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blender-archive/source/blender/draw/engines/eevee/shaders/renderpass_postprocess_frag.glsl
Jeroen Bakker e5f98c79b0 Fix T74431: EEVEE AO Render Pass
Missing code-path in recent refactoring.
2020-03-05 08:58:00 +01:00

109 lines
3.3 KiB
GLSL

#define PASS_POST_UNDEFINED 0
#define PASS_POST_ACCUMULATED_COLOR 1
#define PASS_POST_ACCUMULATED_LIGHT 2
#define PASS_POST_ACCUMULATED_VALUE 3
#define PASS_POST_DEPTH 4
#define PASS_POST_AO 5
#define PASS_POST_NORMAL 6
#define PASS_POST_TWO_LIGHT_BUFFERS 7
uniform int postProcessType;
uniform int currentSample;
uniform sampler2D inputBuffer;
uniform sampler2D inputSecondLightBuffer;
uniform sampler2D inputColorBuffer;
out vec4 fragColor;
vec3 safe_divide_even_color(vec3 a, vec3 b)
{
vec3 result = vec3((b.r != 0.0) ? a.r / b.r : 0.0,
(b.g != 0.0) ? a.g / b.g : 0.0,
(b.b != 0.0) ? a.b / b.b : 0.0);
/* try to get gray even if b is zero */
if (b.r == 0.0) {
if (b.g == 0.0) {
result = result.bbb;
}
else if (b.b == 0.0) {
result = result.ggg;
}
else {
result.r = 0.5 * (result.g + result.b);
}
}
else if (b.g == 0.0) {
if (b.b == 0.0) {
result = result.rrr;
}
else {
result.g = 0.5 * (result.r + result.b);
}
}
else if (b.b == 0.0) {
result.b = 0.5 * (result.r + result.g);
}
return result;
}
void main()
{
vec3 color;
ivec2 texel = ivec2(gl_FragCoord.xy);
if (postProcessType == PASS_POST_DEPTH) {
float depth = texelFetch(depthBuffer, texel, 0).r;
if (depth == 1.0f) {
depth = 1e10;
}
else {
depth = -get_view_z_from_depth(depth);
}
color = vec3(depth);
}
else if (postProcessType == PASS_POST_AO) {
float ao_accum = texelFetch(inputBuffer, texel, 0).r;
color = vec3(min(1.0, ao_accum / currentSample));
}
else if (postProcessType == PASS_POST_NORMAL) {
float depth = texelFetch(depthBuffer, texel, 0).r;
vec2 encoded_normal = texelFetch(inputBuffer, texel, 0).rg;
/* decode the normals only when they are valid. otherwise the result buffer will be filled
* with NaN's */
if (depth != 1.0 && any(notEqual(encoded_normal, vec2(0.0)))) {
vec3 decoded_normal = normal_decode(texelFetch(inputBuffer, texel, 0).rg, vec3(0.0));
vec3 world_normal = mat3(ViewMatrixInverse) * decoded_normal;
color = world_normal;
}
else {
color = vec3(0.0);
}
}
else if (postProcessType == PASS_POST_ACCUMULATED_VALUE) {
float accumulated_value = texelFetch(inputBuffer, texel, 0).r;
color = vec3(accumulated_value / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_COLOR) {
vec3 accumulated_color = texelFetch(inputBuffer, texel, 0).rgb;
color = (accumulated_color / currentSample);
}
else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
color = safe_divide_even_color(accumulated_light, accumulated_color);
}
else if (postProcessType == PASS_POST_TWO_LIGHT_BUFFERS) {
vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb +
texelFetch(inputSecondLightBuffer, texel, 0).rgb;
vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
color = safe_divide_even_color(accumulated_light, accumulated_color);
}
else {
/* Output error color: Unknown how to post process this pass. */
color = vec3(1.0, 0.0, 1.0);
}
fragColor = vec4(color, 1.0);
}