/** * Forward lighting evaluation: Lighting is evaluated during the geometry rasterization. * * This is used by alpha blended materials and materials using Shader to RGB nodes. **/ #pragma BLENDER_REQUIRE(common_hair_lib.glsl) #pragma BLENDER_REQUIRE(common_math_lib.glsl) #pragma BLENDER_REQUIRE(common_view_lib.glsl) #pragma BLENDER_REQUIRE(eevee_light_eval_lib.glsl) #pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl) #pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl) #pragma BLENDER_REQUIRE(eevee_surf_lib.glsl) vec4 closure_to_rgba(Closure cl) { vec3 diffuse_light = vec3(0.0); vec3 reflection_light = vec3(0.0); vec3 refraction_light = vec3(0.0); float vP_z = dot(cameraForward, g_data.P) - dot(cameraForward, cameraPos); light_eval(g_diffuse_data, g_reflection_data, g_data.P, cameraVec(g_data.P), vP_z, 0.01 /* TODO(fclem) thickness. */, diffuse_light, reflection_light); vec4 out_color; out_color.rgb = g_emission; out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight * diffuse_light; out_color.rgb += g_reflection_data.color * g_reflection_data.weight * reflection_light; out_color.rgb += g_refraction_data.color * g_refraction_data.weight * refraction_light; out_color.a = saturate(1.0 - avg(g_transmittance)); /* Reset for the next closure tree. */ closure_weights_reset(); return out_color; } void main() { init_globals(); float noise = utility_tx_fetch(utility_tx, gl_FragCoord.xy, UTIL_BLUE_NOISE_LAYER).r; g_closure_rand = fract(noise + sampling_rng_1D_get(SAMPLING_CLOSURE)); fragment_displacement(); nodetree_surface(); g_holdout = saturate(g_holdout); vec3 diffuse_light = vec3(0.0); vec3 reflection_light = vec3(0.0); vec3 refraction_light = vec3(0.0); float vP_z = dot(cameraForward, g_data.P) - dot(cameraForward, cameraPos); light_eval(g_diffuse_data, g_reflection_data, g_data.P, cameraVec(g_data.P), vP_z, 0.01 /* TODO(fclem) thickness. */, diffuse_light, reflection_light); g_diffuse_data.color *= g_diffuse_data.weight; g_reflection_data.color *= g_reflection_data.weight; g_refraction_data.color *= g_refraction_data.weight; diffuse_light *= step(1e-5, g_diffuse_data.weight); reflection_light *= step(1e-5, g_reflection_data.weight); refraction_light *= step(1e-5, g_refraction_data.weight); out_radiance.rgb = g_emission; out_radiance.rgb += g_diffuse_data.color * diffuse_light; out_radiance.rgb += g_reflection_data.color * reflection_light; out_radiance.rgb += g_refraction_data.color * refraction_light; out_radiance.a = 0.0; vec3 specular_light = reflection_light + refraction_light; vec3 specular_color = g_reflection_data.color + g_refraction_data.color; /* TODO(fclem): This feels way too complex for what is it. */ bool has_any_bsdf_weight = g_diffuse_data.weight != 0.0 || g_reflection_data.weight != 0.0 || g_refraction_data.weight != 0.0; vec3 out_normal = has_any_bsdf_weight ? vec3(0.0) : g_data.N; out_normal += g_diffuse_data.N * g_diffuse_data.weight; out_normal += g_reflection_data.N * g_reflection_data.weight; out_normal += g_refraction_data.N * g_refraction_data.weight; out_normal = safe_normalize(out_normal); ivec2 out_texel = ivec2(gl_FragCoord.xy); imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0)); imageStore( rp_light_img, ivec3(out_texel, RENDER_PASS_LAYER_DIFFUSE_LIGHT), vec4(diffuse_light, 1.0)); imageStore( rp_light_img, ivec3(out_texel, RENDER_PASS_LAYER_SPECULAR_LIGHT), vec4(specular_light, 1.0)); imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0)); imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0)); imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0)); out_radiance.rgb *= 1.0 - g_holdout; out_transmittance.rgb = g_transmittance; out_transmittance.a = saturate(avg(g_transmittance)); }