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
456 lines
14 KiB
GLSL
456 lines
14 KiB
GLSL
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uniform sampler2DArray shadowCubeTexture;
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uniform sampler2DArray 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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#if defined(SHADOW_VSM)
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# define ShadowSample vec2
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# define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).rg
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# define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).rg
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#elif defined(SHADOW_ESM)
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# define ShadowSample float
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# define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).r
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# define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).r
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#else
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# define ShadowSample float
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# define sample_cube(vec, id) texture_octahedron(shadowCubeTexture, vec4(vec, id)).r
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# define sample_cascade(vec, id) texture(shadowCascadeTexture, vec3(vec, id)).r
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#endif
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#if defined(SHADOW_VSM)
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# define get_depth_delta(dist, s) (dist - s.x)
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#else
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# define get_depth_delta(dist, s) (dist - s)
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#endif
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/* ----------------------------------------------------------- */
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/* ----------------------- Shadow tests ---------------------- */
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/* ----------------------------------------------------------- */
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#if defined(SHADOW_VSM)
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float shadow_test(ShadowSample moments, float dist, ShadowData sd)
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{
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float p = 0.0;
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if (dist <= moments.x) {
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p = 1.0;
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}
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float variance = moments.y - (moments.x * moments.x);
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variance = max(variance, sd.sh_bias / 10.0);
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float d = moments.x - dist;
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float p_max = variance / (variance + d * d);
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/* Now reduce light-bleeding by removing the [0, x] tail and linearly rescaling (x, 1] */
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p_max = clamp((p_max - sd.sh_bleed) / (1.0 - sd.sh_bleed), 0.0, 1.0);
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return max(p, p_max);
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}
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#elif defined(SHADOW_ESM)
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float shadow_test(ShadowSample z, float dist, ShadowData sd)
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{
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return saturate(exp(sd.sh_exp * (z - dist + sd.sh_bias)));
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}
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#else
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float shadow_test(ShadowSample z, float dist, ShadowData sd)
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{
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return step(0, z - dist + sd.sh_bias);
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}
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#endif
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/* ----------------------------------------------------------- */
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/* ----------------------- Shadow types ---------------------- */
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/* ----------------------------------------------------------- */
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float shadow_cubemap(ShadowData sd, ShadowCubeData scd, float texid, vec3 W)
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{
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vec3 cubevec = W - scd.position.xyz;
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float dist = length(cubevec);
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cubevec /= dist;
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ShadowSample s = sample_cube(cubevec, texid);
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return shadow_test(s, dist, sd);
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}
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float evaluate_cascade(ShadowData sd, mat4 shadowmat, vec3 W, float range, float texid)
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{
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vec4 shpos = shadowmat * vec4(W, 1.0);
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float dist = shpos.z * range;
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ShadowSample s = sample_cascade(shpos.xy, texid);
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float vis = shadow_test(s, dist, sd);
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/* If fragment is out of shadowmap range, do not occlude */
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if (shpos.z < 1.0 && shpos.z > 0.0) {
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return vis;
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}
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else {
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return 1.0;
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}
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}
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float shadow_cascade(ShadowData sd, int scd_id, float texid, vec3 W)
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{
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vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
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vec4 weights = smoothstep(shadows_cascade_data[scd_id].split_end_distances,
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shadows_cascade_data[scd_id].split_start_distances.yzwx,
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view_z);
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weights.yzw -= weights.xyz;
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vec4 vis = vec4(1.0);
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float range = abs(sd.sh_far - sd.sh_near); /* Same factor as in get_cascade_world_distance(). */
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/* Branching using (weights > 0.0) is reaally slooow on intel so avoid it for now. */
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/* TODO OPTI: Only do 2 samples and blend. */
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vis.x = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[0], W, range, texid + 0);
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vis.y = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[1], W, range, texid + 1);
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vis.z = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[2], W, range, texid + 2);
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vis.w = evaluate_cascade(sd, shadows_cascade_data[scd_id].shadowmat[3], W, range, texid + 3);
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float weight_sum = dot(vec4(1.0), weights);
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if (weight_sum > 0.9999) {
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float vis_sum = dot(vec4(1.0), vis * weights);
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return vis_sum / weight_sum;
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}
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else {
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float vis_sum = dot(vec4(1.0), vis * step(0.001, weights));
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return mix(1.0, vis_sum, weight_sum);
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}
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}
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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_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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vec3 viewNormal,
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#endif
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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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#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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ShadowData data = shadows_data[int(ld.l_shadowid)];
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if (ld.l_type == SUN) {
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vis *= shadow_cascade(data, int(data.sh_data_start), data.sh_tex_start, W);
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}
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else {
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vis *= shadow_cubemap(
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data, shadows_cube_data[int(data.sh_data_start)], data.sh_tex_start, W);
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}
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# ifndef VOLUMETRICS
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/* Only compute if not already in shadow. */
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if (data.sh_contact_dist > 0.0) {
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vec4 L = (ld.l_type != SUN) ? l_vector : vec4(-ld.l_forward, 1.0);
