Eevee: Add support for common BSDFs.
Add Diffuse BSDF, and Glossy. Also Use World normal instead of view normal as input.
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@@ -299,4 +299,179 @@ vec3 eevee_surface_clearcoat_lit(
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out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
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return out_light;
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}
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}
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/* ----------- Diffuse ----------- */
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vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
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{
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vec3 V = cameraVec;
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N = normalize(N);
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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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/* ---------------- SCENE LAMPS LIGHTING ----------------- */
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#ifdef HAIR_SHADER
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vec3 norm_view = cross(V, N);
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norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
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#endif
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vec3 diff = vec3(0.0);
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for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
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LightData ld = lights_data[i];
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vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
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l_vector.xyz = ld.l_position - worldPosition;
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l_vector.w = length(l_vector.xyz);
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vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
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#ifdef HAIR_SHADER
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vec3 norm_lamp, view_vec;
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float occlu_trans, occlu;
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light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
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diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
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#else
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diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
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#endif
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}
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/* Accumulate outgoing radiance */
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vec3 out_light = diff * albedo;
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#ifdef HAIR_SHADER
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N = -norm_view;
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#endif
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/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
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/* Ambient Occlusion */
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vec3 bent_normal;
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float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
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/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
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vec4 diff_accum = vec4(0.0);
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/* Start at 1 because 0 is world irradiance */
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for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
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GridData gd = grids_data[i];
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vec3 localpos;
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float fade = probe_attenuation_grid(gd, worldPosition, localpos);
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if (fade > 0.0) {
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vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
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accumulate_light(diff, fade, diff_accum);
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}
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}
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/* World Diffuse */
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if (diff_accum.a < 0.999 && grid_count > 0) {
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vec3 diff = probe_evaluate_world_diff(bent_normal);
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accumulate_light(diff, 1.0, diff_accum);
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}
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out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
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return out_light;
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}
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/* ----------- Glossy ----------- */
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vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao)
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{
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roughness = clamp(roughness, 1e-8, 0.9999);
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float roughnessSquared = roughness * roughness;
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vec3 V = cameraVec;
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N = normalize(N);
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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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/* ---------------- SCENE LAMPS LIGHTING ----------------- */
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#ifdef HAIR_SHADER
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vec3 norm_view = cross(V, N);
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norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
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#endif
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vec3 spec = vec3(0.0);
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for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
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LightData ld = lights_data[i];
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vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
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l_vector.xyz = ld.l_position - worldPosition;
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l_vector.w = length(l_vector.xyz);
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vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
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#ifdef HAIR_SHADER
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vec3 norm_lamp, view_vec;
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float occlu_trans, occlu;
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light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
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spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
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#else
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spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
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#endif
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}
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/* Accumulate outgoing radiance */
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vec3 out_light = spec * float(specToggle);
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#ifdef HAIR_SHADER
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N = -norm_view;
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#endif
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/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
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/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
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vec4 spec_accum = vec4(0.0);
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/* Planar Reflections */
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for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
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PlanarData pd = planars_data[i];
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float fade = probe_attenuation_planar(pd, worldPosition, N);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
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accumulate_light(spec, fade, spec_accum);
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}
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}
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/* Specular probes */
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vec3 spec_dir = get_specular_dominant_dir(N, V, roughnessSquared);
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/* Starts at 1 because 0 is world probe */
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for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
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CubeData cd = probes_data[i];
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float fade = probe_attenuation_cube(cd, worldPosition);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
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accumulate_light(spec, fade, spec_accum);
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}
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}
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/* World Specular */
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if (spec_accum.a < 0.999) {
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vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
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accumulate_light(spec, 1.0, spec_accum);
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}
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/* Ambient Occlusion */
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vec3 bent_normal;
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float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
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/* Get Brdf intensity */
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vec2 uv = lut_coords(dot(N, V), roughness);
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vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
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out_light += spec_accum.rgb * F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness) * float(specToggle);
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return out_light;
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}
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