diff options
Diffstat (limited to 'source/blender/gpu/shaders')
35 files changed, 371 insertions, 336 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_color_ramp.glsl index 17240da4050..17240da4050 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_color_ramp.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_color_ramp.glsl diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl index a5c3a990d90..fe89985ae7f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_color_util.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_color_utils.glsl @@ -90,6 +90,56 @@ void hsv_to_rgb(vec4 hsv, out vec4 outcol) outcol = vec4(rgb, hsv.w); } +void rgb_to_hsl(vec4 rgb, out vec4 outcol) +{ + float cmax, cmin, h, s, l; + + cmax = max(rgb[0], max(rgb[1], rgb[2])); + cmin = min(rgb[0], min(rgb[1], rgb[2])); + l = min(1.0, (cmax + cmin) / 2.0); + + if (cmax == cmin) { + h = s = 0.0; /* achromatic */ + } + else { + float cdelta = cmax - cmin; + s = l > 0.5 ? cdelta / (2.0 - cmax - cmin) : cdelta / (cmax + cmin); + if (cmax == rgb[0]) { + h = (rgb[1] - rgb[2]) / cdelta + (rgb[1] < rgb[2] ? 6.0 : 0.0); + } + else if (cmax == rgb[1]) { + h = (rgb[2] - rgb[0]) / cdelta + 2.0; + } + else { + h = (rgb[0] - rgb[1]) / cdelta + 4.0; + } + } + h /= 6.0; + + outcol = vec4(h, s, l, rgb.w); +} + +void hsl_to_rgb(vec4 hsl, out vec4 outcol) +{ + float nr, ng, nb, chroma, h, s, l; + + h = hsl[0]; + s = hsl[1]; + l = hsl[2]; + + nr = abs(h * 6.0 - 3.0) - 1.0; + ng = 2.0 - abs(h * 6.0 - 2.0); + nb = 2.0 - abs(h * 6.0 - 4.0); + + nr = clamp(nr, 0.0, 1.0); + nb = clamp(nb, 0.0, 1.0); + ng = clamp(ng, 0.0, 1.0); + + chroma = (1.0 - abs(2.0 * l - 1.0)) * s; + + outcol = vec4((nr - 0.5) * chroma + l, (ng - 0.5) * chroma + l, (nb - 0.5) * chroma + l, hsl.w); +} + void color_alpha_clear(vec4 color, out vec4 result) { result = vec4(color.rgb, 1.0); diff --git a/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl new file mode 100644 index 00000000000..8948ed77557 --- /dev/null +++ b/source/blender/gpu/shaders/common/gpu_shader_common_curves.glsl @@ -0,0 +1,162 @@ +vec4 white_balance(vec4 color, vec4 black_level, vec4 white_level) +{ + vec4 range = max(white_level - black_level, vec4(1e-5f)); + return (color - black_level) / range; +} + +float extrapolate_if_needed(float parameter, float value, float start_slope, float end_slope) +{ + if (parameter < 0.0) { + return value + parameter * start_slope; + } + + if (parameter > 1.0) { + return value + (parameter - 1.0) * end_slope; + } + + return value; +} + +/* Same as extrapolate_if_needed but vectorized. */ +vec3 extrapolate_if_needed(vec3 parameters, vec3 values, vec3 start_slopes, vec3 end_slopes) +{ + vec3 end_or_zero_slopes = mix(vec3(0.0), end_slopes, greaterThan(parameters, vec3(1.0))); + vec3 slopes = mix(end_or_zero_slopes, start_slopes, lessThan(parameters, vec3(0.0))); + parameters = parameters - mix(vec3(0.0), vec3(1.0), greaterThan(parameters, vec3(1.0))); + return values + parameters * slopes; +} + +/* Curve maps are stored in sampler objects that are evaluated in the [0, 1] range, so normalize + * parameters accordingly. */ +#define NORMALIZE_PARAMETER(parameter, minimum, range) ((parameter - minimum) * range) + +void curves_combined_rgb(float factor, + vec4 color, + vec4 black_level, + vec4 white_level, + sampler1DArray curve_map, + const float layer, + vec4 range_minimums, + vec4 range_dividers, + vec4 start_slopes, + vec4 end_slopes, + out vec4 result) +{ + vec4 balanced = white_balance(color, black_level, white_level); + + /* First, evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the + * UI. */ + vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimums.aaa, range_dividers.aaa); + result.r = texture(curve_map, vec2(parameters.x, layer)).a; + result.g = texture(curve_map, vec2(parameters.y, layer)).a; + result.b = texture(curve_map, vec2(parameters.z, layer)).a; + + /* Then, extrapolate if needed. */ + result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.aaa, end_slopes.aaa); + + /* Then, evaluate each channel on its curve map. */ + parameters = NORMALIZE_PARAMETER(result.rgb, range_minimums.rgb, range_dividers.rgb); + result.r = texture(curve_map, vec2(parameters.r, layer)).r; + result.g = texture(curve_map, vec2(parameters.g, layer)).g; + result.b = texture(curve_map, vec2(parameters.b, layer)).b; + + /* Then, extrapolate again if needed. */ + result.rgb = extrapolate_if_needed(parameters, result.rgb, start_slopes.rgb, end_slopes.rgb); + result.a = color.a; + + result = mix(color, result, factor); +} + +void curves_combined_only(float factor, + vec4 color, + vec4 black_level, + vec4 white_level, + sampler1DArray curve_map, + const float layer, + float range_minimum, + float range_divider, + float start_slope, + float end_slope, + out vec4 result) +{ + vec4 balanced = white_balance(color, black_level, white_level); + + /* Evaluate alpha curve map at all channels. The alpha curve is the Combined curve in the + * UI. */ + vec3 parameters = NORMALIZE_PARAMETER(balanced.rgb, range_minimum, range_divider); + result.r = texture(curve_map, vec2(parameters.x, layer)).a; + result.g = texture(curve_map, vec2(parameters.y, layer)).a; + result.b = texture(curve_map, vec2(parameters.z, layer)).a; + + /* Then, extrapolate if needed. */ + result.rgb = extrapolate_if_needed(parameters, result.rgb, vec3(start_slope), vec3(end_slope)); + result.a = color.a; + + result = mix(color, result, factor); +} + +void curves_vector(vec3 vector, + sampler1DArray curve_map, + const float layer, + vec3 range_minimums, + vec3 range_dividers, + vec3 start_slopes, + vec3 end_slopes, + out vec3 result) +{ + /* Evaluate each component on its curve map. */ + vec3 parameters = NORMALIZE_PARAMETER(vector, range_minimums, range_dividers); + result.x = texture(curve_map, vec2(parameters.x, layer)).x; + result.y = texture(curve_map, vec2(parameters.y, layer)).y; + result.z = texture(curve_map, vec2(parameters.z, layer)).z; + + /* Then, extrapolate if needed. */ + result = extrapolate_if_needed(parameters, result, start_slopes, end_slopes); +} + +void curves_vector_mixed(float factor, + vec3 vector, + sampler1DArray curve_map, + const float layer, + vec3 range_minimums, + vec3 range_dividers, + vec3 start_slopes, + vec3 end_slopes, + out vec3 result) +{ + curves_vector( + vector, curve_map, layer, range_minimums, range_dividers, start_slopes, end_slopes, result); + result = mix(vector, result, factor); +} + +void curves_float(float value, + sampler1DArray curve_map, + const float layer, + float range_minimum, + float range_divider, + float start_slope, + float end_slope, + out float result) +{ + /* Evaluate the normalized value on the first curve map. */ + float parameter = NORMALIZE_PARAMETER(value, range_minimum, range_divider); + result = texture(curve_map, vec2(parameter, layer)).x; + + /* Then, extrapolate if needed. */ + result = extrapolate_if_needed(parameter, result, start_slope, end_slope); +} + +void curves_float_mixed(float factor, + float value, + sampler1DArray curve_map, + const float layer, + float range_minimum, + float range_divider, + float start_slope, + float end_slope, + out float result) +{ + curves_float( + value, curve_map, layer, range_minimum, range_divider, start_slope, end_slope, result); + result = mix(value, result, factor); +} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_hash.glsl index 32d61f06a65..32d61f06a65 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_hash.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_hash.glsl diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl index 0948ce2c9fa..5f640f64056 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_math.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_math.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) void math_add(float a, float b, float c, out float result) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl index 91a8996939a..124654963fd 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_math_util.