This patch adds new render passes to EEVEE. These passes include: * Emission * Diffuse Light * Diffuse Color * Glossy Light * Glossy Color * Environment * Volume Scattering * Volume Transmission * Bloom * Shadow With these passes it will be possible to use EEVEE effectively for compositing. During development we kept a close eye on how to get similar results compared to cycles render passes there are some differences that are related to how EEVEE works. For EEVEE we combined the passes to `Diffuse` and `Specular`. There are no transmittance or sss passes anymore. Cycles will be changed accordingly. Cycles volume transmittance is added to multiple surface col passes. For EEVEE we left the volume transmittance as a separate pass. Known Limitations * All materials that use alpha blending will not be rendered in the render passes. Other transparency modes are supported. * More GPU memory is required to store the render passes. When rendering a HD image with all render passes enabled at max extra 570MB GPU memory is required. Implementation Details An overview of render passes have been described in https://wiki.blender.org/wiki/Source/Render/EEVEE/RenderPasses Future Developments * In this implementation the materials are re-rendered for Diffuse/Glossy and Emission passes. We could use multi target rendering to improve the render speed. * Other passes can be added later * Don't render material based passes when only requesting AO or Shadow. * Add more passes to the system. These could include Cryptomatte, AOV's, Vector, ObjectID, MaterialID, UV. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D6331
325 lines
10 KiB
GLSL
325 lines
10 KiB
GLSL
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uniform sampler2DArrayShadow shadowCubeTexture;
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uniform sampler2DArrayShadow shadowCascadeTexture;
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#define LAMPS_LIB
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layout(std140) uniform shadow_block
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{
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ShadowData shadows_data[MAX_SHADOW];
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ShadowCubeData shadows_cube_data[MAX_SHADOW_CUBE];
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ShadowCascadeData shadows_cascade_data[MAX_SHADOW_CASCADE];
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};
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layout(std140) uniform light_block
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{
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LightData lights_data[MAX_LIGHT];
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};
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/* type */
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#define POINT 0.0
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#define SUN 1.0
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#define SPOT 2.0
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#define AREA_RECT 4.0
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/* Used to define the area light shape, doesn't directly correspond to a Blender light type. */
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#define AREA_ELLIPSE 100.0
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float cubeFaceIndexEEVEE(vec3 P)
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{
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vec3 aP = abs(P);
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if (all(greaterThan(aP.xx, aP.yz))) {
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return (P.x > 0.0) ? 0.0 : 1.0;
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}
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else if (all(greaterThan(aP.yy, aP.xz))) {
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return (P.y > 0.0) ? 2.0 : 3.0;
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}
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else {
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return (P.z > 0.0) ? 4.0 : 5.0;
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}
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}
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vec2 cubeFaceCoordEEVEE(vec3 P, float face, float scale)
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{
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if (face < 2.0) {
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return (P.zy / P.x) * scale * vec2(-0.5, -sign(P.x) * 0.5) + 0.5;
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}
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else if (face < 4.0) {
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return (P.xz / P.y) * scale * vec2(sign(P.y) * 0.5, 0.5) + 0.5;
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}
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else {
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return (P.xy / P.z) * scale * vec2(0.5, -sign(P.z) * 0.5) + 0.5;
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}
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}
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vec2 cubeFaceCoordEEVEE(vec3 P, float face, sampler2DArray tex)
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{
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/* Scaling to compensate the 1px border around the face. */
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float cube_res = float(textureSize(tex, 0).x);
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float scale = (cube_res) / (cube_res + 1.0);
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return cubeFaceCoordEEVEE(P, face, scale);
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}
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vec2 cubeFaceCoordEEVEE(vec3 P, float face, sampler2DArrayShadow tex)
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{
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/* Scaling to compensate the 1px border around the face. */
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float cube_res = float(textureSize(tex, 0).x);
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float scale = (cube_res) / (cube_res + 1.0);
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return cubeFaceCoordEEVEE(P, face, scale);
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}
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vec4 sample_cube(sampler2DArray tex, vec3 cubevec, float cube)
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{
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/* Manual Shadow Cube Layer indexing. */
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float face = cubeFaceIndexEEVEE(cubevec);
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vec2 uv = cubeFaceCoordEEVEE(cubevec, face, tex);
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vec3 coord = vec3(uv, cube * 6.0 + face);
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return texture(tex, coord);
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}
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vec4 sample_cascade(sampler2DArray tex, vec2 co, float cascade_id)
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{
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return texture(tex, vec3(co, cascade_id));
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}
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/* Some driver poorly optimize this code. Use direct reference to matrices. */
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#define sd(x) shadows_data[x]
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#define scube(x) shadows_cube_data[x]
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#define scascade(x) shadows_cascade_data[x]
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float sample_cube_shadow(int shadow_id, vec3 W)
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{
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int data_id = int(sd(shadow_id).sh_data_index);
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vec3 cubevec = transform_point(scube(data_id).shadowmat, W);
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float dist = max(sd(shadow_id).sh_near, max_v3(abs(cubevec)) - sd(shadow_id).sh_bias);
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dist = buffer_depth(true, dist, sd(shadow_id).sh_far, sd(shadow_id).sh_near);
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/* Manual Shadow Cube Layer indexing. */
