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blender-archive/source/blender/gpu/shaders/gpu_shader_material.glsl

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GLSL

uniform mat4 ModelViewMatrix;
uniform mat4 ModelViewMatrixInverse;
uniform mat3 NormalMatrix;
#ifndef USE_ATTR
uniform mat4 ModelMatrix;
uniform mat4 ModelMatrixInverse;
#endif
/* Converters */
float convert_rgba_to_float(vec4 color)
{
return dot(color.rgb, vec3(0.2126, 0.7152, 0.0722));
}
float exp_blender(float f)
{
return pow(2.71828182846, f);
}
float compatible_pow(float x, float y)
{
if (y == 0.0) /* x^0 -> 1, including 0^0 */
return 1.0;
/* glsl pow doesn't accept negative x */
if (x < 0.0) {
if (mod(-y, 2.0) == 0.0)
return pow(-x, y);
else
return -pow(-x, y);
}
else if (x == 0.0)
return 0.0;
return pow(x, y);
}
void rgb_to_hsv(vec4 rgb, out vec4 outcol)
{
float cmax, cmin, h, s, v, cdelta;
vec3 c;
cmax = max(rgb[0], max(rgb[1], rgb[2]));
cmin = min(rgb[0], min(rgb[1], rgb[2]));
cdelta = cmax - cmin;
v = cmax;
if (cmax != 0.0)
s = cdelta / cmax;
else {
s = 0.0;
h = 0.0;
}
if (s == 0.0) {
h = 0.0;
}
else {
c = (vec3(cmax) - rgb.xyz) / cdelta;
if (rgb.x == cmax) h = c[2] - c[1];
else if (rgb.y == cmax) h = 2.0 + c[0] - c[2];
else h = 4.0 + c[1] - c[0];
h /= 6.0;
if (h < 0.0)
h += 1.0;
}
outcol = vec4(h, s, v, rgb.w);
}
void hsv_to_rgb(vec4 hsv, out vec4 outcol)
{
float i, f, p, q, t, h, s, v;
vec3 rgb;
h = hsv[0];
s = hsv[1];
v = hsv[2];
if (s == 0.0) {
rgb = vec3(v, v, v);
}
else {
if (h == 1.0)
h = 0.0;
h *= 6.0;
i = floor(h);
f = h - i;
rgb = vec3(f, f, f);
p = v * (1.0 - s);
q = v * (1.0 - (s * f));
t = v * (1.0 - (s * (1.0 - f)));
if (i == 0.0) rgb = vec3(v, t, p);
else if (i == 1.0) rgb = vec3(q, v, p);
else if (i == 2.0) rgb = vec3(p, v, t);
else if (i == 3.0) rgb = vec3(p, q, v);
else if (i == 4.0) rgb = vec3(t, p, v);
else rgb = vec3(v, p, q);
}
outcol = vec4(rgb, hsv.w);
}
float srgb_to_linearrgb(float c)
{
if (c < 0.04045)
return (c < 0.0) ? 0.0 : c * (1.0 / 12.92);
else
return pow((c + 0.055) * (1.0 / 1.055), 2.4);
}
float linearrgb_to_srgb(float c)
{
if (c < 0.0031308)
return (c < 0.0) ? 0.0 : c * 12.92;
else
return 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
void srgb_to_linearrgb(vec4 col_from, out vec4 col_to)
{
col_to.r = srgb_to_linearrgb(col_from.r);
col_to.g = srgb_to_linearrgb(col_from.g);
col_to.b = srgb_to_linearrgb(col_from.b);
col_to.a = col_from.a;
}
void linearrgb_to_srgb(vec4 col_from, out vec4 col_to)
{
col_to.r = linearrgb_to_srgb(col_from.r);
col_to.g = linearrgb_to_srgb(col_from.g);
col_to.b = linearrgb_to_srgb(col_from.b);
col_to.a = col_from.a;
}
void color_to_normal_new_shading(vec3 color, out vec3 normal)
{
normal = vec3(2.0) * color - vec3(1.0);
}
void color_to_blender_normal_new_shading(vec3 color, out vec3 normal)
{
normal = vec3(2.0, -2.0, -2.0) * color - vec3(1.0);
}
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef M_1_PI
#define M_1_PI 0.318309886183790671538
#endif
/*********** SHADER NODES ***************/
void particle_info(
vec4 sprops, vec4 loc, vec3 vel, vec3 avel,
out float index, out float random, out float age,
out float life_time, out vec3 location,
out float size, out vec3 velocity, out vec3 angular_velocity)
{
index = sprops.x;
random = loc.w;
age = sprops.y;
life_time = sprops.z;
size = sprops.w;
location = loc.xyz;
velocity = vel;
angular_velocity = avel;
}
void vect_normalize(vec3 vin, out vec3 vout)
{
vout = normalize(vin);
}
void direction_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
{
vout = (mat * vec4(vin, 0.0)).xyz;
}
void point_transform_m4v3(vec3 vin, mat4 mat, out vec3 vout)
{
vout = (mat * vec4(vin, 1.0)).xyz;
}
void point_texco_remap_square(vec3 vin, out vec3 vout)
{
vout = vin * 2.0 - 1.0;
}
void point_texco_clamp(vec3 vin, sampler2D ima, out vec3 vout)
{
vec2 half_texel_size = 0.5 / vec2(textureSize(ima, 0).xy);
vout = clamp(vin, half_texel_size.xyy, 1.0 - half_texel_size.xyy);
}
void point_map_to_sphere(vec3 vin, out vec3 vout)
{
float len = length(vin);
float v, u;
if (len > 0.0) {
if (vin.x == 0.0 && vin.y == 0.0)
u = 0.0;
else
u = (1.0 - atan(vin.x, vin.y) / M_PI) / 2.0;
v = 1.0 - acos(vin.z / len) / M_PI;
}
else
v = u = 0.0;
vout = vec3(u, v, 0.0);
}
void point_map_to_tube(vec3 vin, out vec3 vout)
{
float u, v;
v = (vin.z + 1.0) * 0.5;
float len = sqrt(vin.x * vin.x + vin.y * vin[1]);
if (len > 0.0)
u = (1.0 - (atan(vin.x / len, vin.y / len) / M_PI)) * 0.5;
else
v = u = 0.0;
vout = vec3(u, v, 0.0);
}
void mapping(vec3 vec, vec4 m0, vec4 m1, vec4 m2, vec4 m3, vec3 minvec, vec3 maxvec, out vec3 outvec)
{
mat4 mat = mat4(m0, m1, m2, m3);
outvec = (mat * vec4(vec, 1.0)).xyz;
outvec = clamp(outvec, minvec, maxvec);
}
void camera(vec3 co, out vec3 outview, out float outdepth, out float outdist)
{
outdepth = abs(co.z);
outdist = length(co);
outview = normalize(co);
}
void math_add(float val1, float val2, out float outval)
{
outval = val1 + val2;
}
void math_subtract(float val1, float val2, out float outval)
{
outval = val1 - val2;
}
void math_multiply(float val1, float val2, out float outval)
{
outval = val1 * val2;
}
void math_divide(float val1, float val2, out float outval)
{
if (val2 == 0.0)
outval = 0.0;
else
outval = val1 / val2;
}
void math_sine(float val, out float outval)
{
outval = sin(val);
}
void math_cosine(float val, out float outval)
{
outval = cos(val);
}
void math_tangent(float val, out float outval)
{
outval = tan(val);
}
void math_asin(float val, out float outval)
{
if (val <= 1.0 && val >= -1.0)
outval = asin(val);
else
outval = 0.0;
}
void math_acos(float val, out float outval)
{
if (val <= 1.0 && val >= -1.0)
outval = acos(val);
else
outval = 0.0;
}
void math_atan(float val, out float outval)
{
outval = atan(val);
}
void math_pow(float val1, float val2, out float outval)
{
if (val1 >= 0.0) {
outval = compatible_pow(val1, val2);
}
else {
float val2_mod_1 = mod(abs(val2), 1.0);
if (val2_mod_1 > 0.999 || val2_mod_1 < 0.001)
outval = compatible_pow(val1, floor(val2 + 0.5));
else
outval = 0.0;
}
}
void math_log(float val1, float val2, out float outval)
{
if (val1 > 0.0 && val2 > 0.0)
outval = log2(val1) / log2(val2);
else
outval = 0.0;
}
void math_max(float val1, float val2, out float outval)
{
outval = max(val1, val2);
}
void math_min(float val1, float val2, out float outval)
{
outval = min(val1, val2);
}
void math_round(float val, out float outval)
{
outval = floor(val + 0.5);
}
void math_less_than(float val1, float val2, out float outval)
{
if (val1 < val2)
outval = 1.0;
else
outval = 0.0;
}
void math_greater_than(float val1, float val2, out float outval)
{
if (val1 > val2)
outval = 1.0;
else
outval = 0.0;
}
void math_modulo(float val1, float val2, out float outval)
{
if (val2 == 0.0)
outval = 0.0;
else
outval = mod(val1, val2);
/* change sign to match C convention, mod in GLSL will take absolute for negative numbers,
* see https://www.opengl.org/sdk/docs/man/html/mod.xhtml */
outval = (val1 > 0.0) ? outval : outval - val2;
}
void math_abs(float val1, out float outval)
{
outval = abs(val1);
}
void math_atan2(float val1, float val2, out float outval)
{
outval = atan(val1, val2);
}
void math_floor(float val, out float outval)
{
outval = floor(val);
}
void math_ceil(float val, out float outval)
{
outval = ceil(val);
}
void math_fract(float val, out float outval)
{
outval = val - floor(val);
}
void math_sqrt(float val, out float outval)
{
if (val > 0.0)
outval = sqrt(val);
else
outval = 0.0;
}
void squeeze(float val, float width, float center, out float outval)
{
outval = 1.0 / (1.0 + pow(2.71828183, -((val - center) * width)));
}
void vec_math_add(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 + v2;
outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333;
}
void vec_math_sub(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 - v2;
outval = (abs(outvec[0]) + abs(outvec[1]) + abs(outvec[2])) * 0.333333;
}
