Welcome to mirror list, hosted at ThFree Co, Russian Federation.

volumetric_integration_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 527bbd18896c5cf901bc00dd2196eb486f0f0747 (plain)
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

#pragma BLENDER_REQUIRE(volumetric_lib.glsl)

/* Based on Frosbite Unified Volumetric.
 * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

/* Step 3 : Integrate for each froxel the final amount of light
 * scattered back to the viewer and the amount of transmittance. */

uniform sampler3D volumeScattering; /* Result of the scatter step */
uniform sampler3D volumeExtinction;

#ifdef USE_VOLUME_OPTI
uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalScattering_img;
uniform layout(r11f_g11f_b10f) writeonly restrict image3D finalTransmittance_img;

vec3 finalScattering;
vec3 finalTransmittance;
#else

flat in int slice;

layout(location = 0) out vec3 finalScattering;
layout(location = 1) out vec3 finalTransmittance;
#endif

void main()
{
  /* Start with full transmittance and no scattered light. */
  finalScattering = vec3(0.0);
  finalTransmittance = vec3(1.0);

  vec3 tex_size = vec3(textureSize(volumeScattering, 0).xyz);

  /* Compute view ray. */
  vec2 uvs = gl_FragCoord.xy / tex_size.xy;
  vec3 ndc_cell = volume_to_ndc(vec3(uvs, 1e-5));
  vec3 view_cell = get_view_space_from_depth(ndc_cell.xy, ndc_cell.z);

  /* Ortho */
  float prev_ray_len = view_cell.z;
  float orig_ray_len = 1.0;

  /* Persp */
  if (ProjectionMatrix[3][3] == 0.0) {
    prev_ray_len = length(view_cell);
    orig_ray_len = prev_ray_len / view_cell.z;
  }

#ifdef USE_VOLUME_OPTI
  int slice = textureSize(volumeScattering, 0).z;
  ivec2 texco = ivec2(gl_FragCoord.xy);
#endif
  for (int i = 0; i <= slice; i++) {
    ivec3 volume_cell = ivec3(ivec2(gl_FragCoord.xy), i);

    vec3 Lscat = texelFetch(volumeScattering, volume_cell, 0).rgb;
    vec3 s_extinction = texelFetch(volumeExtinction, volume_cell, 0).rgb;

    float cell_depth = volume_z_to_view_z((float(i) + 1.0) / tex_size.z);
    float ray_len = orig_ray_len * cell_depth;

    /* Emission does not work of there is no extinction because
     * Tr evaluates to 1.0 leading to Lscat = 0.0. (See T65771) */
    s_extinction = max(vec3(1e-7) * step(1e-5, Lscat), s_extinction);

    /* Evaluate Scattering */
    float s_len = abs(ray_len - prev_ray_len);
    prev_ray_len = ray_len;
    vec3 Tr = exp(-s_extinction * s_len);

    /* integrate along the current step segment */
    /* Note: Original calculation carries precision issues when compiling for AMD GPUs
     * and running Metal. This version of the equation retains precision well for all
     * macOS HW configurations. */
    Lscat = (Lscat * (1.0f - Tr)) / max(vec3(1e-8), s_extinction);

    /* accumulate and also take into account the transmittance from previous steps */
    finalScattering += finalTransmittance * Lscat;

    finalTransmittance *= Tr;

#ifdef USE_VOLUME_OPTI
    ivec3 coord = ivec3(texco, i);
    imageStore(finalScattering_img, coord, vec4(finalScattering, 0.0));
    imageStore(finalTransmittance_img, coord, vec4(finalTransmittance, 0.0));
#endif
  }
}