uniform mat4 ModelMatrix; uniform mat4 ModelViewMatrix; uniform mat4 ModelViewMatrixInverse; uniform mat3 NormalMatrix; #ifndef ATTRIB uniform mat4 ModelMatrixInverse; #endif /* 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); } float srgb_to_linearrgb(float c) { if (c < 0.04045) return (c < 0.0) ? 0.0 : c * (1.0 / 12.92); else return pow((c + 0.055) * (1.0 / 1.055), 2.4); } float linearrgb_to_srgb(float c) { if (c < 0.0031308) return (c < 0.0) ? 0.0 : c * 12.92; else return 1.055 * pow(c, 1.0 / 2.4) - 0.055; } void srgb_to_linearrgb(vec4 col_from, out vec4 col_to) { col_to.r = srgb_to_linearrgb(col_from.r); col_to.g = srgb_to_linearrgb(col_from.g); col_to.b = srgb_to_linearrgb(col_from.b); col_to.a = col_from.a; } void linearrgb_to_srgb(vec4 col_from, out vec4 col_to) { col_to.r = linearrgb_to_srgb(col_from.r); col_to.g = linearrgb_to_srgb(col_from.g); col_to.b = linearrgb_to_srgb(col_from.b); col_to.a = col_from.a; } void color_to_normal(vec3 color, out vec3 normal) { normal.x = 2.0 * ((color.r) - 0.5); normal.y = -2.0 * ((color.g) - 0.5); normal.z = 2.0 * ((color.b) - 0.5); } void color_to_normal_new_shading(vec3 color, out vec3 normal) { normal.x = 2.0 * ((color.r) - 0.5); normal.y = 2.0 * ((color.g) - 0.5); normal.z = 2.0 * ((color.b) - 0.5); } void color_to_blender_normal_new_shading(vec3 color, out vec3 normal) { normal.x = 2.0 * ((color.r) - 0.5); normal.y = -2.0 * ((color.g) - 0.5); normal.z = -2.0 * ((color.b) - 0.5); } #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #ifndef M_1_PI #define M_1_PI 0.318309886183790671538 #endif /*********** SHADER NODES ***************/ 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 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 = vec3(vin - vec3(0.5, 0.5, 0.5)) * 2.0; } 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, mat4 mat, vec3 minvec, vec3 maxvec, float domin, float domax, out vec3 outvec) { outvec = (mat * vec4(vec, 1.0)).xyz; if (domin == 1.0) outvec = max(outvec, minvec); if (domax == 1.0) outvec = min(outvec, 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 val1, float val2, out float outval) { outval = val1 + val2; } void math_subtract(float val1, float val2, out float outval) { outval = val1 - val2; } void math_multiply(float val1, float val2, out float outval) { outval = val1 * val2; } void math_divide(float val1, float val2, out float outval) { if (val2 == 0.0) outval = 0.0; else outval = val1 / val2; } void math_sine(float val, out float outval) { outval = sin(val); } void math_cosine(float val, out float outval) { outval = cos(val); } void math_tangent(float val, out float outval) { outval = tan(val); } void math_asin(float val, out float outval) { if (val <= 1.0 && val >= -1.0) outval = asin(val); else outval = 0.0; } void math_acos(float val, out float outval) { if (val <= 1.0 && val >= -1.0) outval = acos(val); else outval = 0.0; } void math_atan(float val, out float outval) { outval = atan(val); } void math_pow(float val1, float val2, out float outval) { if (val1 >= 0.0) { outval = compatible_pow(val1, val2); } else { float val2_mod_1 = mod(abs(val2), 1.0); if (val2_mod_1 > 0.999 || val2_mod_1 < 0.001) outval = compatible_pow(val1, floor(val2 + 0.5)); else outval = 0.0; } } void math_log(float val1, float val2, out float outval) { if (val1 > 0.0 && val2 > 0.0) outval = log2(val1) / log2(val2); else outval = 0.0; } void math_max(float val1, float val2, out float outval) { outval = max(val1, val2); } void math_min(float val1, float val2, out float outval) { outval = min(val1, val2); } void math_round(float val, out float outval) { outval = floor(val + 0.5); } void math_less_than(float val1, float val2, out float outval) { if (val1 < val2) outval = 1.0; else outval = 0.0; } void math_greater_than(float val1, float val2, out float outval) { if (val1 > val2) outval = 1.0; else outval = 0.0; } void math_modulo(float val1, float val2, out float outval) { if (val2 == 0.0) outval = 0.0; else outval = mod(val1, val2); /* change sign to match C convention, mod in GLSL will take absolute for negative numbers, * see https://www.opengl.org/sdk/docs/man/html/mod.xhtml */ outval = (val1 > 0.0) ? outval : outval - val2; } void math_abs(float val1, out float outval) { outval = abs(val1); } void math_atan2(float val1, float val2, out float outval) { outval = atan(val1, val2); } void squeeze(float val, float width, float center, out float