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volumetric_scatter_frag.glsl « shaders « eevee « engines « draw « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/* Based on Frosbite Unified Volumetric.
 * https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite */

/* Step 2 : Evaluate all light scattering for each froxels.
 * Also do the temporal reprojection to fight aliasing artifacts. */

uniform sampler3D volumeScattering;
uniform sampler3D volumeExtinction;
uniform sampler3D volumeEmission;
uniform sampler3D volumePhase;

uniform sampler3D historyScattering;
uniform sampler3D historyTransmittance;

flat in int slice;

layout(location = 0) out vec4 outScattering;
layout(location = 1) out vec4 outTransmittance;

void main()
{
	ivec3 volume_cell = ivec3(gl_FragCoord.xy, slice);

	/* Emission */
	outScattering = texelFetch(volumeEmission, volume_cell, 0);
	outTransmittance = texelFetch(volumeExtinction, volume_cell, 0);
	vec3 s_scattering = texelFetch(volumeScattering, volume_cell, 0).rgb;
	vec3 volume_ndc = volume_to_ndc((vec3(volume_cell) + volJitter.xyz) * volInvTexSize.xyz);
	vec3 worldPosition = get_world_space_from_depth(volume_ndc.xy, volume_ndc.z);
	vec3 wdir = cameraVec;

	vec2 phase = texelFetch(volumePhase, volume_cell, 0).rg;
	float s_anisotropy = phase.x / max(1.0, phase.y);

	/* Environment : Average color. */
	outScattering.rgb += irradiance_volumetric(worldPosition) * s_scattering * phase_function_isotropic();

#ifdef VOLUME_LIGHTING /* Lights */
	for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {

		LightData ld = lights_data[i];

		vec4 l_vector;
		l_vector.xyz = (ld.l_type == SUN) ? -ld.l_forward : ld.l_position - worldPosition;
		l_vector.w = length(l_vector.xyz);

		float Vis = light_visibility(ld, worldPosition, l_vector);

		vec3 Li = light_volume(ld, l_vector) * light_volume_shadow(ld, worldPosition, l_vector, volumeExtinction);

		outScattering.rgb += Li * Vis * s_scattering * phase_function(-wdir, l_vector.xyz / l_vector.w, s_anisotropy);
	}
#endif

	/* Temporal supersampling */
	/* Note : this uses the cell non-jittered position (texel center). */
	vec3 curr_ndc = volume_to_ndc(vec3(gl_FragCoord.xy, float(slice) + 0.5) * volInvTexSize.xyz);
	vec3 wpos = get_world_space_from_depth(curr_ndc.xy, curr_ndc.z);
	vec3 prev_ndc = project_point(pastViewProjectionMatrix, wpos);
	vec3 prev_volume = ndc_to_volume(prev_ndc * 0.5 + 0.5);

	if ((volHistoryAlpha > 0.0) && all(greaterThan(prev_volume, vec3(0.0))) && all(lessThan(prev_volume, vec3(1.0)))) {
		vec4 h_Scattering = texture(historyScattering, prev_volume);
		vec4 h_Transmittance = texture(historyTransmittance, prev_volume);
		outScattering = mix(outScattering, h_Scattering, volHistoryAlpha);
		outTransmittance = mix(outTransmittance, h_Transmittance, volHistoryAlpha);
	}

	/* Catch NaNs */
	if (any(isnan(outScattering)) || any(isnan(outTransmittance))) {
		outScattering = vec4(0.0);
		outTransmittance = vec4(1.0);
	}
}