1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
|
#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
#pragma BLENDER_REQUIRE(lights_lib.glsl)
#pragma BLENDER_REQUIRE(lightprobe_lib.glsl)
#pragma BLENDER_REQUIRE(ambient_occlusion_lib.glsl)
#pragma BLENDER_REQUIRE(ssr_lib.glsl)
struct ClosureInputRefraction {
vec3 N; /** Shading normal. */
float roughness; /** Input roughness, not squared. */
float ior; /** Index of refraction ratio. */
};
#define CLOSURE_INPUT_Refraction_DEFAULT ClosureInputRefraction(vec3(0.0), 0.0, 0.0)
struct ClosureEvalRefraction {
vec3 P; /** LTC matrix values. */
vec3 ltc_brdf; /** LTC BRDF values. */
vec3 probe_sampling_dir; /** Direction to sample probes from. */
float probes_weight; /** Factor to apply to probe radiance. */
};
/* Stubs. */
#define ClosureOutputRefraction ClosureOutput
#define closure_Refraction_grid_eval(cl_in, cl_eval, cl_common, data, cl_out)
ClosureEvalRefraction closure_Refraction_eval_init(inout ClosureInputRefraction cl_in,
ClosureEvalCommon cl_common,
out ClosureOutputRefraction cl_out)
{
cl_in.N = safe_normalize(cl_in.N);
cl_in.roughness = clamp(cl_in.roughness, 1e-8, 0.9999);
cl_in.ior = max(cl_in.ior, 1e-5);
cl_out.radiance = vec3(0.0);
ClosureEvalRefraction cl_eval;
vec3 cl_V;
float eval_ior;
/* Refract the view vector using the depth heuristic.
* Then later Refract a second time the already refracted
* ray using the inverse ior. */
if (refractionDepth > 0.0) {
eval_ior = 1.0 / cl_in.ior;
cl_V = -refract(-cl_common.V, cl_in.N, eval_ior);
vec3 plane_pos = cl_common.P - cl_in.N * refractionDepth;
cl_eval.P = line_plane_intersect(cl_common.P, cl_V, plane_pos, cl_in.N);
}
else {
eval_ior = cl_in.ior;
cl_V = cl_common.V;
cl_eval.P = cl_common.P;
}
cl_eval.probe_sampling_dir = refraction_dominant_dir(cl_in.N, cl_V, cl_in.roughness, eval_ior);
cl_eval.probes_weight = 1.0;
#ifdef USE_REFRACTION
if (ssrefractToggle && cl_in.roughness < ssrMaxRoughness + 0.2) {
/* Find approximated position of the 2nd refraction event. */
vec3 vP = (refractionDepth > 0.0) ? transform_point(ViewMatrix, cl_eval.P) : cl_common.vP;
vec4 ssr_output = screen_space_refraction(
vP, cl_in.N, cl_V, eval_ior, sqr(cl_in.roughness), cl_common.rand);
ssr_output.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, cl_in.roughness);
cl_out.radiance += ssr_output.rgb * ssr_output.a;
cl_eval.probes_weight -= ssr_output.a;
}
#endif
return cl_eval;
}
void closure_Refraction_light_eval(ClosureInputRefraction cl_in,
ClosureEvalRefraction cl_eval,
ClosureEvalCommon cl_common,
ClosureLightData light,
inout ClosureOutputRefraction cl_out)
{
/* Not implemented yet. */
}
void closure_Refraction_planar_eval(ClosureInputRefraction cl_in,
ClosureEvalRefraction cl_eval,
ClosureEvalCommon cl_common,
ClosurePlanarData planar,
inout ClosureOutputRefraction cl_out)
{
/* Not implemented yet. */
}
void closure_Refraction_cubemap_eval(ClosureInputRefraction cl_in,
ClosureEvalRefraction cl_eval,
ClosureEvalCommon cl_common,
ClosureCubemapData cube,
inout ClosureOutputRefraction cl_out)
{
vec3 probe_radiance = probe_evaluate_cube(
cube.id, cl_eval.P, cl_eval.probe_sampling_dir, sqr(cl_in.roughness));
cl_out.radiance += (cube.attenuation * cl_eval.probes_weight) * probe_radiance;
}
void closure_Refraction_indirect_end(ClosureInputRefraction cl_in,
ClosureEvalRefraction cl_eval,
ClosureEvalCommon cl_common,
inout ClosureOutputRefraction cl_out)
{
/* If not enough light has been accumulated from probes, use the world specular cubemap
* to fill the remaining energy needed. */
if (specToggle && cl_common.specular_accum > 0.0) {
vec3 probe_radiance = probe_evaluate_world_spec(cl_eval.probe_sampling_dir,
sqr(cl_in.roughness));
cl_out.radiance += (cl_common.specular_accum * cl_eval.probes_weight) * probe_radiance;
}
}
void closure_Refraction_eval_end(ClosureInputRefraction cl_in,
ClosureEvalRefraction cl_eval,
ClosureEvalCommon cl_common,
inout ClosureOutputRefraction cl_out)
{
#if defined(DEPTH_SHADER) || defined(WORLD_BACKGROUND)
/* This makes shader resources become unused and avoid issues with samplers. (see T59747) */
cl_out.radiance = vec3(0.0);
return;
#endif
if (!specToggle) {
cl_out.radiance = vec3(0.0);
}
}
|