void vec_math_average(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = v1 + v2;
outval = length(outvec);
outvec = normalize(outvec);
}
void vec_math_mix(float strength, vec3 v1, vec3 v2, out vec3 outvec)
{
outvec = strength * v1 + (1 - strength) * v2;
}
void vec_math_dot(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = vec3(0);
outval = dot(v1, v2);
}
void vec_math_cross(vec3 v1, vec3 v2, out vec3 outvec, out float outval)
{
outvec = cross(v1, v2);
outval = length(outvec);
outvec /= outval;
}
void vec_math_normalize(vec3 v, out vec3 outvec, out float outval)
{
outval = length(v);
outvec = normalize(v);
}
void vec_math_negate(vec3 v, out vec3 outv)
{
outv = -v;
}
void invert_z(vec3 v, out vec3 outv)
{
v.z = -v.z;
outv = v;
}
void normal_new_shading(vec3 nor, vec3 dir, out vec3 outnor, out float outdot)
{
outnor = dir;
outdot = dot(normalize(nor), dir);
}
void curves_vec(float fac, vec3 vec, sampler1DArray curvemap, float layer, out vec3 outvec)
{
vec4 co = vec4(vec * 0.5 + 0.5, layer);
outvec.x = texture(curvemap, co.xw).x;
outvec.y = texture(curvemap, co.yw).y;
outvec.z = texture(curvemap, co.zw).z;
outvec = mix(vec, outvec, fac);
}
/* ext is vec4(in_x, in_dy, out_x, out_dy). */
float curve_extrapolate(float x, float y, vec4 ext)
{
if (x < 0.0) {
return y + x * ext.y;
}
else if (x > 1.0) {
return y + (x - 1.0) * ext.w;
}
else {
return y;
}
}
#define RANGE_RESCALE(x, min, range) ((x - min) * range)
void curves_rgb(
float fac, vec4 col, sampler1DArray curvemap, float layer,
vec4 range, vec4 ext_r, vec4 ext_g, vec4 ext_b, vec4 ext_a,
out vec4 outcol)
{
vec4 co = vec4(RANGE_RESCALE(col.rgb, ext_a.x, range.a), layer);
vec3 samp;
samp.r = texture(curvemap, co.xw).a;
samp.g = texture(curvemap, co.yw).a;
samp.b = texture(curvemap, co.zw).a;
samp.r = curve_extrapolate(co.x, samp.r, ext_a);
samp.g = curve_extrapolate(co.y, samp.g, ext_a);
samp.b = curve_extrapolate(co.z, samp.b, ext_a);
vec3 rgb_min = vec3(ext_r.x, ext_g.x, ext_b.x);
co.xyz = RANGE_RESCALE(samp.rgb, rgb_min, range.rgb);
samp.r = texture(curvemap, co.xw).r;
samp.g = texture(curvemap, co.yw).g;
samp.b = texture(curvemap, co.zw).b;
outcol.r = curve_extrapolate(co.x, samp.r, ext_r);
outcol.g = curve_extrapolate(co.y, samp.g, ext_g);
outcol.b = curve_extrapolate(co.z, samp.b, ext_b);
outcol.a = col.a;
outcol = mix(col, outcol, fac);
}
void set_value(float val, out float outval)
{
outval = val;
}
void set_rgb(vec3 col, out vec3 outcol)
{
outcol = col;
}
void set_rgba(vec4 col, out vec4 outcol)
{
outcol = col;
}
void set_value_zero(out float outval)
{
outval = 0.0;
}
void set_value_one(out float outval)
{
outval = 1.0;
}
void set_rgb_zero(out vec3 outval)
{
outval = vec3(0.0);
}
void set_rgb_one(out vec3 outval)
{
outval = vec3(1.0);
}
void set_rgba_zero(out vec4 outval)
{
outval = vec4(0.0);
}
void set_rgba_one(out vec4 outval)
{
outval = vec4(1.0);
}
void brightness_contrast(vec4 col, float brightness, float contrast, out vec4 outcol)
{
float a = 1.0 + contrast;
float b = brightness - contrast * 0.5;
outcol.r = max(a * col.r + b, 0.0);
outcol.g = max(a * col.g + b, 0.0);
outcol.b = max(a * col.b + b, 0.0);
outcol.a = col.a;
}
void mix_blend(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col2, fac);
outcol.a = col1.a;
}
void mix_add(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col1 + col2, fac);
outcol.a = col1.a;
}
void mix_mult(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col1 * col2, fac);
outcol.a = col1.a;
}
void mix_screen(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = vec4(1.0) - (vec4(facm) + fac * (vec4(1.0) - col2)) * (vec4(1.0) - col1);
outcol.a = col1.a;
}
void mix_overlay(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
if (outcol.r < 0.5)
outcol.r *= facm + 2.0 * fac * col2.r;
else
outcol.r = 1.0 - (facm + 2.0 * fac * (1.0 - col2.r)) * (1.0 - outcol.r);
if (outcol.g < 0.5)
outcol.g *= facm + 2.0 * fac * col2.g;
else
outcol.g = 1.0 - (facm + 2.0 * fac * (1.0 - col2.g)) * (1.0 - outcol.g);
if (outcol.b < 0.5)
outcol.b *= facm + 2.0 * fac * col2.b;
else
outcol.b = 1.0 - (facm + 2.0 * fac * (1.0 - col2.b)) * (1.0 - outcol.b);
}
void mix_sub(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, col1 - col2, fac);
outcol.a = col1.a;
}
void mix_div(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
if (col2.r != 0.0) outcol.r = facm * outcol.r + fac * outcol.r / col2.r;
if (col2.g != 0.0) outcol.g = facm * outcol.g + fac * outcol.g / col2.g;
if (col2.b != 0.0) outcol.b = facm * outcol.b + fac * outcol.b / col2.b;
}
void mix_diff(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = mix(col1, abs(col1 - col2), fac);
outcol.a = col1.a;
}
void mix_dark(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol.rgb = min(col1.rgb, col2.rgb * fac);
outcol.a = col1.a;
}
void mix_light(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol.rgb = max(col1.rgb, col2.rgb * fac);
outcol.a = col1.a;
}
void mix_dodge(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = col1;
if (outcol.r != 0.0) {
float tmp = 1.0 - fac * col2.r;
if (tmp <= 0.0)
outcol.r = 1.0;
else if ((tmp = outcol.r / tmp) > 1.0)
outcol.r = 1.0;
else
outcol.r = tmp;
}
if (outcol.g != 0.0) {
float tmp = 1.0 - fac * col2.g;
if (tmp <= 0.0)
outcol.g = 1.0;
else if ((tmp = outcol.g / tmp) > 1.0)
outcol.g = 1.0;
else
outcol.g = tmp;
}
if (outcol.b != 0.0) {
float tmp = 1.0 - fac * col2.b;
if (tmp <= 0.0)
outcol.b = 1.0;
else if ((tmp = outcol.b / tmp) > 1.0)
outcol.b = 1.0;
else
outcol.b = tmp;
}
}
void mix_burn(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float tmp, facm = 1.0 - fac;
outcol = col1;
tmp = facm + fac * col2.r;
if (tmp <= 0.0)
outcol.r = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol.r) / tmp)) < 0.0)
outcol.r = 0.0;
else if (tmp > 1.0)
outcol.r = 1.0;
else
outcol.r = tmp;
tmp = facm + fac * col2.g;
if (tmp <= 0.0)
outcol.g = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol.g) / tmp)) < 0.0)
outcol.g = 0.0;
else if (tmp > 1.0)
outcol.g = 1.0;
else
outcol.g = tmp;
tmp = facm + fac * col2.b;
if (tmp <= 0.0)
outcol.b = 0.0;
else if ((tmp = (1.0 - (1.0 - outcol.b) / tmp)) < 0.0)
outcol.b = 0.0;
else if (tmp > 1.0)
outcol.b = 1.0;
else
outcol.b = tmp;
}
void mix_hue(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
vec4 hsv, hsv2, tmp;
rgb_to_hsv(col2, hsv2);
if (hsv2.y != 0.0) {
rgb_to_hsv(outcol, hsv);
hsv.x = hsv2.x;
hsv_to_rgb(hsv, tmp);
outcol = mix(outcol, tmp, fac);
outcol.a = col1.a;
}
}
void mix_sat(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
vec4 hsv, hsv2;
rgb_to_hsv(outcol, hsv);
if (hsv.y != 0.0) {
rgb_to_hsv(col2, hsv2);
hsv.y = facm * hsv.y + fac * hsv2.y;
hsv_to_rgb(hsv, outcol);
}
}
void mix_val(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
vec4 hsv, hsv2;
rgb_to_hsv(col1, hsv);
rgb_to_hsv(col2, hsv2);
hsv.z = facm * hsv.z + fac * hsv2.z;
hsv_to_rgb(hsv, outcol);
}
void mix_color(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
outcol = col1;
vec4 hsv, hsv2, tmp;
rgb_to_hsv(col2, hsv2);
if (hsv2.y != 0.0) {
rgb_to_hsv(outcol, hsv);
hsv.x = hsv2.x;
hsv.y = hsv2.y;
hsv_to_rgb(hsv, tmp);
outcol = mix(outcol, tmp, fac);
outcol.a = col1.a;
}
}
void mix_soft(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
float facm = 1.0 - fac;
vec4 one = vec4(1.0);
vec4 scr = one - (one - col2) * (one - col1);
outcol = facm * col1 + fac * ((one - col1) * col2 * col1 + col1 * scr);
}
void mix_linear(float fac, vec4 col1, vec4 col2, out vec4 outcol)
{
fac = clamp(fac, 0.0, 1.0);
outcol = col1 + fac * (2.0 * (col2 - vec4(0.5)));
}
void valtorgb_opti_constant(float fac, float edge, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
{
outcol = (fac > edge) ? color2 : color1;
outalpha = outcol.a;
}
void valtorgb_opti_linear(float fac, vec2 mulbias, vec4 color1, vec4 color2, out vec4 outcol, out float outalpha)
{
fac = clamp(fac * mulbias.x + mulbias.y, 0.0, 1.0);
outcol = mix(color1, color2, fac);
outalpha = outcol.a;
