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#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 */
Lscat = (Lscat - Lscat * 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
}
}
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