This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
Campbell Barton e12c08e8d1 ClangFormat: apply to source, most of intern
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
2019-04-17 06:21:24 +02:00

542 lines
15 KiB
GLSL

#ifndef LIT_SURFACE_UNIFORM
#define LIT_SURFACE_UNIFORM
uniform float refractionDepth;
#ifndef UTIL_TEX
# define UTIL_TEX
uniform sampler2DArray utilTex;
# define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
#endif /* UTIL_TEX */
in vec3 worldPosition;
in vec3 viewPosition;
#ifdef USE_FLAT_NORMAL
flat in vec3 worldNormal;
flat in vec3 viewNormal;
#else
in vec3 worldNormal;
in vec3 viewNormal;
#endif
#ifdef HAIR_SHADER
in vec3 hairTangent; /* world space */
in float hairThickTime;
in float hairThickness;
in float hairTime;
flat in int hairStrandID;
uniform int hairThicknessRes = 1;
#endif
#endif /* LIT_SURFACE_UNIFORM */
/** AUTO CONFIG
* We include the file multiple times each time with a different configuration.
* This leads to a lot of deadcode. Better idea would be to only generate the one needed.
*/
#if !defined(SURFACE_DEFAULT)
#define SURFACE_DEFAULT
#define CLOSURE_NAME eevee_closure_default
#define CLOSURE_DIFFUSE
#define CLOSURE_GLOSSY
#endif /* SURFACE_DEFAULT */
#if !defined(SURFACE_PRINCIPLED) && !defined(CLOSURE_NAME)
#define SURFACE_PRINCIPLED
#define CLOSURE_NAME eevee_closure_principled
#define CLOSURE_DIFFUSE
#define CLOSURE_GLOSSY
#define CLOSURE_CLEARCOAT
#define CLOSURE_REFRACTION
#define CLOSURE_SUBSURFACE
#endif /* SURFACE_PRINCIPLED */
#if !defined(SURFACE_CLEARCOAT) && !defined(CLOSURE_NAME)
#define SURFACE_CLEARCOAT
#define CLOSURE_NAME eevee_closure_clearcoat
#define CLOSURE_GLOSSY
#define CLOSURE_CLEARCOAT
#endif /* SURFACE_CLEARCOAT */
#if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
#define SURFACE_DIFFUSE
#define CLOSURE_NAME eevee_closure_diffuse
#define CLOSURE_DIFFUSE
#endif /* SURFACE_DIFFUSE */
#if !defined(SURFACE_SUBSURFACE) && !defined(CLOSURE_NAME)
#define SURFACE_SUBSURFACE
#define CLOSURE_NAME eevee_closure_subsurface
#define CLOSURE_DIFFUSE
#define CLOSURE_SUBSURFACE
#endif /* SURFACE_SUBSURFACE */
#if !defined(SURFACE_SKIN) && !defined(CLOSURE_NAME)
#define SURFACE_SKIN
#define CLOSURE_NAME eevee_closure_skin
#define CLOSURE_DIFFUSE
#define CLOSURE_SUBSURFACE
#define CLOSURE_GLOSSY
#endif /* SURFACE_SKIN */
#if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
#define SURFACE_GLOSSY
#define CLOSURE_NAME eevee_closure_glossy
#define CLOSURE_GLOSSY
#endif /* SURFACE_GLOSSY */
#if !defined(SURFACE_REFRACT) && !defined(CLOSURE_NAME)
#define SURFACE_REFRACT
#define CLOSURE_NAME eevee_closure_refraction
#define CLOSURE_REFRACTION
#endif /* SURFACE_REFRACT */
#if !defined(SURFACE_GLASS) && !defined(CLOSURE_NAME)
#define SURFACE_GLASS
#define CLOSURE_NAME eevee_closure_glass
#define CLOSURE_GLOSSY
#define CLOSURE_REFRACTION
#endif /* SURFACE_GLASS */
/* Safety : CLOSURE_CLEARCOAT implies CLOSURE_GLOSSY */
#ifdef CLOSURE_CLEARCOAT
#ifndef CLOSURE_GLOSSY
# define CLOSURE_GLOSSY
#endif
#endif /* CLOSURE_CLEARCOAT */
void CLOSURE_NAME(vec3 N
#ifdef CLOSURE_DIFFUSE
,
vec3 albedo
#endif
#ifdef CLOSURE_GLOSSY
,
vec3 f0,
int ssr_id
#endif
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
,
float roughness
#endif
#ifdef CLOSURE_CLEARCOAT
,
vec3 C_N,
float C_intensity,
float C_roughness
#endif
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
,
float ao
#endif
#ifdef CLOSURE_SUBSURFACE
,
float sss_scale
#endif
#ifdef CLOSURE_REFRACTION
,
float ior
#endif
#ifdef CLOSURE_DIFFUSE
,
out vec3 out_diff
#endif
#ifdef CLOSURE_SUBSURFACE
,
out vec3 out_trans
#endif
#ifdef CLOSURE_GLOSSY
,
out vec3 out_spec
#endif
#ifdef CLOSURE_REFRACTION
,
out vec3 out_refr
#endif
#ifdef CLOSURE_GLOSSY
,
out vec3 ssr_spec
#endif
)
{
#ifdef CLOSURE_DIFFUSE
out_diff = vec3(0.0);
#endif
#ifdef CLOSURE_SUBSURFACE
out_trans = vec3(0.0);
#endif
#ifdef CLOSURE_GLOSSY
out_spec = vec3(0.0);
#endif
#ifdef CLOSURE_REFRACTION
out_refr = vec3(0.0);
#endif
#ifdef SHADOW_SHADER
return;
#endif
/* Zero length vectors cause issues, see: T51979. */
float len = length(N);
if (isnan(len)) {
return;
}
N /= len;
#ifdef CLOSURE_CLEARCOAT
len = length(C_N);
if (isnan(len)) {
return;
}
C_N /= len;
#endif
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
roughness = clamp(roughness, 1e-8, 0.9999);
float roughnessSquared = roughness * roughness;
#endif
#ifdef CLOSURE_CLEARCOAT
C_roughness = clamp(C_roughness, 1e-8, 0.9999);