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float trace_distance = (ld.l_type != SUN) ? min(data.sh_contact_dist, l_vector.w) :
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data.sh_contact_dist;
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vec3 T, B;
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make_orthonormal_basis(L.xyz / L.w, T, B);
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vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
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rand.zw *= fast_sqrt(rand.y) * data.sh_contact_spread;
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/* We use the full l_vector.xyz so that the spread is minimize
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* if the shading point is further away from the light source */
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vec3 ray_dir = L.xyz + T * rand.z + B * rand.w;
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ray_dir = transform_direction(ViewMatrix, ray_dir);
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ray_dir = normalize(ray_dir);
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vec3 ray_ori = viewPosition;
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if (dot(viewNormal, ray_dir) <= 0.0) {
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return vis;
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}
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float bias = 0.5; /* Constant Bias */
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bias += 1.0 - abs(dot(viewNormal, ray_dir)); /* Angle dependent bias */
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bias *= gl_FrontFacing ? data.sh_contact_offset : -data.sh_contact_offset;
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vec3 nor_bias = viewNormal * bias;
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ray_ori += nor_bias;
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ray_dir *= trace_distance;
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ray_dir -= nor_bias;
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vec3 hit_pos = raycast(
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-1, ray_ori, ray_dir, data.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 * dist_ratio * dist_ratio);
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}
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}
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# endif
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}
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#endif
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return vis;
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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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#define MAX_SSS_SAMPLES 65
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#define SSS_LUT_SIZE 64.0
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#define SSS_LUT_SCALE ((SSS_LUT_SIZE - 1.0) / float(SSS_LUT_SIZE))
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#define SSS_LUT_BIAS (0.5 / float(SSS_LUT_SIZE))
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#ifdef USE_TRANSLUCENCY
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layout(std140) uniform sssProfile
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{
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vec4 kernel[MAX_SSS_SAMPLES];
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vec4 radii_max_radius;
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int sss_samples;
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};
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uniform sampler1D sssTexProfile;
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vec3 sss_profile(float s)
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{
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s /= radii_max_radius.w;
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return texture(sssTexProfile, saturate(s) * SSS_LUT_SCALE + SSS_LUT_BIAS).rgb;
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}
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#endif
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vec3 light_translucent(LightData ld, vec3 W, vec3 N, vec4 l_vector, float scale)
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{
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#if !defined(USE_TRANSLUCENCY) || defined(VOLUMETRICS)
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return vec3(0.0);
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#else
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vec3 vis = vec3(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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/* Only shadowed light can produce translucency */
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if (ld.l_shadowid >= 0.0 && vis.x > 0.001) {
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ShadowData data = shadows_data[int(ld.l_shadowid)];
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float delta;
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vec4 L = (ld.l_type != SUN) ? l_vector : vec4(-ld.l_forward, 1.0);
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vec3 T, B;
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make_orthonormal_basis(L.xyz / L.w, T, B);
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vec4 rand = texelfetch_noise_tex(gl_FragCoord.xy);
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rand.zw *= fast_sqrt(rand.y) * data.sh_blur;
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/* We use the full l_vector.xyz so that the spread is minimize
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* if the shading point is further away from the light source */
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W = W + T * rand.z + B * rand.w;
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if (ld.l_type == SUN) {
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int scd_id = int(data.sh_data_start);
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vec4 view_z = vec4(dot(W - cameraPos, cameraForward));
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vec4 weights = step(shadows_cascade_data[scd_id].split_end_distances, view_z);
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float id = abs(4.0 - dot(weights, weights));
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if (id > 3.0) {
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return vec3(0.0);
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}
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float range = abs(data.sh_far -
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data.sh_near); /* Same factor as in get_cascade_world_distance(). */
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vec4 shpos = shadows_cascade_data[scd_id].shadowmat[int(id)] * vec4(W, 1.0);
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float dist = shpos.z * range;
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if (shpos.z > 1.0 || shpos.z < 0.0) {
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return vec3(0.0);
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}
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ShadowSample s = sample_cascade(shpos.xy, data.sh_tex_start + id);
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delta = get_depth_delta(dist, s);
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}
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else {
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vec3 cubevec = W - shadows_cube_data[int(data.sh_data_start)].position.xyz;
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float dist = length(cubevec);
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cubevec /= dist;
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ShadowSample s = sample_cube(cubevec, data.sh_tex_start);
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delta = get_depth_delta(dist, s);
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}
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/* XXX : Removing Area Power. */
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/* TODO : put this out of the shader. */
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float falloff;
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if (ld.l_type == AREA_RECT || ld.l_type == AREA_ELLIPSE) {
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vis *= (ld.l_sizex * ld.l_sizey * 4.0 * M_PI) * (1.0 / 80.0);
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if (ld.l_type == AREA_ELLIPSE) {
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vis *= M_PI * 0.25;
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}
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vis *= 0.3 * 20.0 *
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max(0.0, dot(-ld.l_forward, l_vector.xyz / l_vector.w)); /* XXX ad hoc, empirical */
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vis /= (l_vector.w * l_vector.w);
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falloff = dot(N, l_vector.xyz / l_vector.w);
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}
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else if (ld.l_type == SUN) {
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vis /= 1.0f + (ld.l_radius * ld.l_radius * 0.5f);
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vis *= ld.l_radius * ld.l_radius * M_PI; /* Removing area light power*/
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vis *= M_2PI * 0.78; /* Matching cycles with point light. */
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vis *= 0.082; /* XXX ad hoc, empirical */
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falloff = dot(N, -ld.l_forward);
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}
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else {
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vis *= (4.0 * ld.l_radius * ld.l_radius) * (1.0 / 10.0);
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vis *= 1.5; /* XXX ad hoc, empirical */
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vis /= (l_vector.w * l_vector.w);
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falloff = dot(N, l_vector.xyz / l_vector.w);
|
|
}
|
|
// vis *= M_1_PI; /* Normalize */
|
|
|
|
/* Applying profile */
|
|
vis *= sss_profile(abs(delta) / scale);
|
|
|
|
/* No transmittance at grazing angle (hide artifacts) */
|
|
vis *= saturate(falloff * 2.0);
|
|
}
|
|
else {
|
|
vis = vec3(0.0);
|
|
}
|
|
|
|
return vis;
|
|
#endif
|
|
}
|