}
void valtorgb(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
{
outcol = texture(colormap, vec2(fac, layer));
outalpha = outcol.a;
}
void valtorgb_nearest(float fac, sampler1DArray colormap, float layer, out vec4 outcol, out float outalpha)
{
fac = clamp(fac, 0.0, 1.0);
outcol = texelFetch(colormap, ivec2(fac * (textureSize(colormap, 0).x - 1), layer), 0);
outalpha = outcol.a;
}
void rgbtobw(vec4 color, out float outval)
{
vec3 factors = vec3(0.2126, 0.7152, 0.0722);
outval = dot(color.rgb, factors);
}
void invert(float fac, vec4 col, out vec4 outcol)
{
outcol.xyz = mix(col.xyz, vec3(1.0) - col.xyz, fac);
outcol.w = col.w;
}
void clamp_vec3(vec3 vec, vec3 min, vec3 max, out vec3 out_vec)
{
out_vec = clamp(vec, min, max);
}
void clamp_val(float value, float min, float max, out float out_value)
{
out_value = clamp(value, min, max);
}
void hue_sat(float hue, float sat, float value, float fac, vec4 col, out vec4 outcol)
{
vec4 hsv;
rgb_to_hsv(col, hsv);
hsv[0] = fract(hsv[0] + hue + 0.5);
hsv[1] = clamp(hsv[1] * sat, 0.0, 1.0);
hsv[2] = hsv[2] * value;
hsv_to_rgb(hsv, outcol);
outcol = mix(col, outcol, fac);
}
void separate_rgb(vec4 col, out float r, out float g, out float b)
{
r = col.r;
g = col.g;
b = col.b;
}
void combine_rgb(float r, float g, float b, out vec4 col)
{
col = vec4(r, g, b, 1.0);
}
void separate_xyz(vec3 vec, out float x, out float y, out float z)
{
x = vec.r;
y = vec.g;
z = vec.b;
}
void combine_xyz(float x, float y, float z, out vec3 vec)
{
vec = vec3(x, y, z);
}
void separate_hsv(vec4 col, out float h, out float s, out float v)
{
vec4 hsv;
rgb_to_hsv(col, hsv);
h = hsv[0];
s = hsv[1];
v = hsv[2];
}
void combine_hsv(float h, float s, float v, out vec4 col)
{
hsv_to_rgb(vec4(h, s, v, 1.0), col);
}
void output_node(vec4 rgb, float alpha, out vec4 outrgb)
{
outrgb = vec4(rgb.rgb, alpha);
}
/*********** TEXTURES ***************/
void texco_norm(vec3 normal, out vec3 outnormal)
{
/* corresponds to shi->orn, which is negated so cancels
out blender normal negation */
outnormal = normalize(normal);
}
vec3 mtex_2d_mapping(vec3 vec)
{
return vec3(vec.xy * 0.5 + vec2(0.5), vec.z);
}
/** helper method to extract the upper left 3x3 matrix from a 4x4 matrix */
mat3 to_mat3(mat4 m4)
{
mat3 m3;
m3[0] = m4[0].xyz;
m3[1] = m4[1].xyz;
m3[2] = m4[2].xyz;
return m3;
}
/*********** NEW SHADER UTILITIES **************/
float fresnel_dielectric_0(float eta)
{
/* compute fresnel reflactance at normal incidence => cosi = 1.0 */
float A = (eta - 1.0) / (eta + 1.0);
return A * A;
}
float fresnel_dielectric_cos(float cosi, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
float c = abs(cosi);
float g = eta * eta - 1.0 + c * c;
float result;
if (g > 0.0) {
g = sqrt(g);
float A = (g - c) / (g + c);
float B = (c * (g + c) - 1.0) / (c * (g - c) + 1.0);
result = 0.5 * A * A * (1.0 + B * B);
}
else {
result = 1.0; /* TIR (no refracted component) */
}
return result;
}
float fresnel_dielectric(vec3 Incoming, vec3 Normal, float eta)
{
/* compute fresnel reflectance without explicitly computing
* the refracted direction */
return fresnel_dielectric_cos(dot(Incoming, Normal), eta);
}
float hypot(float x, float y)
{
return sqrt(x * x + y * y);
}
void generated_from_orco(vec3 orco, out vec3 generated)
{
#ifdef VOLUMETRICS
#ifdef MESH_SHADER
generated = volumeObjectLocalCoord;
#else
generated = worldPosition;
#endif
#else
generated = orco;
#endif
}
int floor_to_int(float x)
{
return int(floor(x));
}
int quick_floor(float x)
{
return int(x) - ((x < 0) ? 1 : 0);
}
float integer_noise(int n)
{
int nn;
n = (n + 1013) & 0x7fffffff;
n = (n >> 13) ^ n;
nn = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
return 0.5 * (float(nn) / 1073741824.0);
}
uint hash(uint kx, uint ky, uint kz)
{
#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
#define final(a, b, c) \
{ \
c ^= b; c -= rot(b, 14); \
a ^= c; a -= rot(c, 11); \
b ^= a; b -= rot(a, 25); \
c ^= b; c -= rot(b, 16); \
a ^= c; a -= rot(c, 4); \
b ^= a; b -= rot(a, 14); \
c ^= b; c -= rot(b, 24); \
}
// now hash the data!
uint a, b, c, len = 3u;
a = b = c = 0xdeadbeefu + (len << 2u) + 13u;
c += kz;
b += ky;
a += kx;
final (a, b, c);
return c;
#undef rot
#undef final
}
uint hash(int kx, int ky, int kz)
{
return hash(uint(kx), uint(ky), uint(kz));
}
float bits_to_01(uint bits)
{
return (float(bits) / 4294967295.0);
}
float cellnoise(vec3 p)
{
int ix = quick_floor(p.x);
int iy = quick_floor(p.y);
int iz = quick_floor(p.z);
return bits_to_01(hash(uint(ix), uint(iy), uint(iz)));
}
vec3 cellnoise_color(vec3 p)
{
float r = cellnoise(p.xyz);
float g = cellnoise(p.yxz);
float b = cellnoise(p.yzx);
return vec3(r, g, b);
}
float floorfrac(float x, out int i)
{
i = floor_to_int(x);
return x - i;
}
/* bsdfs */
vec3 tint_from_color(vec3 color)
{
float lum = dot(color, vec3(0.3, 0.6, 0.1)); /* luminance approx. */
return (lum > 0) ? color / lum : vec3(1.0); /* normalize lum. to isolate hue+sat */
}
void convert_metallic_to_specular_tinted(
vec3 basecol, vec3 basecol_tint, float metallic, float specular_fac, float specular_tint,
out vec3 diffuse, out vec3 f0)
{
vec3 tmp_col = mix(vec3(1.0), basecol_tint, specular_tint);
f0 = mix((0.08 * specular_fac) * tmp_col, basecol, metallic);
diffuse = basecol * (1.0 - metallic);
}
vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
{
float f = 1.0 - NV;
/* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps, therefore we need to clamp value. */
f = clamp(f, 0.0, 1.0);
/* Empirical approximation (manual curve fitting). Can be refined. */
float sheen = f*f*f*0.077 + f*0.01 + 0.00026;
return sheen * mix(vec3(1.0), basecol_tint, sheen_tint);
}
#ifndef VOLUMETRICS
void node_bsdf_diffuse(vec4 color, float roughness, vec3 N, out Closure result)
{
N = normalize(N);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.ssr_normal = normal_encode(vN, viewCameraVec);
eevee_closure_diffuse(N, color.rgb, 1.0, result.radiance);
result.radiance *= color.rgb;
}
void node_bsdf_glossy(vec4 color, float roughness, vec3 N, float ssr_id, out Closure result)
{
N = normalize(N);
vec3 out_spec, ssr_spec;
eevee_closure_glossy(N, vec3(1.0), int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec * color.rgb;
result.ssr_data = vec4(ssr_spec * color.rgb, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_bsdf_anisotropic(
vec4 color, float roughness, float anisotropy, float rotation, vec3 N, vec3 T,
out Closure result)
{
node_bsdf_glossy(color, roughness, N, -1, result);
}
void node_bsdf_glass(vec4 color, float roughness, float ior, vec3 N, float ssr_id, out Closure result)
{
N = normalize(N);
vec3 out_spec, out_refr, ssr_spec;
vec3 refr_color = (refractionDepth > 0.0) ? color.rgb * color.rgb : color.rgb; /* Simulate 2 transmission event */
eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
out_refr *= refr_color;
out_spec *= color.rgb;
float fresnel = F_eta(ior, dot(N, cameraVec));
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = mix(out_refr, out_spec, fresnel);
result.ssr_data = vec4(ssr_spec * color.rgb * fresnel, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_bsdf_toon(vec4 color, float size, float tsmooth, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_bsdf_principled(
vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, vec3 sss_scale, out Closure result)
{
N = normalize(N);
ior = max(ior, 1e-5);
metallic = saturate(metallic);
transmission = saturate(transmission);
float dielectric = 1.0 - metallic;
transmission *= dielectric;
sheen *= dielectric;
subsurface_color *= dielectric;
vec3 diffuse, f0, out_diff, out_spec, out_trans, out_refr, ssr_spec;
vec3 ctint = tint_from_color(base_color.rgb);
convert_metallic_to_specular_tinted(base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
float NV = dot(N, cameraVec);
vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
/* Far from being accurate, but 2 glossy evaluation is too expensive.