outval) { outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width))); } void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = v1 + v2; outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; } void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = v1 - v2; outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333; } void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = v1 + v2; outval = length(outvec); outvec = normalize(outvec); } void vec_math_mix(float strength, vec3 v1, vec3 v2, out vec3 outvec) { outvec = strength * v1 + (1 - strength) * v2; } void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = vec3(0); outval = dot(v1, v2); } void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval) { outvec = cross(v1, v2); outval = length(outvec); outvec /= outval; } void vec_math_normalize(vec3 v, out vec3 outvec, out float outval) { outval = length(v); outvec = normalize(v); } 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(vec3 dir, vec3 nor, out vec3 outnor, out float outdot) { outnor = nor; outdot = -dot(dir, nor); } void normal_new_shading(vec3 dir, vec3 nor, out vec3 outnor, out float outdot) { outnor = normalize(nor); outdot = dot(normalize(dir), nor); } void curves_vec(float fac, vec3 vec, sampler2D curvemap, out vec3 outvec) { outvec.x = texture(curvemap, vec2((vec.x + 1.0) * 0.5, 0.0)).x; outvec.y = texture(curvemap, vec2((vec.y + 1.0) * 0.5, 0.0)).y; outvec.z = texture(curvemap, vec2((vec.z + 1.0) * 0.5, 0.0)).z; if (fac != 1.0) outvec = (outvec * fac) + (vec * (1.0 - fac)); } void curves_rgb(float fac, vec4 col, sampler2D curvemap, out vec4 outcol) { outcol.r = texture(curvemap, vec2(texture(curvemap, vec2(col.r, 0.0)).a, 0.0)).r; outcol.g = texture(curvemap, vec2(texture(curvemap, vec2(col.g, 0.0)).a, 0.0)).g; outcol.b = texture(curvemap, vec2(texture(curvemap, vec2(col.b, 0.0)).a, 0.0)).b; if (fac != 1.0) outcol = (outcol * fac) + (col * (1.0 - fac)); outcol.a = col.a; } 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(float fac, sampler2D colormap, out vec4 outcol, out float outalpha) { outcol = texture(colormap, vec2(fac, 0.0)); 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_val(float value, float min, float max, out float out_value) { out_value = 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] += (hue - 0.5); if (hsv[0] > 1.0) hsv[0] -= 1.0; else if (hsv[0] < 0.0) hsv[0] += 1.0; hsv[1] *= sat; if (hsv[1] > 1.0) hsv[1] = 1.0; else if (hsv[1] < 0.0) hsv[1] = 0.0; hsv[2] *= value; if (hsv[2] > 1.0) hsv[2] = 1.0; else if (hsv[2] < 0.0) hsv[2] = 0.0; 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); } uint hash(uint kx, uint ky, uint kz) { #define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k)))) #define final(a, b, c) \ { \ c ^= b; c -= rot(b, 14); \ a ^= c; a -= rot(c, 11); \ b ^= a; b -= rot(a, 25); \ c ^= b; c -= rot(b, 16); \ a ^= c; a -= rot(c, 4); \ b ^= a; b -= rot(a, 14); \ c ^= b; c -= rot(b, 24); \ } // now hash the data! uint a, b, c, len = 3u; a = b = c = 0xdeadbeefu + (len << 2u) + 13u; c += kz; b += ky; a += kx; final (a, b, c); return c; #undef rot #undef final } uint hash(int kx, int ky, int kz) { return hash(uint(kx), uint(ky), uint(kz)); } 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 bits_to_01(hash(uint(ix), uint(iy), uint(iz))); } vec3 cellnoise_color(vec3 p) { float r = cellnoise(p); float g = cellnoise(vec3(p.y, p.x, p.z)); float b = cellnoise(vec3(p.y, p.z, p.x)); return vec3(r, g, b); } float floorfrac(float x, out int i) { i = floor_to_int(x); return x - i; } /* bsdfs */ void convert_metallic_to_specular_tinted( vec3 basecol, float metallic, float specular_fac, float specular_tint, out vec3 diffuse, out vec3 f0) { vec3 dielectric = vec3(0.034) * specular_fac * 2.0; float lum = dot(basecol, vec3(0.3, 0.6, 0.1)); /* luminance approx. */ vec3 tint = lum > 0 ? basecol / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */ f0 = mix(dielectric * mix(vec3(1.0), tint, specular_tint), basecol, metallic); diffuse = mix(basecol, vec3(0.0), metallic); } #ifndef VOLUMETRICS void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result) { vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; result.ssr_normal = normal_encode(vN, viewCameraVec); eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance); result.radiance *= color.rgb; } void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result) { vec3 out_spec, ssr_spec; eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec); vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; result.radiance = out_spec * color.rgb; result.ssr_data = vec4(ssr_spec * color.rgb, roughness); result.ssr_normal = normal_encode(vN, viewCameraVec); result.ssr_id = int(ssr_id); } void node_bsdf_anisotropic( vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T, out Closure result) { node_bsdf_diffuse(color, 0.0, N, result); } void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result) { vec3 out_spec, out_refr, ssr_spec; vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */ eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec); out_refr *= refr_color; out_spec *= color.rgb; float fresnel = F_eta(ior, dot(N, cameraVec)); vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; result.radiance = mix(out_refr, out_spec, fresnel); result.ssr_data = vec4(ssr_spec * color.rgb * fresnel, roughness); result.ssr_normal = normal_encode(vN, viewCameraVec); result.ssr_id = int(ssr_id); } void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result) { node_bsdf_diffuse(color, 0.0, N, result); } void node_bsdf_principled_clearcoat(vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular, float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat, float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id, float sss_id, vec3 sss_scale, out Closure result) { metallic = saturate(metallic); transmission = saturate(transmission); vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec; convert_metallic_to_specular_tinted(base_color.rgb, metallic, specular, specular_tint, diffuse, f0); transmission *= 1.0 - metallic; subsurface *= 1.0 - metallic; clearcoat *= 0.25; clearcoat *= 1.0 - transmission; #ifdef USE_SSS diffuse = mix(diffuse, vec3(0.0), subsurface); #else diffuse = mix(diffuse, subsurface_color.rgb, subsurface); #endif f0 = mix(f0, vec3(1.0), transmission); float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)); eevee_closure_principled(N, diffuse, f0, int(ssr_id), roughness, CN, clearcoat, 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 */ float fresnel = F_eta(ior, dot(N, cameraVec)); vec3 refr_spec_color = base_color.rgb * fresnel; /* This bit maybe innacurate. */ out_refr = out_refr * refr_color * (1.0 - fresnel) + out_spec * refr_spec_color; ssr_spec = mix(ssr_spec, refr_spec_color, transmission); vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; result.radiance = out_spec + out_diff * diffuse; result.radiance = mix(result.radiance, out_refr, transmission); result.ssr_data = vec4(ssr_spec, roughness); result.ssr_normal = normal_encode(vN, viewCameraVec); result.ssr_id = int(ssr_id); #ifdef USE_SSS result.sss_data.a = sss_scalef; result.sss_data.rgb = out_diff + out_trans; #ifdef USE_SSS_ALBEDO result.sss_albedo.rgb = mix(vec3(0.0), subsurface_color.rgb, subsurface); #else result.sss_data.rgb *= mix(vec3(0.0), subsurface_color.rgb, subsurface); #endif result.sss_data.rgb *= (1.0 - transmission); #endif } 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) { /* this isn't right */ result = CLOSURE_DEFAULT; result.radiance = vec3(0.0); result.opacity = 0.0; result.ssr_id = TRANSPARENT_CLOSURE_FLAG; } void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result) { node_bsdf_diffuse(color, 0.0, N, result); } void node_subsurface_scattering( vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N, float sss_id, out Closure result) { #if defined(USE_SSS) vec3 out_diff, out_trans; vec3 vN = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; result.ssr_data = vec4(0.0); result.ssr_normal = normal_encode(vN, viewCameraVec); result.ssr_id = -1; result.sss_data.a = scale; eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans); result.sss_data.rgb = out_diff + out_trans; #ifdef USE_SSS_ALBEDO /* Not perfect for texture_blur not exaclty equal to 0.0 or 1.0. */ result.sss_albedo.rgb = mix(color.rgb, vec3(1.0), texture_blur); result.sss_data.rgb *= mix(vec3(1.0), color.rgb, texture_blur); #else result.sss_data.rgb *= color.rgb; #endif #else node_bsdf_diffuse(color, 0.0, N, result); #endif } void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result) { 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 = normalize(mat3(ViewMatrix) * N); result = CLOSURE_DEFAULT; result.ssr_normal = normal_encode(vN, viewCameraVec); result.radiance = out_refr * color.rgb; result.ssr_id = REFRACT_CLOSURE_FLAG; } void node_ambient_occlusion(vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao) { vec3 