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_math_utils.glsl @@ -139,75 +139,3 @@ mat3 euler_to_mat3(vec3 euler) mat[2][2] = cy * cx; return mat; } - -void normal_transform_object_to_world(vec3 vin, out vec3 vout) -{ - vout = normal_object_to_world(vin); -} - -void normal_transform_world_to_object(vec3 vin, out vec3 vout) -{ - vout = normal_world_to_object(vin); -} - -void direction_transform_object_to_world(vec3 vin, out vec3 vout) -{ - vout = transform_direction(ModelMatrix, vin); -} - -void direction_transform_object_to_view(vec3 vin, out vec3 vout) -{ - vout = transform_direction(ModelMatrix, vin); - vout = transform_direction(ViewMatrix, vout); -} - -void direction_transform_view_to_world(vec3 vin, out vec3 vout) -{ - vout = transform_direction(ViewMatrixInverse, vin); -} - -void direction_transform_view_to_object(vec3 vin, out vec3 vout) -{ - vout = transform_direction(ViewMatrixInverse, vin); - vout = transform_direction(ModelMatrixInverse, vout); -} - -void direction_transform_world_to_view(vec3 vin, out vec3 vout) -{ - vout = transform_direction(ViewMatrix, vin); -} - -void direction_transform_world_to_object(vec3 vin, out vec3 vout) -{ - vout = transform_direction(ModelMatrixInverse, vin); -} - -void point_transform_object_to_world(vec3 vin, out vec3 vout) -{ - vout = point_object_to_world(vin); -} - -void point_transform_object_to_view(vec3 vin, out vec3 vout) -{ - vout = point_object_to_view(vin); -} - -void point_transform_view_to_world(vec3 vin, out vec3 vout) -{ - vout = point_view_to_world(vin); -} - -void point_transform_view_to_object(vec3 vin, out vec3 vout) -{ - vout = point_view_to_object(vin); -} - -void point_transform_world_to_view(vec3 vin, out vec3 vout) -{ - vout = point_world_to_view(vin); -} - -void point_transform_world_to_object(vec3 vin, out vec3 vout) -{ - vout = point_world_to_object(vin); -} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl b/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl index 157a6a27c15..f9652f1150b 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_mix_rgb.glsl +++ b/source/blender/gpu/shaders/common/gpu_shader_common_mix_rgb.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol) { diff --git a/source/blender/gpu/shaders/gpu_shader_geometry.glsl b/source/blender/gpu/shaders/gpu_shader_geometry.glsl deleted file mode 100644 index e0e899cfb35..00000000000 --- a/source/blender/gpu/shaders/gpu_shader_geometry.glsl +++ /dev/null @@ -1,93 +0,0 @@ - -#define INTERP_FACE_VARYING_2(result, fvarOffset, tessCoord) \ - { \ - vec2 v[4]; \ - int primOffset = (gl_PrimitiveID + PrimitiveIdBase) * 4; \ - for (int i = 0; i < 4; i++) { \ - int index = (primOffset + i) * osd_fvar_count + fvarOffset; \ - v[i] = vec2(texelFetch(FVarDataBuffer, index).s, texelFetch(FVarDataBuffer, index + 1).s); \ - } \ - result = mix(mix(v[0], v[1], tessCoord.s), mix(v[3], v[2], tessCoord.s), tessCoord.t); \ - } - -#define INTERP_FACE_VARYING_ATT_2(result, fvarOffset, tessCoord) \ - { \ - vec2 tmp; \ - INTERP_FACE_VARYING_2(tmp, fvarOffset, tessCoord); \ - result = vec3(tmp, 0); \ - } - -out block -{ - VertexData v; -} -outpt; - -void set_mtface_vertex_attrs(vec2 st); - -void emit_flat(int index, vec3 normal) -{ - outpt.v.position = inpt[index].v.position; - outpt.v.normal = normal; - - /* Compatibility */ - varnormal = outpt.v.normal; - varposition = outpt.v.position.xyz; - - /* TODO(sergey): Only uniform subdivisions atm. */ - vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)); - vec2 st = quadst[index]; - - INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st); - - set_mtface_vertex_attrs(st); - - gl_Position = ProjectionMatrix * inpt[index].v.position; - EmitVertex(); -} - -void emit_smooth(int index) -{ - outpt.v.position = inpt[index].v.position; - outpt.v.normal = inpt[index].v.normal; - - /* Compatibility */ - varnormal = outpt.v.normal; - varposition = outpt.v.position.xyz; - - /* TODO(sergey): Only uniform subdivisions atm. */ - vec2 quadst[4] = vec2[](vec2(0, 0), vec2(1, 0), vec2(1, 1), vec2(0, 1)); - vec2 st = quadst[index]; - - INTERP_FACE_VARYING_2(outpt.v.uv, osd_active_uv_offset, st); - - set_mtface_vertex_attrs(st); - - gl_Position = ProjectionMatrix * inpt[index].v.position; - EmitVertex(); -} - -void main() -{ - gl_PrimitiveID = gl_PrimitiveIDIn; - - if (osd_flat_shading) { - vec3 A = (inpt[0].v.position - inpt[1].v.position).xyz; - vec3 B = (inpt[3].v.position - inpt[1].v.position).xyz; - vec3 flat_normal = normalize(cross(B, A)); - emit_flat(0, flat_normal); - emit_flat(1, flat_normal); - emit_flat(3, flat_normal); - emit_flat(2, flat_normal); - } - else { - emit_smooth(0); - emit_smooth(1); - emit_smooth(3); - emit_smooth(2); - } - EndPrimitive(); -} - -void set_mtface_vertex_attrs(vec2 st) -{ diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh new file mode 100644 index 00000000000..94cf58933af --- /dev/null +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_image_info.hh @@ -0,0 +1,20 @@ +/* SPDX-License-Identifier: GPL-2.0-or-later + * Copyright 2022 Blender Foundation. All rights reserved. */ + +/** \file + * \ingroup gpu + */ + +#include "gpu_interface_info.hh" +#include "gpu_shader_create_info.hh" + +GPU_SHADER_CREATE_INFO(gpu_shader_3D_image) + .vertex_in(0, Type::VEC3, "pos") + .vertex_in(1, Type::VEC2, "texCoord") + .vertex_out(smooth_tex_coord_interp_iface) + .fragment_out(0, Type::VEC4, "fragColor") + .push_constant(Type::MAT4, "ModelViewProjectionMatrix") + .sampler(0, ImageType::FLOAT_2D, "image") + .vertex_source("gpu_shader_3D_image_vert.glsl") + .fragment_source("gpu_shader_image_frag.glsl") + .do_static_compilation(true); diff --git a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh index 369fe3ac293..ae7edeb16e2 100644 --- a/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh +++ b/source/blender/gpu/shaders/infos/gpu_shader_3D_uniform_color_info.hh @@ -28,7 +28,7 @@ GPU_SHADER_CREATE_INFO(gpu_shader_3D_clipped_uniform_color) .fragment_out(0, Type::VEC4, "fragColor") .push_constant(Type::MAT4, "ModelViewProjectionMatrix") .push_constant(Type::VEC4, "color") - /* TODO(fclem): Put thoses two to one UBO. */ + /* TODO(@fclem): Put those two to one UBO. */ .push_constant(Type::MAT4, "ModelMatrix") .push_constant(Type::VEC4, "ClipPlane") .vertex_source("gpu_shader_3D_clipped_uniform_color_vert.glsl") diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl new file mode 100644 index 00000000000..e68d0d98484 --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_color.glsl @@ -0,0 +1,16 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +void combine_color_rgb(float r, float g, float b, out vec4 col) +{ + col = vec4(r, g, b, 1.0); +} + +void combine_color_hsv(float h, float s, float v, out vec4 col) +{ + hsv_to_rgb(vec4(h, s, v, 1.0), col); +} + +void combine_color_hsl(float h, float s, float l, out vec4 col) +{ + hsl_to_rgb(vec4(h, s, l, 1.0), col); +} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl index e8f444080b9..4d9e16afe66 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_combine_hsv.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void combine_hsv(float h, float s, float v, out vec4 col) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl deleted file mode 100644 index 514409f7fdf..00000000000 --- a/source/blender/gpu/shaders/material/gpu_shader_material_float_curve.glsl +++ /dev/null @@ -1,33 +0,0 @@ -/* ext is vec4(in_x, in_dy, out_x, out_dy). */ -float curve_float_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 curve_float(float fac, - float vec, - sampler1DArray curvemap, - float layer, - float range, - vec4 ext, - out float outvec) -{ - float xyz_min = ext.x; - vec = RANGE_RESCALE(vec, xyz_min, range); - - outvec = texture(curvemap, vec2(vec, layer)).x; - - outvec = curve_float_extrapolate(vec, outvec, ext); - - outvec = mix(vec, outvec, fac); -} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl index 7f502f74c0c..6d52e97cca1 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) #pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl) /* The fractal_noise functions are all exactly the same except for the input type. */ diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl index 29fb09ceebd..64681cd795a 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_gamma.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) void node_gamma(vec4 col, float gamma, out vec4 outcol) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl index 2d5114c3bad..61458b05c86 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_hair_info.