flameSampler, - vec2 temperature, - out vec4 outColor, - out float outDensity, - out float outFlame, - out float outTemprature) -{ -#if defined(MESH_SHADER) && defined(VOLUMETRICS) - vec3 p = volumeObjectLocalCoord; -#else - vec3 p = vec3(0.0); -#endif - - vec4 density = texture(densitySampler, p); - outDensity = density.a; - - /* Density is premultiplied for interpolation, divide it out here. */ - if (density.a > 1e-8) { - density.rgb /= density.a; - } - outColor = vec4(density.rgb * volumeColor, 1.0); - - float flame = texture(flameSampler, p).r; - outFlame = flame; - - outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; -} - -void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf) -{ - outcol = vec4(attr, 1.0); - outvec = attr; - outf = avg(attr); -} - -void node_uvmap(vec3 attr_uv, out vec3 outvec) -{ - 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); -} - -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); -} - -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); -} - -void node_tangentmap(vec4 attr_tangent, out vec3 tangent) -{ - tangent = normalize(attr_tangent.xyz); -} - -void node_tangent(vec3 N, vec3 orco, mat4 objmat, out vec3 T) -{ - 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; -#else - - position = worldPosition; -# ifndef VOLUMETRICS - normal = normalize(N); - 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; -# endif - tangent_orco_z(orco, orco); - node_tangent(N, orco, objmat, tangent); - - 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); -#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) - generated = (ViewMatrixInverse * co).xyz; -#else - generated_from_orco(attr_orco, generated); -#endif -} - -void node_tex_coord(vec3 I, - vec3 wN, - mat4 obmatinv, - 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(normal_world_to_object(wN)); - uv = attr_uv; - object = (obmatinv * (ViewMatrixInverse * 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); - reflection = -reflect(cameraVec, normalize(wN)); -} - -void node_tex_coord_background(vec3 I, - vec3 N, - mat4 obmatinv, - 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); - - vec3 coords = (ViewMatrixInverse * co).xyz; - - generated = coords; - normal = -coords; - uv = vec3(attr_uv.xy, 0.0); - object = (obmatinv * vec4(coords, 1.0)).xyz; - - camera = vec3(co.xy, -co.z); - window = vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0); - - reflection = -coords; -} - -#if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER)) -# 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; -} - -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); - - 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) -{ - vec3 p = co * scale; - - /* 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))); - - bool check = ((mod(xi, 2) == mod(yi, 2)) == bool(mod(zi, 2))); - - 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) -{ - int bricknum, rownum; - float offset = 0.0; - float x, y; - - 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 */ - } - - bricknum = floor_to_int((p.x + offset) / brick_width); - - 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 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; -} - -void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac) -{ - 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; - - /* 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; - - float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0)); - nco /= max(1e-8, div); - - 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); -} - -/* 16bits floats limits. Higher/Lower values produce +/-inf. */ -#define safe_color(a) (clamp(a, -65520.0, 65520.0)) - -void tex_color_alpha_clear(vec4 color, out vec4 result) -{ - result = vec4(color.rgb, 1.0); -} - -void tex_color_alpha_premultiply(vec4 color, out vec4 result) -{ - result = vec4(color.rgb * color.a, 1.0); -} - -void tex_color_alpha_unpremultiply(vec4 color, out vec4 result) -{ - if (color.a == 0.0 || color.a == 1.0) { - result = vec4(color.rgb, 1.0); - } - else { - result = vec4(color.rgb / color.a, 1.0); - } -} - -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; -} - -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; -} - -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; -} - -/* @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; -} - -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); - - 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 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; - - 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; - -#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; -#endif - - 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); -} - -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); -} - -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); -} - -void node_tex_image_box(vec3 texco, - vec3 N, - vec4 color1, - vec4 color2, - vec4 color3, - sampler2D ima, - float blend, - 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; -} - -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; - - 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; -} - -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; -#undef CLIP_CUBIC_SAMPLE - - 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); -} - -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; -} - -float noise_fade(float t) -{ - return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); -} - -float noise_scale3(float result) -{ - return 0.9820 * result; -} - -float noise_nerp(float t, float a, float 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); -} - -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); - - float u = noise_fade(fx); - float v = noise_fade(fy); - float w = noise_fade(fz); - - float noise_u[2], noise_v[2]; - - noise_u[0] = noise_nerp(u, - noise_grad(hash_int3(X, Y, Z), fx, fy, fz), - noise_grad(hash_int3(X + 1, Y, Z), fx - 1.0, fy, fz)); - - noise_u[1] = noise_nerp(u, - noise_grad(hash_int3(X, Y + 1, Z), fx, fy - 1.0, fz), - noise_grad(hash_int3(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_u[0] = noise_nerp(u, - noise_grad(hash_int3(X, Y, Z + 1), fx, fy, fz - 1.0), - noise_grad(hash_int3(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0)); - - noise_u[1] = noise_nerp( - u, - noise_grad(hash_int3(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0), - noise_grad(hash_int3(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]); - - float r = noise_scale3(noise_nerp(w, noise_v[0], noise_v[1])); - - return (isinf(r)) ? 