bent_normal; vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal); result_color = result_ao * color; } #endif /* VOLUMETRICS */ /* emission */ void node_emission(vec4 color, float strength, vec3 vN, out Closure result) { #ifndef VOLUMETRICS color *= strength; result = CLOSURE_DEFAULT; result.radiance = color.rgb; result.opacity = color.a; result.ssr_normal = normal_encode(vN, viewCameraVec); #else result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0); #endif } /* background */ void background_transform_to_world(vec3 viewvec, out vec3 worldvec) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) worldvec = (ViewMatrixInverse * co).xyz; #else worldvec = (ModelViewMatrixInverse * co).xyz; #endif } void node_background(vec4 color, float strength, out Closure result) { #ifndef VOLUMETRICS color *= strength; result = CLOSURE_DEFAULT; result.radiance = color.rgb; result.opacity = color.a; #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, sampler2D spectrummap, 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, 0.0)).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, sampler2D spectrummap, 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 T4 = (T * T) * (T * T); 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, bb); emission_coeff += bb.rgb * blackbody_tint.rgb * intensity; } } result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy); #else result = CLOSURE_DEFAULT; #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) { /* 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) { /* 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 = dot(vec3(1.0 / 3.0), outvec); } 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; outcol = vec4(outvec, 1.0); outf = dot(vec3(1.0 / 3.0), outvec); } void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) { #if defined(MESH_SHADER) && defined(VOLUMETRICS) vec3 cos = volumeObjectLocalCoord; #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_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf) { outcol = vec4(attr, 1.0); outvec = attr; outf = dot(vec3(1.0 / 3.0), attr); } 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 = vec3(0.0, (orco_in.z - 0.5) * -0.5, (orco_in.y - 0.5) * 0.5); } void tangent_orco_y(vec3 orco_in, out vec3 orco_out) { orco_out = vec3((orco_in.z - 0.5) * -0.5, 0.0, (orco_in.x - 0.5) * 0.5); } void tangent_orco_z(vec3 orco_in, out vec3 orco_out) { orco_out = vec3((orco_in.y - 0.5) * -0.5, (orco_in.x - 0.5) * 0.5, 0.0); } void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent) { tangent = (toworld * vec4(attr_tangent.xyz, 0.0)).xyz; } void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T) { N = (toworld * vec4(N, 0.0)).xyz; T = (objmat * vec4(orco, 0.0)).xyz; T = cross(N, normalize(cross(T, N))); } void node_geometry( vec3 I, vec3 N, vec3 orco, mat4 objmat, mat4 toworld, 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) { position = worldPosition; normal = (toworld * vec4(N, 0.0)).xyz; tangent_orco_z(orco, orco); node_tangent(N, orco, objmat, toworld, tangent); true_normal = normal; /* 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; parametric = vec3(0.0); backfacing = (gl_FrontFacing) ? 0.0 : 1.0; pointiness = 0.5; } void node_tex_coord( vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac, vec3 attr_orco, vec3 attr_uv, out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { generated = attr_orco; normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz); uv = attr_uv; object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz; camera = vec3(I.xy, -I.z); vec4 projvec = ProjectionMatrix * vec4(I, 1.0); window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0); vec3 shade_I = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0); vec3 view_reflection = reflect(shade_I, normalize(N)); reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz; } void node_tex_coord_background( vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac, vec3 attr_orco, vec3 attr_uv, out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object, out vec3 camera, out vec3 window, out vec3 reflection) { vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0); vec4 co_homogenous = (ProjectionMatrixInverse * v); vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0); co = normalize(co); #if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE) vec3 coords = (ViewMatrixInverse * co).xyz; #else vec3 coords = (ModelViewMatrixInverse * co).xyz; #endif generated = coords; normal = -coords; uv = vec3(attr_uv.xy, 0.0); object = coords; camera = vec3(co.xy, -co.z); window = (ProjectionMatrix[3][3] == 0.0) ? vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) : vec3(vec2(0.5) * 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.x = (p.x + 0.000001) * 0.999999; p.y = (p.y + 0.000001) * 0.999999; p.z = (p.z + 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, sampler2D ima, out vec4 color) { vec3 nco = normalize(co); float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5; float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5; /* Fix pole bleeding */ float half_width = 0.5 / float(textureSize(ima, 0).x); v = clamp(v, half_width, 1.0 - half_width); /* Fix u = 0 seam */ /* This is caused by texture filtering, since uv don't have smooth derivatives * at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain * texels. So we force the highest mipmap and don't do anisotropic filtering. */ color = textureLod(ima, vec2(u, v), 0.0); } void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color) { vec3 nco = normalize(co); nco.y -= 1.0; float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0)); if (div > 0.0) nco /= div; float u = 0.5 * (nco.x + 1.0); float v = 0.5 * (nco.z + 1.0); color = texture(ima, vec2(u, v)); } void node_tex_environment_empty(vec3 co, out vec4 color) { color = vec4(1.0, 0.0, 1.0, 1.0); } void node_tex_image(vec3 co, sampler2D ima, out vec4 color, out float alpha) { color = texture(ima, co.xy); alpha = color.a; } void node_tex_image_box(vec3 texco, vec3 N, sampler2D ima, float blend, out vec4 color, out float alpha) { vec3 signed_N = N; /* project from direction vector to barycentric coordinates in triangles */ N = vec3(abs(N.x), abs(N.y), abs(N.z)); N /= (N.x + N.y + N.z); /* 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 */ vec3 weight = vec3(0.0, 0.0, 0.0); float limit = 0.5 * (1.0 + blend); /* first test for corners with single texture */ if (N.x > limit * (N.x + N.y) && N.x > limit * (N.x + N.z)) { weight.x = 1.0; } else if (N.y > limit * (N.x + N.y) && N.y > limit * (N.y + N.z)) { weight.y = 1.0; } else if (N.z > limit * (N.x + N.z) && N.z > limit * (N.y + N.z)) { weight.z = 1.0; } else if (blend > 0.0) { /* in case of blending, test for mixes between two textures */ if (N.z < (1.0 - limit) * (N.y + N.x)) { weight.x = N.x / (N.x + N.y); weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight.y = 1.0 - weight.x; } else if (N.x < (1.0 - limit) * (N.y + N.z)) { weight.y = N.y / (N.y + N.z); weight.y = clamp((weight.y - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight.z = 1.0 - weight.y; } else if (N.y < (1.0 - limit) * (N.x + N.z)) { weight.x = N.x / (N.x + N.z); weight.x = clamp((weight.x - 0.5 * (1.0 - blend)) / blend, 0.0, 1.0); weight.z = 1.0 - weight.x; } else { /* last case, we have a mix between three */ weight.x = ((2.0 - limit) * N.x + (limit - 1.0)) / (2.0 * limit - 1.0); weight.y = ((2.0 - limit) * N.y + (limit - 1.0)) / (2.0 * limit - 1.0); weight.z = ((2.0 - limit) * N.z + (limit - 1.0)) / (2.0 * limit - 1.0); } } else { /* Desperate mode, no valid choice anyway, fallback to one side.*/ weight.x = 1.0; } color = vec4(0); if (weight.x > 0.0) { vec2 uv = texco.yz; if(signed_N.x < 0.0) { uv.x = 1.0 - uv.x; } color += weight.x * texture(ima, uv); } if (weight.y > 0.0) { vec2 uv = texco.xz; if(signed_N.y > 0.0) { uv.x = 1.0 - uv.x; } color += weight.y * texture(ima, uv); } if (weight.z > 0.0) { vec2 uv = texco.yx; if(signed_N.z > 0.0) { uv.x = 1.0 - uv.x; } color += weight.z * texture(ima, uv); } alpha = color.a; } 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(X, Y, Z), fx, fy, fz), noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz)); noise_u[1] = noise_nerp(u, noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz), noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz)); noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]); noise_u[0] = noise_nerp(u, noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0), noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0)); noise_u[1] = noise_nerp(u, noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0), noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0)); noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]); return noise_scale3(noise_nerp(w, noise_v[0], noise_v[1])); } float noise(vec3 p) { return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5; } 