* Most noticeable difference is at grazing angles since the bsdf lut
* f0 color interpolation is done on top of this interpolation. */
vec3 f0_glass = mix(vec3(1.0), base_color.rgb, specular_tint);
float fresnel = F_eta(ior, NV);
vec3 spec_col = F_color_blend(ior, fresnel, f0_glass) * fresnel;
f0 = mix(f0, spec_col, transmission);
vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface;
eevee_closure_principled(N, mixed_ss_base_color, f0, int(ssr_id), roughness,
CN, clearcoat * 0.25, clearcoat_roughness, 1.0, sss_scalef, ior,
out_diff, out_trans, out_spec, out_refr, ssr_spec);
vec3 refr_color = base_color.rgb;
refr_color *= (refractionDepth > 0.0) ? refr_color : vec3(1.0); /* Simulate 2 transmission event */
out_refr *= refr_color * (1.0 - fresnel) * transmission;
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec + out_refr;
result.radiance += out_diff * out_sheen; /* Coarse approx. */
#ifndef USE_SSS
result.radiance += (out_diff + out_trans) * mixed_ss_base_color * (1.0 - transmission);
#endif
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
#ifdef USE_SSS
result.sss_data.a = sss_scalef;
result.sss_data.rgb = out_diff + out_trans;
# ifdef USE_SSS_ALBEDO
result.sss_albedo.rgb = mixed_ss_base_color;
# else
result.sss_data.rgb *= mixed_ss_base_color;
# endif
result.sss_data.rgb *= (1.0 - transmission);
#endif
}
void node_bsdf_principled_dielectric(
vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, vec3 sss_scale, out Closure result)
{
N = normalize(N);
metallic = saturate(metallic);
float dielectric = 1.0 - metallic;
vec3 diffuse, f0, out_diff, out_spec, ssr_spec;
vec3 ctint = tint_from_color(base_color.rgb);
convert_metallic_to_specular_tinted(base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
float NV = dot(N, cameraVec);
vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
eevee_closure_default(N, diffuse, f0, int(ssr_id), roughness, 1.0, out_diff, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec + out_diff * (diffuse + out_sheen);
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_bsdf_principled_metallic(
vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, vec3 sss_scale, out Closure result)
{
N = normalize(N);
vec3 out_spec, ssr_spec;
eevee_closure_glossy(N, base_color.rgb, int(ssr_id), roughness, 1.0, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec;
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_bsdf_principled_clearcoat(
vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, vec3 sss_scale, out Closure result)
{
vec3 out_spec, ssr_spec;
N = normalize(N);
eevee_closure_clearcoat(N, base_color.rgb, int(ssr_id), roughness, CN, clearcoat * 0.25, clearcoat_roughness,
1.0, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec;
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_bsdf_principled_subsurface(
vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, vec3 sss_scale, out Closure result)
{
metallic = saturate(metallic);
N = normalize(N);
vec3 diffuse, f0, out_diff, out_spec, out_trans, ssr_spec;
vec3 ctint = tint_from_color(base_color.rgb);
convert_metallic_to_specular_tinted(base_color.rgb, ctint, metallic, specular, specular_tint, diffuse, f0);
subsurface_color = subsurface_color * (1.0 - metallic);
vec3 mixed_ss_base_color = mix(diffuse, subsurface_color.rgb, subsurface);
float sss_scalef = dot(sss_scale, vec3(1.0 / 3.0)) * subsurface;
float NV = dot(N, cameraVec);
vec3 out_sheen = sheen * principled_sheen(NV, ctint, sheen_tint);
eevee_closure_skin(N, mixed_ss_base_color, f0, int(ssr_id), roughness, 1.0, sss_scalef,
out_diff, out_trans, out_spec, ssr_spec);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = out_spec;
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
#ifdef USE_SSS
result.sss_data.a = sss_scalef;
result.sss_data.rgb = out_diff + out_trans;
# ifdef USE_SSS_ALBEDO
result.sss_albedo.rgb = mixed_ss_base_color;
# else
result.sss_data.rgb *= mixed_ss_base_color;
# endif
#else
result.radiance += (out_diff + out_trans) * mixed_ss_base_color;
#endif
result.radiance += out_diff * out_sheen;
}
void node_bsdf_principled_glass(
vec4 base_color, float subsurface, vec3 subsurface_radius, vec4 subsurface_color, float metallic, float specular,
float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, float ssr_id,
float sss_id, vec3 sss_scale, out Closure result)
{
ior = max(ior, 1e-5);
N = normalize(N);
vec3 f0, out_spec, out_refr, ssr_spec;
f0 = mix(vec3(1.0), base_color.rgb, specular_tint);
eevee_closure_glass(N, vec3(1.0), int(ssr_id), roughness, 1.0, ior, out_spec, out_refr, ssr_spec);
vec3 refr_color = base_color.rgb;
refr_color *= (refractionDepth > 0.0) ? refr_color : vec3(1.0); /* Simulate 2 transmission events */
out_refr *= refr_color;
float fresnel = F_eta(ior, dot(N, cameraVec));
vec3 spec_col = F_color_blend(ior, fresnel, f0);
out_spec *= spec_col;
ssr_spec *= spec_col * fresnel;
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.radiance = mix(out_refr, out_spec, fresnel);
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_bsdf_translucent(vec4 color, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, -N, result);
}
void node_bsdf_transparent(vec4 color, out Closure result)
{
/* this isn't right */
result = CLOSURE_DEFAULT;
result.radiance = vec3(0.0);
result.opacity = clamp(1.0 - dot(color.rgb, vec3(0.3333334)), 0.0, 1.0);
result.ssr_id = TRANSPARENT_CLOSURE_FLAG;
}
void node_bsdf_velvet(vec4 color, float sigma, vec3 N, out Closure result)
{
node_bsdf_diffuse(color, 0.0, N, result);
}
void node_subsurface_scattering(
vec4 color, float scale, vec3 radius, float sharpen, float texture_blur, vec3 N, float sss_id,
out Closure result)
{
#if defined(USE_SSS)
N = normalize(N);
vec3 out_diff, out_trans;
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.ssr_data = vec4(0.0);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = -1;
result.sss_data.a = scale;
eevee_closure_subsurface(N, color.rgb, 1.0, scale, out_diff, out_trans);
result.sss_data.rgb = out_diff + out_trans;
# ifdef USE_SSS_ALBEDO
/* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
result.sss_albedo.rgb = mix(color.rgb, vec3(1.0), texture_blur);
result.sss_data.rgb *= mix(vec3(1.0), color.rgb, texture_blur);
# else
result.sss_data.rgb *= color.rgb;
# endif
#else
node_bsdf_diffuse(color, 0.0, N, result);
#endif
}
void node_bsdf_refraction(vec4 color, float roughness, float ior, vec3 N, out Closure result)
{
N = normalize(N);
vec3 out_refr;
color.rgb *= (refractionDepth > 0.0) ? color.rgb : vec3(1.0); /* Simulate 2 absorption event. */
eevee_closure_refraction(N, roughness, ior, out_refr);
vec3 vN = mat3(ViewMatrix) * N;
result = CLOSURE_DEFAULT;
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.radiance = out_refr * color.rgb;
result.ssr_id = REFRACT_CLOSURE_FLAG;
}
void node_ambient_occlusion(vec4 color, float distance, vec3 normal, out vec4 result_color, out float result_ao)
{
vec3 bent_normal;
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
result_ao = occlusion_compute(normalize(normal), viewPosition, 1.0, rand, bent_normal);
result_color = result_ao * color;
}
#endif /* VOLUMETRICS */
/* emission */
void node_emission(vec4 color, float strength, vec3 vN, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
result = CLOSURE_DEFAULT;
result.radiance = color.rgb;
result.opacity = color.a;
result.ssr_normal = normal_encode(vN, viewCameraVec);
#else
result = Closure(vec3(0.0), vec3(0.0), color.rgb * strength, 0.0);
#endif
}
void node_wireframe(float size, vec2 barycentric, vec3 barycentric_dist, out float fac)
{
vec3 barys = barycentric.xyy;
barys.z = 1.0 - barycentric.x - barycentric.y;
size *= 0.5;
vec3 s = step(-size, -barys * barycentric_dist);
fac = max(s.x, max(s.y, s.z));
}
void node_wireframe_screenspace(float size, vec2 barycentric, out float fac)
{
vec3 barys = barycentric.xyy;
barys.z = 1.0 - barycentric.x - barycentric.y;
size *= (1.0 / 3.0);
vec3 dx = dFdx(barys);
vec3 dy = dFdy(barys);
vec3 deltas = sqrt(dx * dx + dy * dy);
vec3 s = step(-deltas * size, -barys);
fac = max(s.x, max(s.y, s.z));
}
/* background */
void node_tex_environment_texco(vec3 viewvec, out vec3 worldvec)
{
#ifdef MESH_SHADER
worldvec = worldPosition;
#else
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(viewvec, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
# if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
worldvec = (ViewMatrixInverse * co).xyz;
# else
worldvec = (ModelViewMatrixInverse * co).xyz;
# endif
#endif
}
void node_background(vec4 color, float strength, out Closure result)
{
#ifndef VOLUMETRICS
color *= strength;
result = CLOSURE_DEFAULT;
result.radiance = color.rgb;
result.opacity = color.a;
#else
result = CLOSURE_DEFAULT;
#endif
}
/* volumes */
void node_volume_scatter(vec4 color, float density, float anisotropy, out Closure result)
{
#ifdef VOLUMETRICS
result = Closure(vec3(0.0), color.rgb * density, vec3(0.0), anisotropy);
#else
result = CLOSURE_DEFAULT;
#endif
}
void node_volume_absorption(vec4 color, float density, out Closure result)
{
#ifdef VOLUMETRICS
result = Closure((1.0 - color.rgb) * density, vec3(0.0), vec3(0.0), 0.0);
#else
result = CLOSURE_DEFAULT;
#endif
}
void node_blackbody(float temperature, sampler1DArray spectrummap, float layer, out vec4 color)
{
if (temperature >= 12000.0) {
color = vec4(0.826270103, 0.994478524, 1.56626022, 1.0);
}
else if (temperature < 965.0) {
color = vec4(4.70366907, 0.0, 0.0, 1.0);
}
else {
float t = (temperature - 965.0) / (12000.0 - 965.0);
color = vec4(texture(spectrummap, vec2(t, layer)).rgb, 1.0);
}
}
void node_volume_principled(
vec4 color,
float density,
float anisotropy,