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/* TODO Shadow Cube Array. */
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float face = cubeFaceIndexEEVEE(cubevec);
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vec2 coord = cubeFaceCoordEEVEE(cubevec, face, shadowCubeTexture);
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/* tex_id == data_id for cube shadowmap */
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float tex_id = float(data_id);
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return texture(shadowCubeTexture, vec4(coord, tex_id * 6.0 + face, dist));
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}
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float sample_cascade_shadow(int shadow_id, vec3 W)
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{
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int data_id = int(sd(shadow_id).sh_data_index);
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float tex_id = scascade(data_id).sh_tex_index;
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vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
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vec4 weights = 1.0 - smoothstep(scascade(data_id).split_end_distances,
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scascade(data_id).split_start_distances.yzwx,
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view_z);
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float tot_weight = dot(weights.xyz, vec3(1.0));
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int cascade = int(clamp(tot_weight, 0.0, 3.0));
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float blend = fract(tot_weight);
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float vis = weights.w;
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vec4 coord, shpos;
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/* Main cascade. */
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shpos = scascade(data_id).shadowmat[cascade] * vec4(W, 1.0);
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coord = vec4(shpos.xy, tex_id + float(cascade), shpos.z - sd(shadow_id).sh_bias);
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vis += texture(shadowCascadeTexture, coord) * (1.0 - blend);
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cascade = min(3, cascade + 1);
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/* Second cascade. */
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shpos = scascade(data_id).shadowmat[cascade] * vec4(W, 1.0);
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coord = vec4(shpos.xy, tex_id + float(cascade), shpos.z - sd(shadow_id).sh_bias);
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vis += texture(shadowCascadeTexture, coord) * blend;
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return saturate(vis);
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}
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#undef sd
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#undef scube
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#undef scsmd
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/* ----------------------------------------------------------- */
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/* --------------------- Light Functions --------------------- */
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/* ----------------------------------------------------------- */
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/* From Frostbite PBR Course
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* Distance based attenuation
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* http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf */
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float distance_attenuation(float dist_sqr, float inv_sqr_influence)
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{
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float factor = dist_sqr * inv_sqr_influence;
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float fac = saturate(1.0 - factor * factor);
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return fac * fac;
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}
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float spot_attenuation(LightData ld, vec3 l_vector)
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{
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float z = dot(ld.l_forward, l_vector.xyz);
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vec3 lL = l_vector.xyz / z;
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float x = dot(ld.l_right, lL) / ld.l_sizex;
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float y = dot(ld.l_up, lL) / ld.l_sizey;
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float ellipse = inversesqrt(1.0 + x * x + y * y);
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float spotmask = smoothstep(0.0, 1.0, (ellipse - ld.l_spot_size) / ld.l_spot_blend);
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return spotmask;
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}
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float light_attenuation(LightData ld, vec4 l_vector)
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{
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float vis = 1.0;
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if (ld.l_type == SPOT) {
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vis *= spot_attenuation(ld, l_vector.xyz);
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}
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if (ld.l_type >= SPOT) {
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vis *= step(0.0, -dot(l_vector.xyz, ld.l_forward));
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}
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if (ld.l_type != SUN) {
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vis *= distance_attenuation(l_vector.w * l_vector.w, ld.l_influence);
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}
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return vis;
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}
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float light_shadowing(LightData ld,
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vec3 W,
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#ifndef VOLUMETRICS
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vec3 viewPosition,
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float tracing_depth,
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vec3 true_normal,
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float rand_x,
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const bool use_contact_shadows,
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#endif
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float vis)
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{
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#if !defined(VOLUMETRICS) || defined(VOLUME_SHADOW)
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/* shadowing */
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if (ld.l_shadowid >= 0.0 && vis > 0.001) {
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if (ld.l_type == SUN) {
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vis *= sample_cascade_shadow(int(ld.l_shadowid), W);
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}
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else {
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vis *= sample_cube_shadow(int(ld.l_shadowid), W);
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}
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# ifndef VOLUMETRICS
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ShadowData sd = shadows_data[int(ld.l_shadowid)];
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/* Only compute if not already in shadow. */
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if (use_contact_shadows && sd.sh_contact_dist > 0.0 && vis > 1e-8) {
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/* Contact Shadows. */
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vec3 ray_ori, ray_dir;
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float trace_distance;
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if (ld.l_type == SUN) {
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trace_distance = sd.sh_contact_dist;
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ray_dir = shadows_cascade_data[int(sd.sh_data_index)].sh_shadow_vec * trace_distance;
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}