0.0 : r; -} - -float noise(vec3 p) -{ - 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); -} - -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); -} - -/* Musgrave fBm - * - * H: fractal increment parameter - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * - * from "Texturing and Modelling: A procedural approach" - */ - -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); - - 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; - } - - return value; -} - -/* Musgrave Multifractal - * - * H: highest fractal dimension - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - */ - -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); - - 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? */ - } - - return value; -} - -/* Musgrave Heterogeneous Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * offset: raises the terrain from `sea level' - */ - -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; - - /* 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; - } - - rmd = octaves - floor(octaves); - if (rmd != 0.0) { - increment = (snoise(p) + offset) * pwr * value; - value += rmd * increment; - } - - return value; -} - -/* Hybrid Additive/Multiplicative Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * 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 result, signal, weight, rmd; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - 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; - } - - 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); - } - - return result; -} - -/* Ridged Multifractal Terrain - * - * H: fractal dimension of the roughest area - * lacunarity: gap between successive frequencies - * octaves: number of frequencies in the fBm - * 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 result, signal, weight; - float pwHL = pow(lacunarity, -H); - float pwr = pwHL; - - 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; - } - - return result; -} - -float svm_musgrave(int type, - float dimension, - float lacunarity, - float octaves, - float offset, - float intensity, - 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; -} - -void node_tex_musgrave(vec3 co, - float scale, - float detail, - float dimension, - float lacunarity, - float offset, - float gain, - float type, - out vec4 color, - out float fac) -{ - fac = svm_musgrave(int(type), dimension, lacunarity, detail, offset, 1.0, gain, co *scale); - - 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; -} - -/* 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 obcolor, - vec4 info, - float mat_index, - out vec3 location, - out vec4 color, - out float object_index, - out float material_index, - out float random) -{ - location = obmat[3].xyz; - color = obcolor; - object_index = info.x; - material_index = mat_index; - 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; - - 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) -{ - N = mat3(ViewMatrix) * normalize(N); - dist *= gl_FrontFacing ? invert : -invert; - - 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); - - /* Compute surface gradient and determinant. */ - float det = dot(dPdx, Rx); - - float dHdx = dFdx(height); - float dHdy = dFdy(height); - vec3 surfgrad = dHdx * Rx + dHdy * Ry; - - strength = max(strength, 0.0); - - result = normalize(abs(det) * N - dist * sign(det) * surfgrad); - result = normalize(mix(N, result, strength)); - - result = mat3(ViewMatrixInverse) * result; -} - -void node_bevel(float radius, vec3 N, out vec3 result) -{ - result = N; -} - -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(worldNormal); - 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; -#endif -} - -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; -} - -void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result) -{ - 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) -{ - /* TODO(fclem) this is broken. revisit latter. */ - 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; -} - -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; -} - -void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result) -{ - result = (vector.xyz - vec3(midlevel)) * scale; -} - -/* output */ - -void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result) -{ -#ifdef VOLUMETRICS - result = volume; -#else - result = surface; -#endif -} - -uniform float backgroundAlpha; - -void node_output_world(Closure surface, Closure volume, out Closure result) -{ -#ifndef VOLUMETRICS - result.radiance = surface.radiance * backgroundAlpha; - result.transmittance = vec3(1.0 - backgroundAlpha); -#else - result = volume; -#endif /* VOLUMETRICS */ -} - -/* TODO : clean this ifdef mess */ -/* EEVEE output */ -void world_normals_get(out vec3 N) -{ -#ifndef VOLUMETRICS -# 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, 1.0 - cos_theta * cos_theta)); - N = normalize(worldNormal * sin_theta + B * cos_theta); -# else - N = gl_FrontFacing ? worldNormal : -worldNormal; -# endif -#else - generated_from_orco(vec3(0.0), N); -#endif -} - -#ifndef VOLUMETRICS -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) -{ - normal = normalize(normal); - - vec3 out_diff, out_spec, ssr_spec; - eevee_closure_default_clearcoat(normal, - diffuse.rgb, - specular.rgb, - vec3(1.0), - int(ssr_id), - roughness, - clearcoat_normal, - clearcoat * 0.25, - clearcoat_roughness, - occlusion, - out_diff, - out_spec, - ssr_spec); - - float alpha = 1.0 - transp; - result = CLOSURE_DEFAULT; - result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb; - result.radiance *= alpha; - result.transmittance = vec3(transp); - - closure_load_ssr_data(ssr_spec * alpha, roughness, normal, viewCameraVec, int(ssr_id), result); -} - -void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha) -{ - vec4 spec_accum = vec4(0.0); - if (ssrToggle && FLAG_TEST(cl.flag, CLOSURE_SSR_FLAG)) { - 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 = avg(cl.transmittance); - 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 */ |