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 coloring, out vec4 color, out float fac) { vec3 p = co * scale; int xx, yy, zz, xi, yi, zi; float da[4]; vec3 pa[4]; xi = floor_to_int(p[0]); yi = floor_to_int(p[1]); zi = floor_to_int(p[2]); da[0] = 1e+10; da[1] = 1e+10; da[2] = 1e+10; da[3] = 1e+10; 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 = dot(pd, pd); vp += vec3(xx, yy, zz); if (d < da[0]) { da[3] = da[2]; da[2] = da[1]; da[1] = da[0]; da[0] = d; pa[3] = pa[2]; pa[2] = pa[1]; pa[1] = pa[0]; pa[0] = vp; } else if (d < da[1]) { da[3] = da[2]; da[2] = da[1]; 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) { fac = abs(da[0]); color = vec4(fac, fac, fac, 1); } else { color = vec4(cellnoise_color(pa[0]), 1); 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) { #ifndef PROBE_CAPTURE is_camera_ray = 1.0; is_glossy_ray = 0.0; is_diffuse_ray = 0.0; is_reflection_ray = 0.0; is_transmission_ray = 0.0; #else is_camera_ray = 0.0; is_glossy_ray = 1.0; is_diffuse_ray = 1.0; is_reflection_ray = 1.0; is_transmission_ray = 1.0; #endif is_shadow_ray = 0.0; is_singular_ray = 0.0; ray_length = 1.0; ray_depth = 1.0; diffuse_depth = 1.0; glossy_depth = 1.0; transparent_depth = 1.0; transmission_depth = 1.0; } 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, vec3 info, out vec3 location, out float object_index, out float material_index, out float random) { location = obmat[3].xyz; object_index = info.x; material_index = info.y; random = info.z; } void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal) { vec3 B = tangent.w * cross(normal, tangent.xyz); 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) { if (invert != 0.0) { dist *= -1.0; } 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 absdet = abs(det); float dHdx = dFdx(height); float dHdy = dFdy(height); vec3 surfgrad = dHdx * Rx + dHdy * Ry; strength = max(strength, 0.0); result = normalize(absdet * N - dist * sign(det) * surfgrad); result = normalize(strength * result + (1.0 - strength) * N); } 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(hairTangent); random = wang_hash_noise(uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */ #else is_strand = 0.0; intercept = 0.0; thickness = 0.0; tangent = vec3(1.0); random = 0.0; #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) { 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; result.opacity = backgroundAlpha; #else result = volume; #endif /* VOLUMETRICS */ } #ifndef VOLUMETRICS /* TODO : clean this ifdef mess */ /* EEVEE output */ void world_normals_get(out vec3 N) { #ifdef HAIR_SHADER vec3 B = normalize(cross(worldNormal, hairTangent)); float cos_theta; if (hairThicknessRes == 1) { vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0); /* Random cosine normal distribution on the hair surface. */ cos_theta = rand.x * 2.0 - 1.0; } else { /* Shade as a cylinder. */ cos_theta = hairThickTime / hairThickness; } float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));; N = normalize(worldNormal * sin_theta + B * cos_theta); #else N = gl_FrontFacing ? worldNormal : -worldNormal; #endif } void node_eevee_specular( vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal, float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal, float occlusion, float ssr_id, out Closure result) { vec3 out_diff, out_spec, ssr_spec; eevee_closure_default(normal, diffuse.rgb, specular.rgb, int(ssr_id), roughness, occlusion, out_diff, out_spec, ssr_spec); vec3 vN = normalize(mat3(ViewMatrix) * normal); result = CLOSURE_DEFAULT; result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb; result.opacity = 1.0 - transp; result.ssr_data = vec4(ssr_spec, roughness); result.ssr_normal = normal_encode(vN, viewCameraVec); result.ssr_id = int(ssr_id); } void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha) { vec4 spec_accum = vec4(0.0); if (ssrToggle && cl.ssr_id == outputSsrId) { vec3 V = cameraVec; vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec); vec3 N = transform_direction(ViewMatrixInverse, vN); float roughness = cl.ssr_data.a; float roughnessSquared = max(1e-3, roughness * roughness); fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum); } outalpha = cl.opacity; outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0); # ifdef USE_SSS # ifdef USE_SSS_ALBEDO outcol.rgb += cl.sss_data.rgb * cl.sss_albedo; # else outcol.rgb += cl.sss_data.rgb; # endif # endif } #endif /* VOLUMETRICS */