Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
315 lines
9.8 KiB
GLSL
315 lines
9.8 KiB
GLSL
/* ----------- Uniforms --------- */
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uniform sampler2DArray probePlanars;
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uniform sampler2DArray probeCubes;
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/* ----------- Structures --------- */
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struct CubeData {
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vec4 position_type;
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vec4 attenuation_fac_type;
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mat4 influencemat;
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mat4 parallaxmat;
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};
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#define PROBE_PARALLAX_BOX 1.0
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#define PROBE_ATTENUATION_BOX 1.0
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#define p_position position_type.xyz
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#define p_parallax_type position_type.w
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#define p_atten_fac attenuation_fac_type.x
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#define p_atten_type attenuation_fac_type.y
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struct PlanarData {
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vec4 plane_equation;
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vec4 clip_vec_x_fade_scale;
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vec4 clip_vec_y_fade_bias;
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vec4 clip_edges;
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vec4 facing_scale_bias;
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mat4 reflectionmat; /* transform world space into reflection texture space */
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mat4 unused;
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};
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#define pl_plane_eq plane_equation
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#define pl_normal plane_equation.xyz
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#define pl_facing_scale facing_scale_bias.x
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#define pl_facing_bias facing_scale_bias.y
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#define pl_fade_scale clip_vec_x_fade_scale.w
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#define pl_fade_bias clip_vec_y_fade_bias.w
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#define pl_clip_pos_x clip_vec_x_fade_scale.xyz
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#define pl_clip_pos_y clip_vec_y_fade_bias.xyz
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#define pl_clip_edges clip_edges
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struct GridData {
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mat4 localmat;
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ivec4 resolution_offset;
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vec4 ws_corner_atten_scale; /* world space corner position */
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vec4 ws_increment_x_atten_bias; /* world space vector between 2 opposite cells */
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vec4 ws_increment_y_lvl_bias;
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vec4 ws_increment_z;
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vec4 vis_bias_bleed_range;
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};
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#define g_corner ws_corner_atten_scale.xyz
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#define g_atten_scale ws_corner_atten_scale.w
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#define g_atten_bias ws_increment_x_atten_bias.w
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#define g_level_bias ws_increment_y_lvl_bias.w
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#define g_increment_x ws_increment_x_atten_bias.xyz
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#define g_increment_y ws_increment_y_lvl_bias.xyz
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#define g_increment_z ws_increment_z.xyz
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#define g_resolution resolution_offset.xyz
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#define g_offset resolution_offset.w
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#define g_vis_bias vis_bias_bleed_range.x
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#define g_vis_bleed vis_bias_bleed_range.y
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#define g_vis_range vis_bias_bleed_range.z
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#ifndef MAX_PROBE
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# define MAX_PROBE 1
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#endif
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#ifndef MAX_GRID
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# define MAX_GRID 1
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#endif
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#ifndef MAX_PLANAR
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# define MAX_PLANAR 1
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#endif
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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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# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
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#endif /* UTIL_TEX */
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layout(std140) uniform probe_block
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{
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CubeData probes_data[MAX_PROBE];
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};
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layout(std140) uniform grid_block
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{
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GridData grids_data[MAX_GRID];
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};
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layout(std140) uniform planar_block
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{
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PlanarData planars_data[MAX_PLANAR];
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};
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/* ----------- Functions --------- */
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float probe_attenuation_cube(int pd_id, vec3 W)
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{
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vec3 localpos = transform_point(probes_data[pd_id].influencemat, W);
