This patch moves some of the utility library shaders into a common directory and makes the necessary renames across shaders. Additionally, material-specific transform functions were moved outside of math utils into a separate transform_utils.glsl file. This is needed in preparation for the viewport compositor, which will make use of some of those utilities and will require all material specific bit to be removed out of those files. Reviewed By: fclem Differential Revision: https://developer.blender.org/D14688
231 lines
4.4 KiB
GLSL
231 lines
4.4 KiB
GLSL
/* ***** Jenkins Lookup3 Hash Functions ***** */
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/* Source: http://burtleburtle.net/bob/c/lookup3.c */
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#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
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#define mix(a, b, c) \
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{ \
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a -= c; \
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a ^= rot(c, 4); \
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c += b; \
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b -= a; \
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b ^= rot(a, 6); \
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a += c; \
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c -= b; \
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c ^= rot(b, 8); \
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b += a; \
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a -= c; \
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a ^= rot(c, 16); \
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c += b; \
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b -= a; \
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b ^= rot(a, 19); \
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a += c; \
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c -= b; \
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c ^= rot(b, 4); \
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b += a; \
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}
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#define final(a, b, c) \
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{ \
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c ^= b; \
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c -= rot(b, 14); \
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a ^= c; \
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a -= rot(c, 11); \
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b ^= a; \
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b -= rot(a, 25); \
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c ^= b; \
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c -= rot(b, 16); \
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a ^= c; \
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a -= rot(c, 4); \
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b ^= a; \
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b -= rot(a, 14); \
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c ^= b; \
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c -= rot(b, 24); \
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}
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uint hash_uint(uint kx)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (1u << 2u) + 13u;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint2(uint kx, uint ky)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (2u << 2u) + 13u;
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b += ky;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint3(uint kx, uint ky, uint kz)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (3u << 2u) + 13u;
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c += kz;
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b += ky;
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a += kx;
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final(a, b, c);
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return c;
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}
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uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
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{
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uint a, b, c;
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a = b = c = 0xdeadbeefu + (4u << 2u) + 13u;
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a += kx;
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b += ky;
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c += kz;
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mix(a, b, c);
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a += kw;
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final(a, b, c);
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return c;
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}
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#undef rot
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#undef final
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#undef mix
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uint hash_int(int kx)
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{
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return hash_uint(uint(kx));
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}
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uint hash_int2(int kx, int ky)
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{
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return hash_uint2(uint(kx), uint(ky));
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}
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uint hash_int3(int kx, int ky, int kz)
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{
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return hash_uint3(uint(kx), uint(ky), uint(kz));
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}
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uint hash_int4(int kx, int ky, int kz, int kw)
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{
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return hash_uint4(uint(kx), uint(ky), uint(kz), uint(kw));
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}
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/* Hashing uint or uint[234] into a float in the range [0, 1]. */
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float hash_uint_to_float(uint kx)
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{
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return float(hash_uint(kx)) / float(0xFFFFFFFFu);
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}
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float hash_uint2_to_float(uint kx, uint ky)
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{
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return float(hash_uint2(kx, ky)) / float(0xFFFFFFFFu);
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}
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float hash_uint3_to_float(uint kx, uint ky, uint kz)
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{
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return float(hash_uint3(kx, ky, kz)) / float(0xFFFFFFFFu);
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}
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float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
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{
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return float(hash_uint4(kx, ky, kz, kw)) / float(0xFFFFFFFFu);
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}
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/* Hashing float or vec[234] into a float in the range [0, 1]. */
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float hash_float_to_float(float k)
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{
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return hash_uint_to_float(floatBitsToUint(k));
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}
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float hash_vec2_to_float(vec2 k)
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{
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return hash_uint2_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y));
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}
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float hash_vec3_to_float(vec3 k)
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{
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return hash_uint3_to_float(floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z));
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}
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float hash_vec4_to_float(vec4 k)
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{
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return hash_uint4_to_float(
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floatBitsToUint(k.x), floatBitsToUint(k.y), floatBitsToUint(k.z), floatBitsToUint(k.w));
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}
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/* Hashing vec[234] into vec[234] of components in the range [0, 1]. */
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vec2 hash_vec2_to_vec2(vec2 k)
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{
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return vec2(hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)));
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}
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vec3 hash_vec3_to_vec3(vec3 k)
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{
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return vec3(
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hash_vec3_to_float(k), hash_vec4_to_float(vec4(k, 1.0)), hash_vec4_to_float(vec4(k, 2.0)));
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}
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vec4 hash_vec4_to_vec4(vec4 k)
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{
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return vec4(hash_vec4_to_float(k.xyzw),
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hash_vec4_to_float(k.wxyz),
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hash_vec4_to_float(k.zwxy),
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hash_vec4_to_float(k.yzwx));
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}
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/* Hashing float or vec[234] into vec3 of components in range [0, 1]. */
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vec3 hash_float_to_vec3(float k)
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{
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return vec3(
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hash_float_to_float(k), hash_vec2_to_float(vec2(k, 1.0)), hash_vec2_to_float(vec2(k, 2.0)));
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}
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vec3 hash_vec2_to_vec3(vec2 k)
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{
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return vec3(
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hash_vec2_to_float(k), hash_vec3_to_float(vec3(k, 1.0)), hash_vec3_to_float(vec3(k, 2.0)));
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}
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vec3 hash_vec4_to_vec3(vec4 k)
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{
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return vec3(hash_vec4_to_float(k.xyzw), hash_vec4_to_float(k.zxwy), hash_vec4_to_float(k.wzyx));
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}
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/* Other Hash Functions */
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float integer_noise(int n)
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{
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/* Integer bit-shifts for these calculations can cause precision problems on macOS.
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* Using uint resolves these issues. */
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uint nn;
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nn = (uint(n) + 1013u) & 0x7fffffffu;
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nn = (nn >> 13u) ^ nn;
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nn = (uint(nn * (nn * nn * 60493u + 19990303u)) + 1376312589u) & 0x7fffffffu;
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return 0.5 * (float(nn) / 1073741824.0);
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}
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float wang_hash_noise(uint s)
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{
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s = (s ^ 61u) ^ (s >> 16u);
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s *= 9u;
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s = s ^ (s >> 4u);
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s *= 0x27d4eb2du;
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s = s ^ (s >> 15u);
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return fract(float(s) / 4294967296.0);
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}
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