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blender-archive/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
Clément Foucault 95b1b7756d Eevee: Fix some problem with Glass & Diffuse BSDF with SSR
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.
2017-08-18 15:07:17 +02:00

798 lines
24 KiB
GLSL

uniform int light_count;
uniform int probe_count;
uniform int grid_count;
uniform int planar_count;
uniform bool specToggle;
uniform bool ssrToggle;
uniform float refractionDepth;
#ifndef UTIL_TEX
#define UTIL_TEX
uniform sampler2DArray utilTex;
#endif /* UTIL_TEX */
in vec3 worldPosition;
in vec3 viewPosition;
#ifdef USE_FLAT_NORMAL
flat in vec3 worldNormal;
flat in vec3 viewNormal;
#else
in vec3 worldNormal;
in vec3 viewNormal;
#endif
/* ----------- default ----------- */
vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao, 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
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
vec3 V = cameraVec;
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
vec3 norm_view = cross(V, N);
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 diff = vec3(0.0);
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);
diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
#else
diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
#endif
}
/* Accumulate outgoing radiance */
vec3 out_light = diff * albedo + 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);
/* SSR lobe is applied later in a defered style */
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);
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 diff_accum = vec4(0.0);
/* Start at 1 because 0 is world irradiance */
for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
GridData gd = grids_data[i];
vec3 localpos;
float fade = probe_attenuation_grid(gd, worldPosition, localpos);
if (fade > 0.0) {
vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
accumulate_light(diff, fade, diff_accum);
}
}
/* World Diffuse */
if (diff_accum.a < 0.999 && grid_count > 0) {
vec3 diff = probe_evaluate_world_diff(bent_normal);
accumulate_light(diff, 1.0, diff_accum);
}
out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
return out_light;
}
/* ----------- CLEAR COAT ----------- */
vec3 eevee_surface_clearcoat_lit(
vec3 N, vec3 albedo, vec3 f0, float roughness,
vec3 C_N, float C_intensity, float C_roughness, /* Clearcoat params */
float ao, int ssr_id, out vec3 ssr_spec)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
C_roughness = clamp(C_roughness, 1e-8, 0.9999);
float C_roughnessSquared = C_roughness * C_roughness;
/* Zero length vectors cause issues, see: T51979. */
#if 0
N = normalize(N);
C_N = normalize(C_N);
#else
{
float len = length(N);
if (isnan(len)) {
return vec3(0.0);
}
N /= len;
len = length(C_N);
if (isnan(len)) {
return vec3(0.0);
}
C_N /= len;
}
#endif
vec3 V = cameraVec;
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
vec3 norm_view = cross(V, N);
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 diff = vec3(0.0);
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);
diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
spec += l_color_vis * light_specular(ld, N, view_vec, l_vector, roughnessSquared, f0) * occlu;
spec += l_color_vis * light_specular(ld, C_N, view_vec, l_vector, C_roughnessSquared, f0) * C_intensity * occlu;
#else
diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
spec += l_color_vis * light_specular(ld, N, V, l_vector, roughnessSquared, f0);
spec += l_color_vis * light_specular(ld, C_N, V, l_vector, C_roughnessSquared, f0) * C_intensity;
#endif
}
/* Accumulate outgoing radiance */
vec3 out_light = diff * albedo + 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);
vec4 C_spec_accum = vec4(0.0);
/* Planar Reflections */
for (int i = 0; i < MAX_PLANAR && i < planar_count && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
/* Fade on geometric normal. */
float fade = probe_attenuation_planar(pd, worldPosition, worldNormal, roughness);
if (fade > 0.0) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
}
}
/* Specular probes */
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_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) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_cube(float(i), cd, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
vec3 C_spec = probe_evaluate_cube(float(i), cd, worldPosition, C_spec_dir, C_roughness);
accumulate_light(C_spec, fade, C_spec_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);
}
vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
accumulate_light(C_spec, 1.0, C_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);
uv = lut_coords(dot(C_N, V), C_roughness);
brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
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;
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 diff_accum = vec4(0.0);
/* Start at 1 because 0 is world irradiance */
for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
GridData gd = grids_data[i];
vec3 localpos;
float fade = probe_attenuation_grid(gd, worldPosition, localpos);
if (fade > 0.0) {
vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
accumulate_light(diff, fade, diff_accum);
}
}
/* World Diffuse */
if (diff_accum.a < 0.999 && grid_count > 0) {
vec3 diff = probe_evaluate_world_diff(bent_normal);
accumulate_light(diff, 1.0, diff_accum);
}
out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
return out_light;
}
/* ----------- Diffuse ----------- */
vec3 eevee_surface_diffuse_lit(vec3 N, vec3 albedo, float ao)
{
vec3 V = cameraVec;
/* 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
/* ---------------- SCENE LAMPS LIGHTING ----------------- */
#ifdef HAIR_SHADER
vec3 norm_view = cross(V, N);
norm_view = normalize(cross(norm_view, N)); /* Normal facing view */
#endif
vec3 diff = 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);
diff += l_color_vis * light_diffuse(ld, -norm_lamp, V, l_vector) * occlu_trans;
#else
diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
#endif
}
/* Accumulate outgoing radiance */
vec3 out_light = diff * albedo;
#ifdef HAIR_SHADER
N = -norm_view;
#endif
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ----------------- */
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);
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
vec4 diff_accum = vec4(0.0);
/* Start at 1 because 0 is world irradiance */
for (int i = 1; i < MAX_GRID && i < grid_count && diff_accum.a < 0.999; ++i) {
GridData gd = grids_data[i];
vec3 localpos;
float fade = probe_attenuation_grid(gd, worldPosition, localpos);
if (fade > 0.0) {
vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
accumulate_light(diff, fade, diff_accum);
}
}
/* World Diffuse */
if (diff_accum.a < 0.999 && grid_count > 0) {
vec3 diff = probe_evaluate_world_diff(bent_normal);
accumulate_light(diff, 1.0, diff_accum);
}
out_light += diff_accum.rgb * albedo * gtao_multibounce(final_ao, albedo);
return out_light;
}
/* ----------- Glossy ----------- */
vec3 eevee_surface_glossy_lit(vec3 N, vec3 f0, float roughness, float ao, int ssr_id, out vec3 ssr_spec)
{
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
vec3 V = cameraVec;
/* 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
/* ---------------- 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, 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;
}