Diffuse was not outputing the right normal. (this is not a problem with SSR actually) Glass did not have proper ssr_id and was receiving environment lighting twice. Also it did not have proper fresnel on lamps.
798 lines
24 KiB
GLSL
798 lines
24 KiB
GLSL
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uniform int light_count;
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uniform int probe_count;
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uniform int grid_count;
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uniform int planar_count;
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uniform bool specToggle;
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uniform bool ssrToggle;
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uniform float refractionDepth;
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#ifndef UTIL_TEX
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#define UTIL_TEX
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uniform sampler2DArray utilTex;
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#endif /* UTIL_TEX */
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in vec3 worldPosition;
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in vec3 viewPosition;
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#ifdef USE_FLAT_NORMAL
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flat in vec3 worldNormal;
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flat in vec3 viewNormal;
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#else
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in vec3 worldNormal;
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in vec3 viewNormal;
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#endif
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/* ----------- default ----------- */
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vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
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{
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/* Zero length vectors cause issues, see: T51979. */
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#if 0
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N = normalize(N);
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#else
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{
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float len = length(N);
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if (isnan(len)) {
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return vec3(0.0);
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}
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N /= len;
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}
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#endif
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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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/* ---------------- 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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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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diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
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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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diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
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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 = diff * albedo + 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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/* SSR lobe is applied later in a defered style */
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if (!(ssrToggle && ssr_id == outputSsrId)) {
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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, roughness);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, 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_reflection_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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}
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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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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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ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
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out_light += spec_accum.rgb * ssr_spec * float(specToggle);
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/* ---------------- DIFFUSE 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 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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/* ----------- CLEAR COAT ----------- */
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vec3 eevee_surface_clearcoat_lit(
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vec3 N, vec3 albedo, vec3 f0, float roughness,
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vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
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float ao, int ssr_id, out vec3 ssr_spec)
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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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C_roughness = clamp(C_roughness, 1e-8, 0.9999);
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float C_roughnessSquared = C_roughness * C_roughness;
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/* Zero length vectors cause issues, see: T51979. */
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#if 0
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N = normalize(N);
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C_N = normalize(C_N);
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#else
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{
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float len = length(N);
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if (isnan(len)) {
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return vec3(0.0);
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}
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N /= len;
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len = length(C_N);
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if (isnan(len)) {
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return vec3(0.0);
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}
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C_N /= len;
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}
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#endif
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vec3 V = cameraVec;
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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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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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diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
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spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
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spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu;
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#else
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diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
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spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
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spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity;
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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 + 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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vec4 C_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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/* Fade on geometric normal. */