vec4 absorption_color,
float emission_strength,
vec4 emission_color,
float blackbody_intensity,
vec4 blackbody_tint,
float temperature,
float density_attribute,
vec4 color_attribute,
float temperature_attribute,
sampler1DArray spectrummap,
float layer,
out Closure result)
{
#ifdef VOLUMETRICS
vec3 absorption_coeff = vec3(0.0);
vec3 scatter_coeff = vec3(0.0);
vec3 emission_coeff = vec3(0.0);
/* Compute density. */
density = max(density, 0.0);
if(density > 1e-5) {
density = max(density * density_attribute, 0.0);
}
if(density > 1e-5) {
/* Compute scattering and absorption coefficients. */
vec3 scatter_color = color.rgb * color_attribute.rgb;
scatter_coeff = scatter_color * density;
absorption_color.rgb = sqrt(max(absorption_color.rgb, 0.0));
absorption_coeff = max(1.0 - scatter_color, 0.0) * max(1.0 - absorption_color.rgb, 0.0) * density;
}
/* Compute emission. */
emission_strength = max(emission_strength, 0.0);
if(emission_strength > 1e-5) {
emission_coeff += emission_strength * emission_color.rgb;
}
if(blackbody_intensity > 1e-3) {
/* Add temperature from attribute. */
float T = max(temperature * max(temperature_attribute, 0.0), 0.0);
/* Stefan-Boltzman law. */
float T4 = (T * T) * (T * T);
float sigma = 5.670373e-8 * 1e-6 / M_PI;
float intensity = sigma * mix(1.0, T4, blackbody_intensity);
if(intensity > 1e-5) {
vec4 bb;
node_blackbody(T, spectrummap, layer, bb);
emission_coeff += bb.rgb * blackbody_tint.rgb * intensity;
}
}
result = Closure(absorption_coeff, scatter_coeff, emission_coeff, anisotropy);
#else
result = CLOSURE_DEFAULT;
#endif
}
/* closures */
void node_mix_shader(float fac, Closure shader1, Closure shader2, out Closure shader)
{
shader = closure_mix(shader1, shader2, fac);
}
void node_add_shader(Closure shader1, Closure shader2, out Closure shader)
{
shader = closure_add(shader1, shader2);
}
/* fresnel */
void node_fresnel(float ior, vec3 N, vec3 I, out float result)
{
N = normalize(N);
/* handle perspective/orthographic */
vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
float eta = max(ior, 0.00001);
result = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? eta : 1.0 / eta);
}
/* layer_weight */
void node_layer_weight(float blend, vec3 N, vec3 I, out float fresnel, out float facing)
{
N = normalize(N);
/* fresnel */
float eta = max(1.0 - blend, 0.00001);
vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
fresnel = fresnel_dielectric(I_view, N, (gl_FrontFacing) ? 1.0 / eta : eta);
/* facing */
facing = abs(dot(I_view, N));
if (blend != 0.5) {
blend = clamp(blend, 0.0, 0.99999);
blend = (blend < 0.5) ? 2.0 * blend : 0.5 / (1.0 - blend);
facing = pow(facing, blend);
}
facing = 1.0 - facing;
}
/* gamma */
void node_gamma(vec4 col, float gamma, out vec4 outcol)
{
outcol = col;
if (col.r > 0.0)
outcol.r = compatible_pow(col.r, gamma);
if (col.g > 0.0)
outcol.g = compatible_pow(col.g, gamma);
if (col.b > 0.0)
outcol.b = compatible_pow(col.b, gamma);
}
/* geometry */
void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
outvec = texture(tex, cos).aaa;
outcol = vec4(outvec, 1.0);
outf = dot(vec3(1.0 / 3.0), outvec);
}
uniform vec3 volumeColor = vec3(1.0);
void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
vec4 value = texture(tex, cos).rgba;
/* Density is premultiplied for interpolation, divide it out here. */
if (value.a > 1e-8)
value.rgb /= value.a;
outvec = value.rgb * volumeColor;
outcol = vec4(outvec, 1.0);
outf = dot(vec3(1.0 / 3.0), outvec);
}
void node_attribute_volume_flame(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
outf = texture(tex, cos).r;
outvec = vec3(outf, outf, outf);
outcol = vec4(outf, outf, outf, 1.0);
}
void node_attribute_volume_temperature(sampler3D tex, vec2 temperature, out vec4 outcol, out vec3 outvec, out float outf)
{
#if defined(MESH_SHADER) && defined(VOLUMETRICS)
vec3 cos = volumeObjectLocalCoord;
#else
vec3 cos = vec3(0.0);
#endif
float flame = texture(tex, cos).r;
outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x): 0.0;
outvec = vec3(outf, outf, outf);
outcol = vec4(outf, outf, outf, 1.0);
}
void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
{
outcol = vec4(attr, 1.0);
outvec = attr;
outf = dot(vec3(1.0 / 3.0), attr);
}
void node_uvmap(vec3 attr_uv, out vec3 outvec)
{
outvec = attr_uv;
}
void tangent_orco_x(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.xzy * vec3(0.0, -0.5, 0.5) + vec3(0.0, 0.25, -0.25);
}
void tangent_orco_y(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.zyx * vec3(-0.5, 0.0, 0.5) + vec3(0.25, 0.0, -0.25);
}
void tangent_orco_z(vec3 orco_in, out vec3 orco_out)
{
orco_out = orco_in.yxz * vec3(-0.5, 0.5, 0.0) + vec3(0.25, -0.25, 0.0);
}
void node_tangentmap(vec4 attr_tangent, mat4 toworld, out vec3 tangent)
{
tangent = (toworld * vec4(attr_tangent.xyz, 0.0)).xyz;
}
void node_tangent(vec3 N, vec3 orco, mat4 objmat, mat4 toworld, out vec3 T)
{
#ifndef VOLUMETRICS
N = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
#else
N = (toworld * vec4(N, 0.0)).xyz;
#endif
T = (objmat * vec4(orco, 0.0)).xyz;
T = cross(N, normalize(cross(T, N)));
}
void node_geometry(
vec3 I, vec3 N, vec3 orco, mat4 objmat, mat4 toworld, vec2 barycentric,
out vec3 position, out vec3 normal, out vec3 tangent,
out vec3 true_normal, out vec3 incoming, out vec3 parametric,
out float backfacing, out float pointiness)
{
/* handle perspective/orthographic */
vec3 I_view = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
incoming = -(toworld * vec4(I_view, 0.0)).xyz;
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
position = -incoming;
true_normal = normal = incoming;
tangent = parametric = vec3(0.0);
vec3(0.0);
backfacing = 0.0;
pointiness = 0.0;
#else
position = worldPosition;
# ifndef VOLUMETRICS
normal = normalize(gl_FrontFacing ? worldNormal : -worldNormal);
vec3 B = dFdx(worldPosition);
vec3 T = dFdy(worldPosition);
true_normal = normalize(cross(B, T));
# else
normal = (toworld * vec4(N, 0.0)).xyz;
true_normal = normal;
# endif
tangent_orco_z(orco, orco);
node_tangent(N, orco, objmat, toworld, tangent);
parametric = vec3(barycentric, 0.0);
backfacing = (gl_FrontFacing) ? 0.0 : 1.0;
pointiness = 0.5;
#endif
}
void generated_texco(vec3 I, vec3 attr_orco, out vec3 generated)
{
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
co.xyz = normalize(co.xyz);
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
generated = (ViewMatrixInverse * co).xyz;
#else
generated_from_orco(attr_orco, generated);
#endif
}
void node_tex_coord(
vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
vec3 attr_orco, vec3 attr_uv,
out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
out vec3 camera, out vec3 window, out vec3 reflection)
{
generated = attr_orco;
normal = normalize((obinvmat * (viewinvmat * vec4(N, 0.0))).xyz);
uv = attr_uv;
object = (obinvmat * (viewinvmat * vec4(I, 1.0))).xyz;
camera = vec3(I.xy, -I.z);
vec4 projvec = ProjectionMatrix * vec4(I, 1.0);
window = vec3(mtex_2d_mapping(projvec.xyz / projvec.w).xy * camerafac.xy + camerafac.zw, 0.0);
vec3 shade_I = (ProjectionMatrix[3][3] == 0.0) ? normalize(I) : vec3(0.0, 0.0, -1.0);
vec3 view_reflection = reflect(shade_I, normalize(N));
reflection = (viewinvmat * vec4(view_reflection, 0.0)).xyz;
}
void node_tex_coord_background(
vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat, vec4 camerafac,
vec3 attr_orco, vec3 attr_uv,
out vec3 generated, out vec3 normal, out vec3 uv, out vec3 object,
out vec3 camera, out vec3 window, out vec3 reflection)
{
vec4 v = (ProjectionMatrix[3][3] == 0.0) ? vec4(I, 1.0) : vec4(0.0, 0.0, 1.0, 1.0);
vec4 co_homogenous = (ProjectionMatrixInverse * v);
vec4 co = vec4(co_homogenous.xyz / co_homogenous.w, 0.0);
co = normalize(co);
#if defined(WORLD_BACKGROUND) || defined(PROBE_CAPTURE)
vec3 coords = (ViewMatrixInverse * co).xyz;
#else
vec3 coords = (ModelViewMatrixInverse * co).xyz;
#endif
generated = coords;
normal = -coords;
uv = vec3(attr_uv.xy, 0.0);
object = coords;
camera = vec3(co.xy, -co.z);
window = (ProjectionMatrix[3][3] == 0.0) ?
vec3(mtex_2d_mapping(I).xy * camerafac.xy + camerafac.zw, 0.0) :
vec3(vec2(0.5) * camerafac.xy + camerafac.zw, 0.0);
reflection = -coords;
}
#if defined(WORLD_BACKGROUND) || (defined(PROBE_CAPTURE) && !defined(MESH_SHADER))
#define node_tex_coord node_tex_coord_background
#endif
/* textures */
float calc_gradient(vec3 p, int gradient_type)
{
float x, y, z;
x = p.x;
y = p.y;
z = p.z;
if (gradient_type == 0) { /* linear */
return x;
}
else if (gradient_type == 1) { /* quadratic */
float r = max(x, 0.0);
return r * r;
}
else if (gradient_type == 2) { /* easing */
float r = min(max(x, 0.0), 1.0);
float t = r * r;
return (3.0 * t - 2.0 * t * r);
}
else if (gradient_type == 3) { /* diagonal */
return (x + y) * 0.5;
}
else if (gradient_type == 4) { /* radial */
return atan(y, x) / (M_PI * 2) + 0.5;
}
else {
/* Bias a little bit for the case where p is a unit length vector,
* to get exactly zero instead of a small random value depending
* on float precision. */
float r = max(0.999999 - sqrt(x * x + y * y + z * z), 0.0);
if (gradient_type == 5) { /* quadratic sphere */
return r * r;
}
else if (gradient_type == 6) { /* sphere */
return r;
}
}
return 0.0;
}
void node_tex_gradient(vec3 co, float gradient_type, out vec4 color, out float fac)
{
float f = calc_gradient(co, int(gradient_type));
f = clamp(f, 0.0, 1.0);
color = vec4(f, f, f, 1.0);
fac = f;
}
void node_tex_checker(vec3 co, vec4 color1, vec4 color2, float scale, out vec4 color, out float fac)
{
vec3 p = co * scale;
/* Prevent precision issues on unit coordinates. */
p = (p + 0.000001) * 0.999999;
int xi = int(abs(floor(p.x)));
int yi = int(abs(floor(p.y)));