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else {
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ray_dir = shadows_cube_data[int(sd.sh_data_index)].position.xyz - W;
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float len = length(ray_dir);
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trace_distance = min(sd.sh_contact_dist, len);
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ray_dir *= trace_distance / len;
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}
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ray_dir = transform_direction(ViewMatrix, ray_dir);
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ray_ori = vec3(viewPosition.xy, tracing_depth) + true_normal * sd.sh_contact_offset;
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vec3 hit_pos = raycast(
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-1, ray_ori, ray_dir, sd.sh_contact_thickness, rand_x, 0.1, 0.001, false);
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if (hit_pos.z > 0.0) {
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hit_pos = get_view_space_from_depth(hit_pos.xy, hit_pos.z);
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float hit_dist = distance(viewPosition, hit_pos);
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float dist_ratio = hit_dist / trace_distance;
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return vis * saturate(dist_ratio * 3.0 - 2.0);
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}
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}
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# endif /* VOLUMETRICS */
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}
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#endif
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return vis;
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}
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float light_visibility(LightData ld,
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vec3 W,
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#ifndef VOLUMETRICS
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vec3 viewPosition,
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float tracing_depth,
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vec3 true_normal,
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float rand_x,
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const bool use_contact_shadows,
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#endif
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vec4 l_vector)
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{
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float l_atten = light_attenuation(ld, l_vector);
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return light_shadowing(ld,
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W,
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#ifndef VOLUMETRICS
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viewPosition,
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tracing_depth,
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true_normal,
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rand_x,
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use_contact_shadows,
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#endif
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l_atten);
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}
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#ifdef USE_LTC
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float light_diffuse(LightData ld, vec3 N, vec3 V, vec4 l_vector)
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{
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if (ld.l_type == AREA_RECT) {
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vec3 corners[4];
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corners[0] = normalize((l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * ld.l_sizey);
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corners[1] = normalize((l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * -ld.l_sizey);
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corners[2] = normalize((l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * -ld.l_sizey);
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corners[3] = normalize((l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * ld.l_sizey);
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return ltc_evaluate_quad(corners, N);
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}
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else if (ld.l_type == AREA_ELLIPSE) {
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vec3 points[3];
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points[0] = (l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * -ld.l_sizey;
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points[1] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * -ld.l_sizey;
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points[2] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * ld.l_sizey;
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return ltc_evaluate_disk(N, V, mat3(1.0), points);
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}
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else {
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float radius = ld.l_radius;
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radius /= (ld.l_type == SUN) ? 1.0 : l_vector.w;
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vec3 L = (ld.l_type == SUN) ? -ld.l_forward : (l_vector.xyz / l_vector.w);
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return ltc_evaluate_disk_simple(radius, dot(N, L));
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}
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}
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float light_specular(LightData ld, vec4 ltc_mat, vec3 N, vec3 V, vec4 l_vector)
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{
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if (ld.l_type == AREA_RECT) {
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vec3 corners[4];
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corners[0] = (l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * ld.l_sizey;
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corners[1] = (l_vector.xyz + ld.l_right * -ld.l_sizex) + ld.l_up * -ld.l_sizey;
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corners[2] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * -ld.l_sizey;
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corners[3] = (l_vector.xyz + ld.l_right * ld.l_sizex) + ld.l_up * ld.l_sizey;
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ltc_transform_quad(N, V, ltc_matrix(ltc_mat), corners);
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return ltc_evaluate_quad(corners, vec3(0.0, 0.0, 1.0));
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}
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else {
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bool is_ellipse = (ld.l_type == AREA_ELLIPSE);
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float radius_x = is_ellipse ? ld.l_sizex : ld.l_radius;
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float radius_y = is_ellipse ? ld.l_sizey : ld.l_radius;
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vec3 L = (ld.l_type == SUN) ? -ld.l_forward : l_vector.xyz;
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vec3 Px = ld.l_right;
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vec3 Py = ld.l_up;
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if (ld.l_type == SPOT || ld.l_type == POINT) {
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make_orthonormal_basis(l_vector.xyz / l_vector.w, Px, Py);
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}
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vec3 points[3];
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points[0] = (L + Px * -radius_x) + Py * -radius_y;
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points[1] = (L + Px * radius_x) + Py * -radius_y;
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points[2] = (L + Px * radius_x) + Py * radius_y;
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return ltc_evaluate_disk(N, V, ltc_matrix(ltc_mat), points);
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}
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}
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#endif
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