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float fade = probe_attenuation_planar(pd, worldPosition, worldNormal, roughness);
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if (fade > 0.0) {
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if (!(ssrToggle && ssr_id == outputSsrId)) {
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
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accumulate_light(spec, fade, spec_accum);
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}
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vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
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accumulate_light(C_spec, fade, C_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_reflection_dominant_dir(N, V, roughnessSquared);
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vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_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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if (!(ssrToggle && ssr_id == outputSsrId)) {
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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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vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
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accumulate_light(C_spec, fade, C_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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if (!(ssrToggle && ssr_id == outputSsrId)) {
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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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vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
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accumulate_light(C_spec, 1.0, C_spec_accum);
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}
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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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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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ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
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out_light += spec_accum.rgb * ssr_spec * float(specToggle);
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uv = lut_coords(dot(C_N, V), C_roughness);
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brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
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out_light += C_spec_accum.rgb * F_ibl(vec3(0.04), brdf_lut) * specular_occlusion(dot(C_N, V), final_ao, C_roughness) * float(specToggle) * C_intensity;
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/* ---------------- DIFFUSE 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 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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/* ----------- 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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/* Zero length vectors cause issues, see: T51979. */
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#if 0
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N = normalize(N);
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#else
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{
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float len = length(N);
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if (isnan(len)) {
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return vec3(0.0);
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}
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N /= len;
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}
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#endif
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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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vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
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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, int ssr_id, out vec3 ssr_spec)
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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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/* Zero length vectors cause issues, see: T51979. */
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#if 0
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N = normalize(N);
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#else
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{
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float len = length(N);
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if (isnan(len)) {
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return vec3(0.0);
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}
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N /= len;
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}
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#endif
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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);
|
|
|
|
#ifdef HAIR_SHADER
|
|
vec3 norm_lamp, view_vec;
|
|
float occlu_trans, occlu;
|
|
light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
|
|
|
|
spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
|
|
#else
|
|
spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
|
|
#endif
|
|
}
|
|
|
|
/* Accumulate outgoing radiance */
|
|
vec3 out_light = spec * float(specToggle);
|
|
|
|
#ifdef HAIR_SHADER
|
|
N = -norm_view;
|
|
#endif
|
|
|
|
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
|
|
|
|
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
|
|
vec4 spec_accum = vec4(0.0);
|
|
|
|
if (!(ssrToggle && ssr_id == outputSsrId)) {
|
|
/* Planar Reflections */
|
|
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
|
|
PlanarData pd = planars_data[i];
|
|
|
|
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
|
|
|
|
if (fade > 0.0) {
|
|
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
|
|
accumulate_light(spec, fade, spec_accum);
|
|
}
|
|
}
|
|
|
|
/* Specular probes */
|
|
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
|
|
|
|
/* Starts at 1 because 0 is world probe */
|
|
for (int i = 1; i < MAX_PROBE && i < probe_count && spec_accum.a < 0.999; ++i) {
|
|
CubeData cd = probes_data[i];
|
|
|
|
float fade = probe_attenuation_cube(cd, worldPosition);
|
|
|
|
if (fade > 0.0) {
|
|
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
|
|
accumulate_light(spec, fade, spec_accum);
|
|
}
|
|
}
|
|
|
|
/* World Specular */
|
|
if (spec_accum.a < 0.999) {
|
|
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
|
|
accumulate_light(spec, 1.0, spec_accum);
|
|
}
|
|
}
|
|
|
|
vec4 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0));
|
|
|
|
/* Ambient Occlusion */
|
|
vec3 bent_normal;
|
|
float final_ao = occlusion_compute(N, viewPosition, ao, rand.rg, bent_normal);
|
|
|
|
/* Get Brdf intensity */
|
|
vec2 uv = lut_coords(dot(N, V), roughness);
|
|
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
|
|
|
|
ssr_spec = F_ibl(f0, brdf_lut) * specular_occlusion(dot(N, V), final_ao, roughness);
|
|
out_light += spec_accum.rgb * ssr_spec * float(specToggle);
|
|
|
|
return out_light;
|
|
}
|
|
|
|
/* ----------- Transmission ----------- */
|
|
|
|
vec3 eevee_surface_refraction(vec3 N, vec3 f0, float roughness, float ior)
|
|
{
|
|
/* Zero length vectors cause issues, see: T51979. */
|
|
#if 0
|
|
N = normalize(N);
|
|
#else
|
|
{
|
|
float len = length(N);
|
|
if (isnan(len)) {
|
|
return vec3(0.0);
|
|
}
|
|
N /= len;
|
|
}
|
|
#endif
|
|
vec3 V = cameraVec;
|
|
ior = (gl_FrontFacing) ? ior : 1.0 / ior;
|
|
|
|
roughness = clamp(roughness, 1e-8, 0.9999);
|
|
float roughnessSquared = roughness * roughness;
|
|
|
|
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
|
|
|
|
/* No support for now. Supporting LTCs mean having a 3D LUT.
|
|
* We could support point lights easily though. */
|
|
|
|
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
|
|
|
|
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
|
|
vec4 trans_accum = vec4(0.0);
|
|
|
|
/* Refract the view vector using the depth heuristic.