int zi = int(abs(floor(p.z)));
bool check = ((mod(xi, 2) == mod(yi, 2)) == bool(mod(zi, 2)));
color = check ? color1 : color2;
fac = check ? 1.0 : 0.0;
}
vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bias,
float brick_width, float row_height,
float offset_amount, int offset_frequency,
float squash_amount, int squash_frequency)
{
int bricknum, rownum;
float offset = 0.0;
float x, y;
rownum = floor_to_int(p.y / row_height);
if (offset_frequency != 0 && squash_frequency != 0) {
brick_width *= (rownum % squash_frequency != 0) ? 1.0 : squash_amount; /* squash */
offset = (rownum % offset_frequency != 0) ? 0.0 : (brick_width * offset_amount); /* offset */
}
bricknum = floor_to_int((p.x + offset) / brick_width);
x = (p.x + offset) - brick_width * bricknum;
y = p.y - row_height * rownum;
float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0);
float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
if (min_dist >= mortar_size) {
return vec2(tint, 0.0);
}
else if (mortar_smooth == 0.0) {
return vec2(tint, 1.0);
}
else {
min_dist = 1.0 - min_dist/mortar_size;
return vec2(tint, smoothstep(0.0, mortar_smooth, min_dist));
}
}
void node_tex_brick(vec3 co,
vec4 color1, vec4 color2,
vec4 mortar, float scale,
float mortar_size, float mortar_smooth, float bias,
float brick_width, float row_height,
float offset_amount, float offset_frequency,
float squash_amount, float squash_frequency,
out vec4 color, out float fac)
{
vec2 f2 = calc_brick_texture(co * scale,
mortar_size, mortar_smooth, bias,
brick_width, row_height,
offset_amount, int(offset_frequency),
squash_amount, int(squash_frequency));
float tint = f2.x;
float f = f2.y;
if (f != 1.0) {
float facm = 1.0 - tint;
color1 = facm * color1 + tint * color2;
}
color = mix(color1, mortar, f);
fac = f;
}
void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
{
color = vec4(1.0);
fac = 1.0;
}
void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv)
{
vec3 nco = normalize(co);
uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
/* Fix pole bleeding */
float half_height = clamp_size / float(textureSize(ima, 0).y);
uv.y = clamp(uv.y, half_height, 1.0 - half_height);
uv.z = 0.0;
}
void node_tex_environment_mirror_ball(vec3 co, out vec3 uv)
{
vec3 nco = normalize(co);
nco.y -= 1.0;
float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
nco /= max(1e-8, div);
uv = 0.5 * nco.xzz + 0.5;
}
void node_tex_environment_empty(vec3 co, out vec4 color)
{
color = vec4(1.0, 0.0, 1.0, 1.0);
}
void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
color = texture(ima, co.xy);
alpha = color.a;
}
void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
color = textureLod(ima, co.xy, 0.0);
alpha = color.a;
}
void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy);
color = texelFetch(ima, pix, 0);
alpha = color.a;
}
/* @arg f: signed distance to texel center. */
void cubic_bspline_coefs(vec2 f, out vec2 w0, out vec2 w1, out vec2 w2, out vec2 w3)
{
vec2 f2 = f * f;
vec2 f3 = f2 * f;
/* Bspline coefs (optimized) */
w3 = f3 / 6.0;
w0 = -w3 + f2 * 0.5 - f * 0.5 + 1.0 / 6.0;
w1 = f3 * 0.5 - f2 * 1.0 + 2.0 / 3.0;
w2 = 1.0 - w0 - w1 - w3;
}
void node_tex_image_cubic_ex(vec3 co, sampler2D ima, float do_extend, out vec4 color, out float alpha)
{
vec2 tex_size = vec2(textureSize(ima, 0).xy);
co.xy *= tex_size;
/* texel center */
vec2 tc = floor(co.xy - 0.5) + 0.5;
vec2 w0, w1, w2, w3;
cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
#if 1 /* Optimized version using 4 filtered tap. */
vec2 s0 = w0 + w1;
vec2 s1 = w2 + w3;
vec2 f0 = w1 / (w0 + w1);
vec2 f1 = w3 / (w2 + w3);
vec4 final_co;
final_co.xy = tc - 1.0 + f0;
final_co.zw = tc + 1.0 + f1;
if (do_extend == 1.0) {
final_co = clamp(final_co, vec4(0.5), tex_size.xyxy - 0.5);
}
final_co /= tex_size.xyxy;
color = textureLod(ima, final_co.xy, 0.0) * s0.x * s0.y;
color += textureLod(ima, final_co.zy, 0.0) * s1.x * s0.y;
color += textureLod(ima, final_co.xw, 0.0) * s0.x * s1.y;
color += textureLod(ima, final_co.zw, 0.0) * s1.x * s1.y;
#else /* Reference bruteforce 16 tap. */
color = texelFetch(ima, ivec2(tc + vec2(-1.0, -1.0)), 0) * w0.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, -1.0)), 0) * w1.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, -1.0)), 0) * w2.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, -1.0)), 0) * w3.x * w0.y;
color += texelFetch(ima, ivec2(tc + vec2(-1.0, 0.0)), 0) * w0.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, 0.0)), 0) * w1.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, 0.0)), 0) * w2.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, 0.0)), 0) * w3.x * w1.y;
color += texelFetch(ima, ivec2(tc + vec2(-1.0, 1.0)), 0) * w0.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, 1.0)), 0) * w1.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, 1.0)), 0) * w2.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, 1.0)), 0) * w3.x * w2.y;
color += texelFetch(ima, ivec2(tc + vec2(-1.0, 2.0)), 0) * w0.x * w3.y;
color += texelFetch(ima, ivec2(tc + vec2( 0.0, 2.0)), 0) * w1.x * w3.y;
color += texelFetch(ima, ivec2(tc + vec2( 1.0, 2.0)), 0) * w2.x * w3.y;
color += texelFetch(ima, ivec2(tc + vec2( 2.0, 2.0)), 0) * w3.x * w3.y;
#endif
alpha = color.a;
}
void node_tex_image_cubic(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
}
void node_tex_image_cubic_extend(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
node_tex_image_cubic_ex(co, ima, 1.0, color, alpha);
}
void node_tex_image_smart(vec3 co, sampler2D ima, out vec4 color, out float alpha)
{
/* use cubic for now */
node_tex_image_cubic_ex(co, ima, 0.0, color, alpha);
}
void tex_box_sample_linear(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
/* X projection */
vec2 uv = texco.yz;
if (N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
color1 = texture(ima, uv);
/* Y projection */
uv = texco.xz;
if (N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
color2 = texture(ima, uv);
/* Z projection */
uv = texco.yx;
if (N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
color3 = texture(ima, uv);
}
void tex_box_sample_nearest(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
/* X projection */
vec2 uv = texco.yz;
if (N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
ivec2 pix = ivec2(uv.xy * textureSize(ima, 0).xy);
color1 = texelFetch(ima, pix, 0);
/* Y projection */
uv = texco.xz;
if (N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
pix = ivec2(uv.xy * textureSize(ima, 0).xy);
color2 = texelFetch(ima, pix, 0);
/* Z projection */
uv = texco.yx;
if (N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
pix = ivec2(uv.xy * textureSize(ima, 0).xy);
color3 = texelFetch(ima, pix, 0);
}
void tex_box_sample_cubic(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
float alpha;
/* X projection */
vec2 uv = texco.yz;
if (N.x < 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color1, alpha);
/* Y projection */
uv = texco.xz;
if (N.y > 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color2, alpha);
/* Z projection */
uv = texco.yx;
if (N.z > 0.0) {
uv.x = 1.0 - uv.x;
}
node_tex_image_cubic_ex(uv.xyy, ima, 0.0, color3, alpha);
}
void tex_box_sample_smart(vec3 texco,
vec3 N,
sampler2D ima,
out vec4 color1,
out vec4 color2,
out vec4 color3)
{
tex_box_sample_cubic(texco, N, ima, color1, color2, color3);
}
void node_tex_image_box(vec3 texco,
vec3 N,
vec4 color1,
vec4 color2,
vec4 color3,
sampler2D ima,
float blend,
out vec4 color,
out float alpha)
{
/* project from direction vector to barycentric coordinates in triangles */
N = abs(N);
N /= dot(N, vec3(1.0));
/* basic idea is to think of this as a triangle, each corner representing
* one of the 3 faces of the cube. in the corners we have single textures,
* in between we blend between two textures, and in the middle we a blend
* between three textures.
*
* the Nxyz values are the barycentric coordinates in an equilateral
* triangle, which in case of blending, in the middle has a smaller
* equilateral triangle where 3 textures blend. this divides things into
* 7 zones, with an if () test for each zone
* EDIT: Now there is only 4 if's. */
float limit = 0.5 + 0.5 * blend;
vec3 weight;
weight = N.xyz / (N.xyx + N.yzz);
weight = clamp((weight - 0.5 * (1.0 - blend)) / max(1e-8, blend), 0.0, 1.0);
/* test for mixes between two textures */
if (N.z < (1.0 - limit) * (N.y + N.x)) {
weight.z = 0.0;
weight.y = 1.0 - weight.x;
}
else if (N.x < (1.0 - limit) * (N.y + N.z)) {
weight.x = 0.0;
weight.z = 1.0 - weight.y;
}
else if (N.y < (1.0 - limit) * (N.x + N.z)) {
weight.y = 0.0;
weight.x = 1.0 - weight.z;
}
else {
/* last case, we have a mix between three */
weight = ((2.0 - limit) * N + (limit - 1.0)) / max(1e-8, 2.0 * limit - 1.0);
}
color = weight.x * color1 + weight.y * color2 + weight.z * color3;
alpha = color.a;
}
void tex_clip_linear(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
vec2 tex_size = vec2(textureSize(ima, 0).xy);
vec2 minco = min(co.xy, 1.0 - co.xy);
minco = clamp(minco * tex_size + 0.5, 0.0, 1.0);
float fac = minco.x * minco.y;
color = mix(vec4(0.0), icolor, fac);
alpha = color.a;
}
void tex_clip_nearest(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
vec4 minco = vec4(co.xy, 1.0 - co.xy);
color = (any(lessThan(minco, vec4(0.0)))) ? vec4(0.0) : icolor;
alpha = color.a;
}
void tex_clip_cubic(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
vec2 tex_size = vec2(textureSize(ima, 0).xy);
co.xy *= tex_size;
/* texel center */
vec2 tc = floor(co.xy - 0.5) + 0.5;
vec2 w0, w1, w2, w3;
cubic_bspline_coefs(co.xy - tc, w0, w1, w2, w3);
/* TODO Optimize this part. I'm sure there is a smarter way to do that.
