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/**
* Forward lighting evaluation: Lighting is evaluated during the geometry rasterization.
*
* This is used by alpha blended materials and materials using Shader to RGB nodes.
**/
#pragma BLENDER_REQUIRE(common_view_lib.glsl)
#pragma BLENDER_REQUIRE(common_math_lib.glsl)
#pragma BLENDER_REQUIRE(common_hair_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_nodetree_lib.glsl)
#pragma BLENDER_REQUIRE(eevee_surf_lib.glsl)
float spec_light(ClosureReflection ref)
{
float gloss = saturate(1.0 - ref.roughness);
float shininess = exp2(10.0 * gloss + 1.0);
vec3 N = ref.N;
vec3 L = vec3(0.0, 0.0, 1.0);
vec3 H = normalize(L + cameraVec(g_data.P));
float spec_angle = saturate(dot(N, H));
float normalization_factor = shininess * 0.125 + 1.0;
float spec_light = pow(spec_angle, shininess) * saturate(dot(N, L)) * normalization_factor;
return spec_light;
}
vec4 closure_to_rgba(Closure cl)
{
vec4 out_color;
out_color.rgb = g_emission;
out_color.rgb += g_diffuse_data.color * g_diffuse_data.weight *
saturate(g_diffuse_data.N.z * 0.5 + 0.5);
out_color.rgb += g_reflection_data.color * g_reflection_data.weight *
spec_light(g_reflection_data);
out_color.rgb += g_refraction_data.color * g_refraction_data.weight *
saturate(g_refraction_data.N.z * 0.5 + 0.5);
out_color.a = saturate(1.0 - avg(g_transmittance));
/* Reset for the next closure tree. */
closure_weights_reset();
return out_color;
}
void main()
{
init_globals();
fragment_displacement();
nodetree_surface();
g_holdout = saturate(g_holdout);
vec3 diffuse_light = vec3(saturate(g_diffuse_data.N.z * 0.5 + 0.5));
vec3 reflection_light = vec3(spec_light(g_reflection_data));
vec3 refraction_light = vec3(saturate(g_refraction_data.N.z * 0.5 + 0.5));
g_diffuse_data.color *= g_diffuse_data.weight;
g_reflection_data.color *= g_reflection_data.weight;
g_refraction_data.color *= g_refraction_data.weight;
diffuse_light *= step(1e-5, g_diffuse_data.weight);
reflection_light *= step(1e-5, g_reflection_data.weight);
refraction_light *= step(1e-5, g_refraction_data.weight);
out_radiance.rgb = g_emission;
out_radiance.rgb += g_diffuse_data.color * diffuse_light;
out_radiance.rgb += g_reflection_data.color * reflection_light;
out_radiance.rgb += g_refraction_data.color * refraction_light;
out_radiance.a = 0.0;
vec3 specular_light = reflection_light + refraction_light;
vec3 specular_color = g_reflection_data.color + g_refraction_data.color;
/* TODO(fclem): This feels way too complex for what is it. */
bool has_any_bsdf_weight = g_diffuse_data.weight != 0.0 || g_reflection_data.weight != 0.0 ||
g_refraction_data.weight != 0.0;
vec3 out_normal = has_any_bsdf_weight ? vec3(0.0) : g_data.N;
out_normal += g_diffuse_data.N * g_diffuse_data.weight;
out_normal += g_reflection_data.N * g_reflection_data.weight;
out_normal += g_refraction_data.N * g_refraction_data.weight;
out_normal = safe_normalize(out_normal);
ivec2 out_texel = ivec2(gl_FragCoord.xy);
imageStore(rp_normal_img, out_texel, vec4(out_normal, 1.0));
imageStore(rp_diffuse_light_img, out_texel, vec4(diffuse_light, 1.0));
imageStore(rp_diffuse_color_img, out_texel, vec4(g_diffuse_data.color, 1.0));
imageStore(rp_specular_light_img, out_texel, vec4(specular_light, 1.0));
imageStore(rp_specular_color_img, out_texel, vec4(specular_color, 1.0));
imageStore(rp_emission_img, out_texel, vec4(g_emission, 1.0));
out_radiance.rgb *= 1.0 - g_holdout;
out_transmittance.rgb = g_transmittance;
out_transmittance.a = saturate(avg(g_transmittance));
}
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