|
|
* Then later Refract a second time the already refracted
|
|
* ray using the inverse ior. */
|
|
float final_ior = (refractionDepth > 0.0) ? 1.0 / ior : ior;
|
|
vec3 refr_V = (refractionDepth > 0.0) ? -refract(-V, N, final_ior) : V;
|
|
vec3 refr_pos = (refractionDepth > 0.0) ? line_plane_intersect(worldPosition, refr_V, worldPosition - N * refractionDepth, N) : worldPosition;
|
|
|
|
#ifdef USE_REFRACTION
|
|
/* Screen Space Refraction */
|
|
if (ssrToggle && roughness < maxRoughness + 0.2) {
|
|
vec3 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).xzw;
|
|
|
|
/* Find approximated position of the 2nd refraction event. */
|
|
vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) : viewPosition;
|
|
|
|
float ray_ofs = 1.0 / float(rayCount);
|
|
vec4 spec = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand, 0.0);
|
|
if (rayCount > 1) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
|
|
if (rayCount > 2) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
|
|
if (rayCount > 3) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
|
|
spec /= float(rayCount);
|
|
spec.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
|
|
accumulate_light(spec.rgb, spec.a, trans_accum);
|
|
}
|
|
#endif
|
|
|
|
/* Specular probes */
|
|
/* NOTE: This bias the IOR */
|
|
vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
|
|
|
|
/* Starts at 1 because 0 is world probe */
|
|
for (int i = 1; i < MAX_PROBE && i < probe_count && trans_accum.a < 0.999; ++i) {
|
|
CubeData cd = probes_data[i];
|
|
|
|
float fade = probe_attenuation_cube(cd, worldPosition);
|
|
|
|
if (fade > 0.0) {
|
|
vec3 spec = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
|
|
accumulate_light(spec, fade, trans_accum);
|
|
}
|
|
}
|
|
|
|
/* World Specular */
|
|
if (trans_accum.a < 0.999) {
|
|
vec3 spec = probe_evaluate_world_spec(refr_dir, roughnessSquared);
|
|
accumulate_light(spec, 1.0, trans_accum);
|
|
}
|
|
|
|
float btdf = get_btdf_lut(utilTex, dot(N, V), roughness, ior);
|
|
|
|
return trans_accum.rgb * btdf;
|
|
}
|
|
|
|
vec3 eevee_surface_glass(vec3 N, vec3 transmission_col, float roughness, float ior, int ssr_id, out vec3 ssr_spec)
|
|
{
|
|
/* Zero length vectors cause issues, see: T51979. */
|
|
#if 0
|
|
N = normalize(N);
|
|
#else
|
|
{
|
|
float len = length(N);
|
|
if (isnan(len)) {
|
|
return vec3(0.0);
|
|
}
|
|
N /= len;
|
|
}
|
|
#endif
|
|
vec3 V = cameraVec;
|
|
ior = (gl_FrontFacing) ? ior : 1.0 / ior;
|
|
|
|
if (!specToggle) return vec3(0.0);
|
|
|
|
roughness = clamp(roughness, 1e-8, 0.9999);
|
|
float roughnessSquared = roughness * roughness;
|
|
|
|
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
|
|
|
|
#ifdef HAIR_SHADER
|
|
vec3 norm_view = cross(V, N);
|
|
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
|
|
#endif
|
|
|
|
vec3 spec = vec3(0.0);
|
|
for (int i = 0; i < MAX_LIGHT && i < light_count; ++i) {
|
|
LightData ld = lights_data[i];
|
|
|
|
vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
|
|
l_vector.xyz = ld.l_position - worldPosition;
|
|
l_vector.w = length(l_vector.xyz);
|
|
|
|
vec3 l_color_vis = ld.l_color * light_visibility(ld, worldPosition, l_vector);
|
|
|
|
#ifdef HAIR_SHADER
|
|
vec3 norm_lamp, view_vec;
|
|
float occlu_trans, occlu;
|
|
light_hair_common(ld, N, V, l_vector, norm_view, occlu_trans, occlu, norm_lamp, view_vec);
|
|
|
|
spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, vec3(1.0)) * occlu;
|
|
#else
|
|
spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, vec3(1.0));
|
|
#endif
|
|
}
|
|
|
|
/* Accumulate outgoing radiance */
|
|
vec3 out_light = spec;
|
|
|
|
#ifdef HAIR_SHADER
|
|
N = -norm_view;
|
|
#endif
|
|
|
|
|
|
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
|
|
|
|
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
|
|
vec4 spec_accum = vec4(0.0);
|
|
|
|
/* Planar Reflections */
|
|
if (!(ssrToggle && ssr_id == outputSsrId)) {
|
|
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999 && roughness < 0.1; ++i) {
|
|
PlanarData pd = planars_data[i];
|
|
|
|
float fade = probe_attenuation_planar(pd, worldPosition, N, roughness);
|
|
|
|
if (fade > 0.0) {
|
|
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
|
|
accumulate_light(spec, fade, spec_accum);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Refract the view vector using the depth heuristic.
