From bdab538b3019406cfbd53d99bc40c4dbae27393c Mon Sep 17 00:00:00 2001 From: Brecht Van Lommel Date: Mon, 23 May 2022 20:54:09 +0200 Subject: Fix Eevee blackbody wrong with non-default scene linear color space * Port over new code tables from Cycles * Convert Rec.709 to scene linear for lookup table. * Move code for wavelength and blackbody to IMB so they can access the required transforms, which are not in blenlib. * Remove clamping from blackbody shader to bypass the texture read. Since it's variable now easiest to just always read from the texture than pass additional parameters. * Fold XYZ to RGB conversion into the wavelength table. Ref T68926 --- .../gpu/shaders/material/gpu_shader_material_blackbody.glsl | 12 ++---------- .../gpu/shaders/material/gpu_shader_material_wavelength.glsl | 12 ++---------- 2 files changed, 4 insertions(+), 20 deletions(-) (limited to 'source/blender/gpu/shaders') diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl index d0111aa3839..e257483f364 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_blackbody.glsl @@ -1,13 +1,5 @@ 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); - } + float t = (temperature - 800.0) / (12000.0 - 800.0); + color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0); } diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl index 2c5d38eabbe..48d627dcd0b 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_wavelength.glsl @@ -1,15 +1,7 @@ -void node_wavelength(float wavelength, - sampler1DArray spectrummap, - float layer, - vec3 xyz_to_r, - vec3 xyz_to_g, - vec3 xyz_to_b, - out vec4 color) +void node_wavelength(float wavelength, sampler1DArray spectrummap, float layer, out vec4 color) { - mat3 xyz_to_rgb = mat3(xyz_to_r, xyz_to_g, xyz_to_b); float t = (wavelength - 380.0) / (780.0 - 380.0); - vec3 xyz = texture(spectrummap, vec2(t, layer)).rgb; - vec3 rgb = xyz * xyz_to_rgb; + vec3 rgb = texture(spectrummap, vec2(t, layer)).rgb; rgb *= 1.0 / 2.52; /* Empirical scale from lg to make all comps <= 1. */ color = vec4(clamp(rgb, 0.0, 1.0), 1.0); } -- cgit v1.2.3