* Could do that when sampling? */
#define CLIP_CUBIC_SAMPLE(samp, size) (float(all(greaterThan(samp, vec2(-0.5)))) * float(all(lessThan(ivec2(samp), itex_size))))
ivec2 itex_size = textureSize(ima, 0).xy;
float fac;
fac = CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, -1.0), itex_size) * w0.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, -1.0), itex_size) * w1.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, -1.0), itex_size) * w2.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, -1.0), itex_size) * w3.x * w0.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 0.0), itex_size) * w0.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 0.0), itex_size) * w1.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 0.0), itex_size) * w2.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 0.0), itex_size) * w3.x * w1.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 1.0), itex_size) * w0.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 1.0), itex_size) * w1.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 1.0), itex_size) * w2.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 1.0), itex_size) * w3.x * w2.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2(-1.0, 2.0), itex_size) * w0.x * w3.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 0.0, 2.0), itex_size) * w1.x * w3.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 1.0, 2.0), itex_size) * w2.x * w3.y;
fac += CLIP_CUBIC_SAMPLE(tc + vec2( 2.0, 2.0), itex_size) * w3.x * w3.y;
#undef CLIP_CUBIC_SAMPLE
color = mix(vec4(0.0), icolor, fac);
alpha = color.a;
}
void tex_clip_smart(vec3 co, sampler2D ima, vec4 icolor, out vec4 color, out float alpha)
{
tex_clip_cubic(co, ima, icolor, color, alpha);
}
void node_tex_image_empty(vec3 co, out vec4 color, out float alpha)
{
color = vec4(0.0);
alpha = 0.0;
}
void node_tex_magic(vec3 co, float scale, float distortion, float depth, out vec4 color, out float fac)
{
vec3 p = co * scale;
float x = sin((p.x + p.y + p.z) * 5.0);
float y = cos((-p.x + p.y - p.z) * 5.0);
float z = -cos((-p.x - p.y + p.z) * 5.0);
if (depth > 0) {
x *= distortion;
y *= distortion;
z *= distortion;
y = -cos(x - y + z);
y *= distortion;
if (depth > 1) {
x = cos(x - y - z);
x *= distortion;
if (depth > 2) {
z = sin(-x - y - z);
z *= distortion;
if (depth > 3) {
x = -cos(-x + y - z);
x *= distortion;
if (depth > 4) {
y = -sin(-x + y + z);
y *= distortion;
if (depth > 5) {
y = -cos(-x + y + z);
y *= distortion;
if (depth > 6) {
x = cos(x + y + z);
x *= distortion;
if (depth > 7) {
z = sin(x + y - z);
z *= distortion;
if (depth > 8) {
x = -cos(-x - y + z);
x *= distortion;
if (depth > 9) {
y = -sin(x - y + z);
y *= distortion;
}
}
}
}
}
}
}
}
}
}
if (distortion != 0.0) {
distortion *= 2.0;
x /= distortion;
y /= distortion;
z /= distortion;
}
color = vec4(0.5 - x, 0.5 - y, 0.5 - z, 1.0);
fac = (color.x + color.y + color.z) / 3.0;
}
float noise_fade(float t)
{
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
float noise_scale3(float result)
{
return 0.9820 * result;
}
float noise_nerp(float t, float a, float b)
{
return (1.0 - t) * a + t * b;
}
float noise_grad(uint hash, float x, float y, float z)
{
uint h = hash & 15u;
float u = h < 8u ? x : y;
float vt = ((h == 12u) || (h == 14u)) ? x : z;
float v = h < 4u ? y : vt;
return (((h & 1u) != 0u) ? -u : u) + (((h & 2u) != 0u) ? -v : v);
}
float noise_perlin(float x, float y, float z)
{
int X; float fx = floorfrac(x, X);
int Y; float fy = floorfrac(y, Y);
int Z; float fz = floorfrac(z, Z);
float u = noise_fade(fx);
float v = noise_fade(fy);
float w = noise_fade(fz);
float noise_u[2], noise_v[2];
noise_u[0] = noise_nerp(u,
noise_grad(hash(X, Y, Z), fx, fy, fz),
noise_grad(hash(X + 1, Y, Z), fx - 1.0, fy, fz));
noise_u[1] = noise_nerp(u,
noise_grad(hash(X, Y + 1, Z), fx, fy - 1.0, fz),
noise_grad(hash(X + 1, Y + 1, Z), fx - 1.0, fy - 1.0, fz));
noise_v[0] = noise_nerp(v, noise_u[0], noise_u[1]);
noise_u[0] = noise_nerp(u,
noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1.0),
noise_grad(hash(X + 1, Y, Z + 1), fx - 1.0, fy, fz - 1.0));
noise_u[1] = noise_nerp(u,
noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1.0, fz - 1.0),
noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1.0, fy - 1.0, fz - 1.0));
noise_v[1] = noise_nerp(v, noise_u[0], noise_u[1]);
return noise_scale3(noise_nerp(w, noise_v[0], noise_v[1]));
}
float noise(vec3 p)
{
return 0.5 * noise_perlin(p.x, p.y, p.z) + 0.5;
}
float snoise(vec3 p)
{
return noise_perlin(p.x, p.y, p.z);
}
float noise_turbulence(vec3 p, float octaves, int hard)
{
float fscale = 1.0;
float amp = 1.0;
float sum = 0.0;
octaves = clamp(octaves, 0.0, 16.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
if (hard != 0) {
t = abs(2.0 * t - 1.0);
}
sum += t * amp;
amp *= 0.5;
fscale *= 2.0;
}
float rmd = octaves - floor(octaves);
if (rmd != 0.0) {
float t = noise(fscale * p);
if (hard != 0) {
t = abs(2.0 * t - 1.0);
}
float sum2 = sum + t * amp;
sum *= (float(1 << n) / float((1 << (n + 1)) - 1));
sum2 *= (float(1 << (n + 1)) / float((1 << (n + 2)) - 1));
return (1.0 - rmd) * sum + rmd * sum2;
}
else {
sum *= (float(1 << n) / float((1 << (n + 1)) - 1));
return sum;
}
}
void node_tex_noise(vec3 co, float scale, float detail, float distortion, out vec4 color, out float fac)
{
vec3 p = co * scale;
int hard = 0;
if (distortion != 0.0) {
vec3 r, offset = vec3(13.5, 13.5, 13.5);
r.x = noise(p + offset) * distortion;
r.y = noise(p) * distortion;
r.z = noise(p - offset) * distortion;
p += r;
}
fac = noise_turbulence(p, detail, hard);
color = vec4(fac,
noise_turbulence(vec3(p.y, p.x, p.z), detail, hard),
noise_turbulence(vec3(p.y, p.z, p.x), detail, hard),
1);
}
/* Musgrave fBm
*
* H: fractal increment parameter
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*
* from "Texturing and Modelling: A procedural approach"
*/
float noise_musgrave_fBm(vec3 p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 0.0;
float pwr = 1.0;
float pwHL = pow(lacunarity, -H);
for (int i = 0; i < int(octaves); i++) {
value += snoise(p) * pwr;
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
value += rmd * snoise(p) * pwr;
return value;
}
/* Musgrave Multifractal
*
* H: highest fractal dimension
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
*/
float noise_musgrave_multi_fractal(vec3 p, float H, float lacunarity, float octaves)
{
float rmd;
float value = 1.0;
float pwr = 1.0;
float pwHL = pow(lacunarity, -H);
for (int i = 0; i < int(octaves); i++) {
value *= (pwr * snoise(p) + 1.0);
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
value *= (rmd * pwr * snoise(p) + 1.0); /* correct? */
return value;
}
/* Musgrave Heterogeneous Terrain
*
* H: fractal dimension of the roughest area
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hetero_terrain(vec3 p, float H, float lacunarity, float octaves, float offset)
{
float value, increment, rmd;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
/* first unscaled octave of function; later octaves are scaled */
value = offset + snoise(p);
p *= lacunarity;
for (int i = 1; i < int(octaves); i++) {
increment = (snoise(p) + offset) * pwr * value;
value += increment;
pwr *= pwHL;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0) {
increment = (snoise(p) + offset) * pwr * value;
value += rmd * increment;
}
return value;
}
/* Hybrid Additive/Multiplicative Multifractal Terrain
*
* H: fractal dimension of the roughest area
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_hybrid_multi_fractal(vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight, rmd;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
result = snoise(p) + offset;
weight = gain * result;
p *= lacunarity;
for (int i = 1; (weight > 0.001f) && (i < int(octaves)); i++) {
if (weight > 1.0)
weight = 1.0;
signal = (snoise(p) + offset) * pwr;
pwr *= pwHL;
result += weight * signal;
weight *= gain * signal;
p *= lacunarity;
}
rmd = octaves - floor(octaves);
if (rmd != 0.0)
result += rmd * ((snoise(p) + offset) * pwr);
return result;
}
/* Ridged Multifractal Terrain
*
* H: fractal dimension of the roughest area
* lacunarity: gap between successive frequencies
* octaves: number of frequencies in the fBm
* offset: raises the terrain from `sea level'
*/
float noise_musgrave_ridged_multi_fractal(vec3 p, float H, float lacunarity, float octaves, float offset, float gain)
{
float result, signal, weight;
float pwHL = pow(lacunarity, -H);
float pwr = pwHL;
signal = offset - abs(snoise(p));
signal *= signal;
result = signal;
weight = 1.0;
for (int i = 1; i < int(octaves); i++) {
p *= lacunarity;
weight = clamp(signal * gain, 0.0, 1.0);
signal = offset - abs(snoise(p));
signal *= signal;
signal *= weight;
result += signal * pwr;
pwr *= pwHL;
}
return result;
}
float svm_musgrave(int type,
float dimension,
float lacunarity,
float octaves,
float offset,
float intensity,
float gain,
vec3 p)
{
if (type == 0 /* NODE_MUSGRAVE_MULTIFRACTAL */)
return intensity * noise_musgrave_multi_fractal(p, dimension, lacunarity, octaves);
else if (type == 1 /* NODE_MUSGRAVE_FBM */)
return intensity * noise_musgrave_fBm(p, dimension, lacunarity, octaves);
else if (type == 2 /* NODE_MUSGRAVE_HYBRID_MULTIFRACTAL */)
return intensity * noise_musgrave_hybrid_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
else if (type == 3 /* NODE_MUSGRAVE_RIDGED_MULTIFRACTAL */)
return intensity * noise_musgrave_ridged_multi_fractal(p, dimension, lacunarity, octaves, offset, gain);
else if (type == 4 /* NODE_MUSGRAVE_HETERO_TERRAIN */)
return intensity * noise_musgrave_hetero_terrain(p, dimension, lacunarity, octaves, offset);
return 0.0;
}
void node_tex_musgrave(vec3 co,
float scale,
float detail,
float dimension,
float lacunarity,
float offset,
float gain,
float type,
out vec4 color,
out float fac)
{
fac = svm_musgrave(int(type),
dimension,
lacunarity,
detail,
offset,
1.0,
gain,
co * scale);