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float probe_atten_fac = probes_data[pd_id].p_atten_fac;
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float fac;
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if (probes_data[pd_id].p_atten_type == PROBE_ATTENUATION_BOX) {
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vec3 axes_fac = saturate(probe_atten_fac - probe_atten_fac * abs(localpos));
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fac = min_v3(axes_fac);
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}
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else {
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fac = saturate(probe_atten_fac - probe_atten_fac * length(localpos));
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}
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return fac;
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}
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float probe_attenuation_planar(PlanarData pd, vec3 W, vec3 N, float roughness)
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{
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/* Normal Facing */
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float fac = saturate(dot(pd.pl_normal, N) * pd.pl_facing_scale + pd.pl_facing_bias);
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/* Distance from plane */
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fac *= saturate(abs(dot(pd.pl_plane_eq, vec4(W, 1.0))) * pd.pl_fade_scale + pd.pl_fade_bias);
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/* Fancy fast clipping calculation */
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vec2 dist_to_clip;
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dist_to_clip.x = dot(pd.pl_clip_pos_x, W);
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dist_to_clip.y = dot(pd.pl_clip_pos_y, W);
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/* compare and add all tests */
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fac *= step(2.0, dot(step(pd.pl_clip_edges, dist_to_clip.xxyy), vec2(-1.0, 1.0).xyxy));
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/* Decrease influence for high roughness */
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fac *= saturate(1.0 - roughness * 10.0);
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return fac;
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}
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float probe_attenuation_grid(GridData gd, mat4 localmat, vec3 W, out vec3 localpos)
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{
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localpos = transform_point(localmat, W);
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vec3 pos_to_edge = max(vec3(0.0), abs(localpos) - 1.0);
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float fade = length(pos_to_edge);
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return saturate(-fade * gd.g_atten_scale + gd.g_atten_bias);
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}
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vec3 probe_evaluate_cube(int pd_id, vec3 W, vec3 R, float roughness)
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{
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/* Correct reflection ray using parallax volume intersection. */
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vec3 localpos = transform_point(probes_data[pd_id].parallaxmat, W);
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vec3 localray = transform_direction(probes_data[pd_id].parallaxmat, R);
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float dist;
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if (probes_data[pd_id].p_parallax_type == PROBE_PARALLAX_BOX) {
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dist = line_unit_box_intersect_dist(localpos, localray);
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}
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else {
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dist = line_unit_sphere_intersect_dist(localpos, localray);
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}
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/* Use Distance in WS directly to recover intersection */
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vec3 intersection = W + R * dist - probes_data[pd_id].p_position;
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/* From Frostbite PBR Course
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* Distance based roughness
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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 original_roughness = roughness;
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float linear_roughness = sqrt(roughness);
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float distance_roughness = saturate(dist * linear_roughness / length(intersection));
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linear_roughness = mix(distance_roughness, linear_roughness, linear_roughness);
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roughness = linear_roughness * linear_roughness;
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float fac = saturate(original_roughness * 2.0 - 1.0);
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R = mix(intersection, R, fac * fac);
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return textureLod_octahedron(
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probeCubes, vec4(R, float(pd_id)), roughness * prbLodCubeMax, prbLodCubeMax)
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.rgb;
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}
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vec3 probe_evaluate_world_spec(vec3 R, float roughness)
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{
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return textureLod_octahedron(probeCubes, vec4(R, 0.0), roughness * prbLodCubeMax, prbLodCubeMax)
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.rgb;
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}
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vec3 probe_evaluate_planar(
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float id, PlanarData pd, vec3 W, vec3 N, vec3 V, float roughness, inout float fade)
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{
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/* Find view vector / reflection plane intersection. */
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vec3 point_on_plane = line_plane_intersect(W, V, pd.pl_plane_eq);
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/* How far the pixel is from the plane. */
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float ref_depth = 1.0; /* TODO parameter */
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/* Compute distorded reflection vector based on the distance to the reflected object.