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) void node_hair_info(float hair_length, out float is_strand, diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl index 30b808508e9..5223828e176 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_hue_sat_val.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl index 119ee3c0eaa..a81e6d36a55 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_map_range.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) float smootherstep(float edge0, float edge1, float x) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl index 312c57231c5..b59257506c9 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_mapping.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) void mapping_mat4( vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec) diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl index c84f34a834c..881e38ea11a 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_noise.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) /* clang-format off */ #define FLOORFRAC(x, x_int, x_fract) { float x_floor = floor(x); x_int = int(x_floor); x_fract = x - x_floor; } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl index ad3d4737193..251103ae57c 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_point_info.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) void node_point_info(out vec3 position, out float radius, out float random) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl deleted file mode 100644 index 054fdddf7c3..00000000000 --- a/source/blender/gpu/shaders/material/gpu_shader_material_rgb_curves.glsl +++ /dev/null @@ -1,73 +0,0 @@ -/* 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); -} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl new file mode 100644 index 00000000000..2dd51029cef --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_color.glsl @@ -0,0 +1,28 @@ +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) + +void separate_color_rgb(vec4 col, out float r, out float g, out float b) +{ + r = col.r; + g = col.g; + b = col.b; +} + +void separate_color_hsv(vec4 col, out float r, out float g, out float b) +{ + vec4 hsv; + + rgb_to_hsv(col, hsv); + r = hsv[0]; + g = hsv[1]; + b = hsv[2]; +} + +void separate_color_hsl(vec4 col, out float r, out float g, out float b) +{ + vec4 hsl; + + rgb_to_hsl(col, hsl); + r = hsl[0]; + g = hsl[1]; + b = hsl[2]; +} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl index 180e0fd1940..8e475ec39a7 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_separate_hsv.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_color_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_color_utils.glsl) void separate_hsv(vec4 col, out float h, out float s, out float v) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl index edc2fa32177..8d9773913ff 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_brick.glsl @@ -1,5 +1,5 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) vec2 calc_brick_texture(vec3 p, float mortar_size, diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl index da131978f72..cf7d6ae18e6 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_environment.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) void node_tex_environment_equirectangular(vec3 co, out vec3 uv) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl index 1552a2facc3..961fe23e67e 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_musgrave.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) #pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl) /* 1D Musgrave fBm diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl index c90b2211dcf..3df6f7b29fb 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_noise.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) #pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl) #pragma BLENDER_REQUIRE(gpu_shader_material_fractal_noise.glsl) diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl index dd12b602edf..0fb8ef15f5f 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl @@ -1,5 +1,5 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) /* * Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez. diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl index eed98232d0b..c24a9417219 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_wave.