color = vec4(fac, fac, fac, 1.0);
}
void node_tex_sky(vec3 co, out vec4 color)
{
color = vec4(1.0);
}
void node_tex_voronoi(vec3 co, float scale, float exponent, float coloring, float metric, float feature, out vec4 color, out float fac)
{
vec3 p = co * scale;
int xx, yy, zz, xi, yi, zi;
float da[4];
vec3 pa[4];
xi = floor_to_int(p[0]);
yi = floor_to_int(p[1]);
zi = floor_to_int(p[2]);
da[0] = 1e+10;
da[1] = 1e+10;
da[2] = 1e+10;
da[3] = 1e+10;
for (xx = xi - 1; xx <= xi + 1; xx++) {
for (yy = yi - 1; yy <= yi + 1; yy++) {
for (zz = zi - 1; zz <= zi + 1; zz++) {
vec3 ip = vec3(xx, yy, zz);
vec3 vp = cellnoise_color(ip);
vec3 pd = p - (vp + ip);
float d = 0.0;
if (metric == 0.0) { /* SHD_VORONOI_DISTANCE 0 */
d = dot(pd, pd);
}
else if (metric == 1.0) { /* SHD_VORONOI_MANHATTAN 1 */
d = abs(pd[0]) + abs(pd[1]) + abs(pd[2]);
}
else if (metric == 2.0) { /* SHD_VORONOI_CHEBYCHEV 2 */
d = max(abs(pd[0]), max(abs(pd[1]), abs(pd[2])));
}
else if (metric == 3.0) { /* SHD_VORONOI_MINKOWSKI 3 */
d = pow(pow(abs(pd[0]), exponent) + pow(abs(pd[1]), exponent) + pow(abs(pd[2]), exponent), 1.0/exponent);
}
vp += vec3(xx, yy, zz);
if (d < da[0]) {
da[3] = da[2];
da[2] = da[1];
da[1] = da[0];
da[0] = d;
pa[3] = pa[2];
pa[2] = pa[1];
pa[1] = pa[0];
pa[0] = vp;
}
else if (d < da[1]) {
da[3] = da[2];
da[2] = da[1];
da[1] = d;
pa[3] = pa[2];
pa[2] = pa[1];
pa[1] = vp;
}
else if (d < da[2]) {
da[3] = da[2];
da[2] = d;
pa[3] = pa[2];
pa[2] = vp;
}
else if (d < da[3]) {
da[3] = d;
pa[3] = vp;
}
}
}
}
if (coloring == 0.0) {
/* Intensity output */
if (feature == 0.0) { /* F1 */
fac = abs(da[0]);
}
else if (feature == 1.0) { /* F2 */
fac = abs(da[1]);
}
else if (feature == 2.0) { /* F3 */
fac = abs(da[2]);
}
else if (feature == 3.0) { /* F4 */
fac = abs(da[3]);
}
else if (feature == 4.0) { /* F2F1 */
fac = abs(da[1] - da[0]);
}
color = vec4(fac, fac, fac, 1.0);
}
else {
/* Color output */
vec3 col = vec3(fac, fac, fac);
if (feature == 0.0) { /* F1 */
col = pa[0];
}
else if (feature == 1.0) { /* F2 */
col = pa[1];
}
else if (feature == 2.0) { /* F3 */
col = pa[2];
}
else if (feature == 3.0) { /* F4 */
col = pa[3];
}
else if (feature == 4.0) { /* F2F1 */
col = abs(pa[1] - pa[0]);
}
color = vec4(cellnoise_color(col), 1.0);
fac = (color.x + color.y + color.z) * (1.0 / 3.0);
}
}
float calc_wave(vec3 p, float distortion, float detail, float detail_scale, int wave_type, int wave_profile)
{
float n;
if (wave_type == 0) /* type bands */
n = (p.x + p.y + p.z) * 10.0;
else /* type rings */
n = length(p) * 20.0;
if (distortion != 0.0)
n += distortion * noise_turbulence(p * detail_scale, detail, 0);
if (wave_profile == 0) { /* profile sin */
return 0.5 + 0.5 * sin(n);
}
else { /* profile saw */
n /= 2.0 * M_PI;
n -= int(n);
return (n < 0.0) ? n + 1.0 : n;
}
}
void node_tex_wave(
vec3 co, float scale, float distortion, float detail, float detail_scale, float wave_type, float wave_profile,
out vec4 color, out float fac)
{
float f;
f = calc_wave(co * scale, distortion, detail, detail_scale, int(wave_type), int(wave_profile));
color = vec4(f, f, f, 1.0);
fac = f;
}
/* light path */
void node_light_path(
out float is_camera_ray,
out float is_shadow_ray,
out float is_diffuse_ray,
out float is_glossy_ray,
out float is_singular_ray,
out float is_reflection_ray,
out float is_transmission_ray,
out float ray_length,
out float ray_depth,
out float diffuse_depth,
out float glossy_depth,
out float transparent_depth,
out float transmission_depth)
{
/* Supported. */
is_camera_ray = (rayType == EEVEE_RAY_CAMERA) ? 1.0 : 0.0;
is_shadow_ray = (rayType == EEVEE_RAY_SHADOW) ? 1.0 : 0.0;
is_diffuse_ray = (rayType == EEVEE_RAY_DIFFUSE) ? 1.0 : 0.0;
is_glossy_ray = (rayType == EEVEE_RAY_GLOSSY) ? 1.0 : 0.0;
/* Kind of supported. */
is_singular_ray = is_glossy_ray;
is_reflection_ray = is_glossy_ray;
is_transmission_ray = is_glossy_ray;
ray_depth = rayDepth;
diffuse_depth = (is_diffuse_ray == 1.0) ? rayDepth : 0.0;
glossy_depth = (is_glossy_ray == 1.0) ? rayDepth : 0.0;
transmission_depth = (is_transmission_ray == 1.0) ? glossy_depth : 0.0;
/* Not supported. */
ray_length = 1.0;
transparent_depth = 0.0;
}
void node_light_falloff(float strength, float tsmooth, out float quadratic, out float linear, out float constant)
{
quadratic = strength;
linear = strength;
constant = strength;
}
void node_object_info(mat4 obmat, vec3 info, out vec3 location, out float object_index, out float material_index, out float random)
{
location = obmat[3].xyz;
object_index = info.x;
material_index = info.y;
random = info.z;
}
void node_normal_map(vec4 tangent, vec3 normal, vec3 texnormal, out vec3 outnormal)
{
if (all(equal(tangent, vec4(0.0, 0.0, 0.0, 1.0)))) {
outnormal = normal;
return;
}
tangent *= (gl_FrontFacing ? 1.0 : -1.0);
vec3 B = tangent.w * cross(normal, tangent.xyz);
outnormal = texnormal.x * tangent.xyz + texnormal.y * B + texnormal.z * normal;
outnormal = normalize(outnormal);
}
void node_bump(float strength, float dist, float height, vec3 N, vec3 surf_pos, float invert, out vec3 result)
{
N = mat3(ViewMatrix) * normalize(N);
dist *= invert;
vec3 dPdx = dFdx(surf_pos);
vec3 dPdy = dFdy(surf_pos);
/* Get surface tangents from normal. */
vec3 Rx = cross(dPdy, N);
vec3 Ry = cross(N, dPdx);
/* Compute surface gradient and determinant. */
float det = dot(dPdx, Rx);
float dHdx = dFdx(height);
float dHdy = dFdy(height);
vec3 surfgrad = dHdx * Rx + dHdy * Ry;
strength = max(strength, 0.0);
result = normalize(abs(det) * N - dist * sign(det) * surfgrad);
result = normalize(mix(N, result, strength));
result = mat3(ViewMatrixInverse) * result;
}
void node_bevel(float radius, vec3 N, out vec3 result)
{
result = N;
}
void node_hair_info(out float is_strand, out float intercept, out float thickness, out vec3 tangent, out float random)
{
#ifdef HAIR_SHADER
is_strand = 1.0;
intercept = hairTime;
thickness = hairThickness;
tangent = normalize(hairTangent);
random = wang_hash_noise(uint(hairStrandID)); /* TODO: could be precomputed per strand instead. */
#else
is_strand = 0.0;
intercept = 0.0;
thickness = 0.0;
tangent = vec3(1.0);
random = 0.0;
#endif
}
void node_displacement_object(float height, float midlevel, float scale, vec3 N, mat4 obmat, out vec3 result)
{
N = (vec4(N, 0.0) * obmat).xyz;
result = (height - midlevel) * scale * normalize(N);
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_displacement_world(float height, float midlevel, float scale, vec3 N, out vec3 result)
{
result = (height - midlevel) * scale * normalize(N);
}
void node_vector_displacement_tangent(vec4 vector, float midlevel, float scale, vec4 tangent, vec3 normal, mat4 obmat, mat4 viewmat, out vec3 result)
{
vec3 N_object = normalize(((vec4(normal, 0.0) * viewmat) * obmat).xyz);
vec3 T_object = normalize(((vec4(tangent.xyz, 0.0) * viewmat) * obmat).xyz);
vec3 B_object = tangent.w * normalize(cross(N_object, T_object));
vec3 offset = (vector.xyz - vec3(midlevel)) * scale;
result = offset.x * T_object + offset.y * N_object + offset.z * B_object;
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_vector_displacement_object(vec4 vector, float midlevel, float scale, mat4 obmat, out vec3 result)
{
result = (vector.xyz - vec3(midlevel)) * scale;
result = (obmat * vec4(result, 0.0)).xyz;
}
void node_vector_displacement_world(vec4 vector, float midlevel, float scale, out vec3 result)
{
result = (vector.xyz - vec3(midlevel)) * scale;
}
/* output */
void node_output_material(Closure surface, Closure volume, vec3 displacement, out Closure result)
{
#ifdef VOLUMETRICS
result = volume;
#else
result = surface;
#endif
}
uniform float backgroundAlpha;
void node_output_world(Closure surface, Closure volume, out Closure result)
{
#ifndef VOLUMETRICS
result.radiance = surface.radiance * backgroundAlpha;
result.opacity = backgroundAlpha;
#else
result = volume;
#endif /* VOLUMETRICS */
}
#ifndef VOLUMETRICS
/* TODO : clean this ifdef mess */
/* EEVEE output */
void world_normals_get(out vec3 N)
{
#ifdef HAIR_SHADER
vec3 B = normalize(cross(worldNormal, hairTangent));
float cos_theta;
if (hairThicknessRes == 1) {
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* Random cosine normal distribution on the hair surface. */
cos_theta = rand.x * 2.0 - 1.0;
}
else {
/* Shade as a cylinder. */
cos_theta = hairThickTime / hairThickness;
}
float sin_theta = sqrt(max(0.0, 1.0f - cos_theta*cos_theta));
N = normalize(worldNormal * sin_theta + B * cos_theta);
#else
N = gl_FrontFacing ? worldNormal : -worldNormal;
#endif
}
void node_eevee_specular(
vec4 diffuse, vec4 specular, float roughness, vec4 emissive, float transp, vec3 normal,
float clearcoat, float clearcoat_roughness, vec3 clearcoat_normal,
float occlusion, float ssr_id, out Closure result)
{
vec3 out_diff, out_spec, ssr_spec;
eevee_closure_default(normal, diffuse.rgb, specular.rgb, int(ssr_id), roughness, occlusion,
out_diff, out_spec, ssr_spec);
vec3 vN = normalize(mat3(ViewMatrix) * normal);
result = CLOSURE_DEFAULT;
result.radiance = out_diff * diffuse.rgb + out_spec + emissive.rgb;
result.opacity = 1.0 - transp;
result.ssr_data = vec4(ssr_spec, roughness);
result.ssr_normal = normal_encode(vN, viewCameraVec);
result.ssr_id = int(ssr_id);
}
void node_shader_to_rgba(Closure cl, out vec4 outcol, out float outalpha)
{
vec4 spec_accum = vec4(0.0);
if (ssrToggle && cl.ssr_id == outputSsrId) {
vec3 V = cameraVec;
vec3 vN = normal_decode(cl.ssr_normal, viewCameraVec);
vec3 N = transform_direction(ViewMatrixInverse, vN);
float roughness = cl.ssr_data.a;
float roughnessSquared = max(1e-3, roughness * roughness);
fallback_cubemap(N, V, worldPosition, viewPosition, roughness, roughnessSquared, spec_accum);
}
outalpha = cl.opacity;
outcol = vec4((spec_accum.rgb * cl.ssr_data.rgb) + cl.radiance, 1.0);
# ifdef USE_SSS
# ifdef USE_SSS_ALBEDO
outcol.rgb += cl.sss_data.rgb * cl.sss_albedo;
# else
outcol.rgb += cl.sss_data.rgb;
# endif
# endif
}
#endif /* VOLUMETRICS */