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* In other words find intersection between reflection vector and the sphere center
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* around point_on_plane. */
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vec3 proj_ref = reflect(reflect(-V, N) * ref_depth, pd.pl_normal);
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/* Final point in world space. */
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vec3 ref_pos = point_on_plane + proj_ref;
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/* Reproject to find texture coords. */
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vec4 refco = ViewProjectionMatrix * vec4(ref_pos, 1.0);
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refco.xy /= refco.w;
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/* TODO: If we support non-ssr planar reflection, we should blur them with gaussian
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* and chose the right mip depending on the cone footprint after projection */
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/* NOTE: X is inverted here to compensate inverted drawing. */
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vec3 sample = textureLod(probePlanars, vec3(refco.xy * vec2(-0.5, 0.5) + 0.5, id), 0.0).rgb;
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return sample;
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}
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void fallback_cubemap(vec3 N,
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vec3 V,
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vec3 W,
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vec3 viewPosition,
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float roughness,
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float roughnessSquared,
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inout vec4 spec_accum)
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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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#ifdef SSR_AO
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vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
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vec3 bent_normal;
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float final_ao = occlusion_compute(N, viewPosition, 1.0, rand, bent_normal);
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final_ao = specular_occlusion(dot(N, V), final_ao, roughness);
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#else
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const float final_ao = 1.0;
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#endif
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/* Starts at 1 because 0 is world probe */
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for (int i = 1; i < MAX_PROBE && i < prbNumRenderCube && spec_accum.a < 0.999; ++i) {
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float fade = probe_attenuation_cube(i, W);
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if (fade > 0.0) {
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vec3 spec = final_ao * probe_evaluate_cube(i, W, 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 = final_ao * 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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#ifdef IRRADIANCE_LIB
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vec3 probe_evaluate_grid(GridData gd, vec3 W, vec3 N, vec3 localpos)
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{
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localpos = localpos * 0.5 + 0.5;
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localpos = localpos * vec3(gd.g_resolution) - 0.5;
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vec3 localpos_floored = floor(localpos);
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vec3 trilinear_weight = fract(localpos);
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float weight_accum = 0.0;
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vec3 irradiance_accum = vec3(0.0);
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/* For each neighboor cells */
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for (int i = 0; i < 8; ++i) {
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ivec3 offset = ivec3(i, i >> 1, i >> 2) & ivec3(1);
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vec3 cell_cos = clamp(localpos_floored + vec3(offset), vec3(0.0), vec3(gd.g_resolution) - 1.0);
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/* Keep in sync with update_irradiance_probe */
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ivec3 icell_cos = ivec3(gd.g_level_bias * floor(cell_cos / gd.g_level_bias));
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int cell = gd.g_offset + icell_cos.z + icell_cos.y * gd.g_resolution.z +
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icell_cos.x * gd.g_resolution.z * gd.g_resolution.y;
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vec3 color = irradiance_from_cell_get(cell, N);
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/* We need this because we render probes in world space (so we need light vector in WS).
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* And rendering them in local probe space is too much problem. */
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vec3 ws_cell_location = gd.g_corner +
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(gd.g_increment_x * cell_cos.x + gd.g_increment_y * cell_cos.y +
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gd.g_increment_z * cell_cos.z);
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vec3 ws_point_to_cell = ws_cell_location - W;
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float ws_dist_point_to_cell = length(ws_point_to_cell);
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vec3 ws_light = ws_point_to_cell / ws_dist_point_to_cell;
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/* Smooth backface test */
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float weight = saturate(dot(ws_light, N));
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/* Precomputed visibility */
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weight *= load_visibility_cell(
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cell, ws_light, ws_dist_point_to_cell, gd.g_vis_bias, gd.g_vis_bleed, gd.g_vis_range);
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/* Smoother transition */
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weight += prbIrradianceSmooth;
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/* Trilinear weights */
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vec3 trilinear = mix(1.0 - trilinear_weight, trilinear_weight, offset);
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weight *= trilinear.x * trilinear.y * trilinear.z;
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/* Avoid zero weight */
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weight = max(0.00001, weight);
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weight_accum += weight;
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irradiance_accum += color * weight;
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}
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return irradiance_accum / weight_accum;
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}
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vec3 probe_evaluate_world_diff(vec3 N)
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{
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return irradiance_from_cell_get(0, N);
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}
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#endif /* IRRADIANCE_LIB */
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