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/**
* Apply transmittance to all radiance passes.
*
* We needs to evaluate the transmittance of homogeneous volumes if any is present.
* Hopefully, this has O(1) complexity as we do not need to raymarch the volume.
*
* Using blend mode multiply.
**/
#pragma BLENDER_REQUIRE(eevee_volume_eval_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
uniform sampler2D depth_max_tx;
uniform usampler2D volume_data_tx;
uniform sampler2D transparency_data_tx;
in vec4 uvcoordsvar;
layout(location = 0) out vec4 out_combined;
layout(location = 1) out vec3 out_diffuse;
layout(location = 2) out vec3 out_specular;
layout(location = 3) out vec3 out_volume;
layout(location = 4) out vec3 out_background;
layout(location = 5) out vec3 out_holdout;
void main(void)
{
ClosureVolume volume_data = gbuffer_load_volume_data(volume_data_tx, uvcoordsvar.xy);
/* For volumes from solid objects. */
// float depth_max = linear_z(texture(depth_max_tx, uv).r);
// float depth_min = linear_z(texture(depth_min_tx, uv).r);
/* Refine bounds to skip empty areas. */
// float dist_from_bbox = intersect_bbox_ray(P, V, bbox);
// depth_min = max(dist_from_bbox, depth_min);
vec3 volume_transmittance;
if (volume_data.anisotropy == VOLUME_HETEROGENEOUS) {
volume_transmittance = volume_data.transmittance;
}
else {
// volume_eval_homogeneous(P, depth_min, depth_max, volume_transmittance);
volume_transmittance = vec3(0.0);
}
vec3 surface_transmittance =
gbuffer_load_transparency_data(transparency_data_tx, uvcoordsvar.xy).transmittance;
vec3 final_transmittance = volume_transmittance * surface_transmittance;
/* Multiply transmittance all radiance buffers. Remember that blend mode is multiply. */
out_combined = vec4(final_transmittance, avg(final_transmittance));
out_diffuse = final_transmittance;
out_specular = final_transmittance;
out_volume = final_transmittance;
out_background = final_transmittance;
out_holdout = final_transmittance;
}
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