|
|
* Then later Refract a second time the already refracted
|
|
* ray using the inverse ior. */
|
|
float final_ior = (refractionDepth > 0.0) ? 1.0 / ior : ior;
|
|
vec3 refr_V = (refractionDepth > 0.0) ? -refract(-V, N, final_ior) : V;
|
|
vec3 refr_pos = (refractionDepth > 0.0) ? line_plane_intersect(worldPosition, refr_V, worldPosition - N * refractionDepth, N) : worldPosition;
|
|
|
|
vec4 trans_accum = vec4(0.0);
|
|
|
|
#ifdef USE_REFRACTION
|
|
/* Screen Space Refraction */
|
|
if (ssrToggle && roughness < maxRoughness + 0.2) {
|
|
vec3 rand = texture(utilTex, vec3(gl_FragCoord.xy / LUT_SIZE, 2.0)).xzw;
|
|
|
|
/* Find approximated position of the 2nd refraction event. */
|
|
vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) : viewPosition;
|
|
|
|
float ray_ofs = 1.0 / float(rayCount);
|
|
vec4 spec = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand, 0.0);
|
|
if (rayCount > 1) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xyz * vec3(1.0, -1.0, -1.0), 1.0 * ray_ofs);
|
|
if (rayCount > 2) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, 1.0, -1.0), 2.0 * ray_ofs);
|
|
if (rayCount > 3) spec += screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand.xzy * vec3(1.0, -1.0, 1.0), 3.0 * ray_ofs);
|
|
spec /= float(rayCount);
|
|
spec.a *= smoothstep(maxRoughness + 0.2, maxRoughness, roughness);
|
|
accumulate_light(spec.rgb, spec.a, trans_accum);
|
|
}
|
|
#endif
|
|
|
|
/* Specular probes */
|
|
vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
|
|
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
|
|
|
|
/* Starts at 1 because 0 is world probe */
|
|
for (int i = 1; i < MAX_PROBE && i < probe_count && (spec_accum.a < 0.999 || trans_accum.a < 0.999); ++i) {
|
|
CubeData cd = probes_data[i];
|
|
|
|
float fade = probe_attenuation_cube(cd, worldPosition);
|
|
|
|
if (fade > 0.0) {
|
|
if (!(ssrToggle && ssr_id == outputSsrId)) {
|
|
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
|
|
accumulate_light(spec, fade, spec_accum);
|
|
}
|
|
|
|
spec = probe_evaluate_cube(float(i), cd, refr_pos, refr_dir, roughnessSquared);
|
|
accumulate_light(spec, fade, trans_accum);
|
|
}
|
|
}
|
|
|
|
/* World Specular */
|
|
if (spec_accum.a < 0.999) {
|
|
if (!(ssrToggle && ssr_id == outputSsrId)) {
|
|
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
|
|
accumulate_light(spec, 1.0, spec_accum);
|
|
}
|
|
}
|
|
|
|
if (trans_accum.a < 0.999) {
|
|
spec = probe_evaluate_world_spec(refr_dir, roughnessSquared);
|
|
accumulate_light(spec, 1.0, trans_accum);
|
|
}
|
|
|
|
/* Ambient Occlusion */
|
|
/* TODO : when AO will be cheaper */
|
|
float final_ao = 1.0;
|
|
|
|
float NV = dot(N, V);
|
|
/* Get Brdf intensity */
|
|
vec2 uv = lut_coords(NV, roughness);
|
|
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
|
|
|
|
float fresnel = F_eta(ior, NV);
|
|
|
|
/* Apply fresnel on lamps. */
|
|
out_light *= vec3(fresnel);
|
|
|
|
ssr_spec = vec3(fresnel) * F_ibl(vec3(1.0), brdf_lut) * specular_occlusion(NV, final_ao, roughness);
|
|
out_light += spec_accum.rgb * ssr_spec;
|
|
|
|
|
|
float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
|
|
|
|
out_light += vec3(1.0 - fresnel) * transmission_col * trans_accum.rgb * btdf;
|
|
|
|
return out_light;
|
|
}
|