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) #pragma BLENDER_REQUIRE(gpu_shader_material_noise.glsl) #pragma BLENDER_REQUIRE(gpu_shader_material_fractal_noise.glsl) diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl index 030b58f0736..c5081372aa4 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_white_noise.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_hash.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_hash.glsl) /* White Noise */ diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl new file mode 100644 index 00000000000..87048e5c5d6 --- /dev/null +++ b/source/blender/gpu/shaders/material/gpu_shader_material_transform_utils.glsl @@ -0,0 +1,71 @@ +void normal_transform_object_to_world(vec3 vin, out vec3 vout) +{ + vout = normal_object_to_world(vin); +} + +void normal_transform_world_to_object(vec3 vin, out vec3 vout) +{ + vout = normal_world_to_object(vin); +} + +void direction_transform_object_to_world(vec3 vin, out vec3 vout) +{ + vout = transform_direction(ModelMatrix, vin); +} + +void direction_transform_object_to_view(vec3 vin, out vec3 vout) +{ + vout = transform_direction(ModelMatrix, vin); + vout = transform_direction(ViewMatrix, vout); +} + +void direction_transform_view_to_world(vec3 vin, out vec3 vout) +{ + vout = transform_direction(ViewMatrixInverse, vin); +} + +void direction_transform_view_to_object(vec3 vin, out vec3 vout) +{ + vout = transform_direction(ViewMatrixInverse, vin); + vout = transform_direction(ModelMatrixInverse, vout); +} + +void direction_transform_world_to_view(vec3 vin, out vec3 vout) +{ + vout = transform_direction(ViewMatrix, vin); +} + +void direction_transform_world_to_object(vec3 vin, out vec3 vout) +{ + vout = transform_direction(ModelMatrixInverse, vin); +} + +void point_transform_object_to_world(vec3 vin, out vec3 vout) +{ + vout = point_object_to_world(vin); +} + +void point_transform_object_to_view(vec3 vin, out vec3 vout) +{ + vout = point_object_to_view(vin); +} + +void point_transform_view_to_world(vec3 vin, out vec3 vout) +{ + vout = point_view_to_world(vin); +} + +void point_transform_view_to_object(vec3 vin, out vec3 vout) +{ + vout = point_view_to_object(vin); +} + +void point_transform_world_to_view(vec3 vin, out vec3 vout) +{ + vout = point_world_to_view(vin); +} + +void point_transform_world_to_object(vec3 vin, out vec3 vout) +{ + vout = point_world_to_object(vin); +} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl deleted file mode 100644 index f6dec1b24e2..00000000000 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_curves.glsl +++ /dev/null @@ -1,41 +0,0 @@ -/* ext is vec4(in_x, in_dy, out_x, out_dy). */ -float curve_vec_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_vec(float fac, - vec3 vec, - sampler1DArray curvemap, - float layer, - vec3 range, - vec4 ext_x, - vec4 ext_y, - vec4 ext_z, - out vec3 outvec) -{ - vec4 co = vec4(vec, layer); - - vec3 xyz_min = vec3(ext_x.x, ext_y.x, ext_z.x); - co.xyz = RANGE_RESCALE(co.xyz, xyz_min, range); - - outvec.x = texture(curvemap, co.xw).x; - outvec.y = texture(curvemap, co.yw).y; - outvec.z = texture(curvemap, co.zw).z; - - outvec.x = curve_vec_extrapolate(co.x, outvec.r, ext_x); - outvec.y = curve_vec_extrapolate(co.y, outvec.g, ext_y); - outvec.z = curve_vec_extrapolate(co.z, outvec.b, ext_z); - - outvec = mix(vec, outvec, fac); -} diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl index 8f6bf17f195..018784c42a5 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_math.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) void vector_math_add(vec3 a, vec3 b, vec3 c, float scale, out vec3 outVector, out float outValue) { diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl index ff0fb1c0418..8f7bd26ca18 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_vector_rotate.glsl @@ -1,4 +1,4 @@ -#pragma BLENDER_REQUIRE(gpu_shader_material_math_util.glsl) +#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl) vec3 rotate_around_axis(vec3 p, vec3 axis, float angle) { |