float C_roughnessSquared = C_roughness * C_roughness;
#endif
vec3 V = cameraVec;
vec4 rand = texelFetch(utilTex, ivec3(ivec2(gl_FragCoord.xy) % LUT_SIZE, 2.0), 0);
/* ---------------------------------------------------------------- */
/* -------------------- SCENE LIGHTS LIGHTING --------------------- */
/* ---------------------------------------------------------------- */
#ifdef CLOSURE_GLOSSY
vec2 lut_uv = lut_coords_ltc(dot(N, V), roughness);
vec4 ltc_mat = texture(utilTex, vec3(lut_uv, 0.0)).rgba;
#endif
#ifdef CLOSURE_CLEARCOAT
vec2 lut_uv_clear = lut_coords_ltc(dot(C_N, V), C_roughness);
vec4 ltc_mat_clear = texture(utilTex, vec3(lut_uv_clear, 0.0)).rgba;
vec3 out_spec_clear = vec3(0.0);
#endif
for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
LightData ld = lights_data[i];
vec4 l_vector; /* Non-Normalized Light Vector with length in last component. */
l_vector.xyz = ld.l_position - worldPosition;
l_vector.w = length(l_vector.xyz);
float l_vis = light_visibility(ld, worldPosition, viewPosition, viewNormal, l_vector);
if (l_vis < 1e-8) {
continue;
}
vec3 l_color_vis = ld.l_color * l_vis;
#ifdef CLOSURE_DIFFUSE
out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
#endif
#ifdef CLOSURE_SUBSURFACE
out_trans += ld.l_color * light_translucent(ld, worldPosition, -N, l_vector, sss_scale);
#endif
#ifdef CLOSURE_GLOSSY
out_spec += l_color_vis * light_specular(ld, ltc_mat, N, V, l_vector) * ld.l_spec;
#endif
#ifdef CLOSURE_CLEARCOAT
out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) *
ld.l_spec;
#endif
}
#ifdef CLOSURE_GLOSSY
vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
out_spec *= F_area(f0, brdf_lut_lights.xy);
#endif
#ifdef CLOSURE_CLEARCOAT
vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
out_spec_clear *= F_area(vec3(0.04), brdf_lut_lights_clear.xy);
out_spec += out_spec_clear * C_intensity;
#endif
/* ---------------------------------------------------------------- */
/* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
/* ---------------------------------------------------------------- */
/* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
#ifdef CLOSURE_GLOSSY
vec4 spec_accum = vec4(0.0);
#endif
#ifdef CLOSURE_CLEARCOAT
vec4 C_spec_accum = vec4(0.0);
#endif
#ifdef CLOSURE_REFRACTION
vec4 refr_accum = vec4(0.0);
#endif
#ifdef CLOSURE_GLOSSY
/* ---------------------------- */
/* Planar Reflections */
/* ---------------------------- */
for (int i = 0; i < MAX_PLANAR && i < prbNumPlanar && spec_accum.a < 0.999; ++i) {
PlanarData pd = planars_data[i];
/* Fade on geometric normal. */
float fade = probe_attenuation_planar(
pd, worldPosition, (gl_FrontFacing) ? worldNormal : -worldNormal, roughness);
if (fade > 0.0) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, roughness, fade);
accumulate_light(spec, fade, spec_accum);
}
#ifdef CLOSURE_CLEARCOAT
vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
accumulate_light(C_spec, fade, C_spec_accum);
#endif
}
}
#endif
#ifdef CLOSURE_GLOSSY
vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
#endif
#ifdef CLOSURE_CLEARCOAT
vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
#endif
#ifdef CLOSURE_REFRACTION
/* Refract the view vector using the depth heuristic.
* Then later Refract a second time the already refracted
* ray using the inverse ior. */
float final_ior = (refractionDepth > 0.0) ? 1.0 / ior : ior;
vec3 refr_V = (refractionDepth > 0.0) ? -refract(-V, N, final_ior) : V;
vec3 refr_pos = (refractionDepth > 0.0) ?
line_plane_intersect(
worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
worldPosition;
vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
#endif
#ifdef CLOSURE_REFRACTION
/* ---------------------------- */
/* Screen Space Refraction */
/* ---------------------------- */
#ifdef USE_REFRACTION
if (ssrToggle && roughness < ssrMaxRoughness + 0.2) {
/* Find approximated position of the 2nd refraction event. */
vec3 refr_vpos = (refractionDepth > 0.0) ? transform_point(ViewMatrix, refr_pos) :
viewPosition;
vec4 trans = screen_space_refraction(refr_vpos, N, refr_V, final_ior, roughnessSquared, rand);
trans.a *= smoothstep(ssrMaxRoughness + 0.2, ssrMaxRoughness, roughness);
accumulate_light(trans.rgb, trans.a, refr_accum);
}
#endif
#endif
/* ---------------------------- */
/* Specular probes */
/* ---------------------------- */
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
#if defined(CLOSURE_GLOSSY) && defined(CLOSURE_REFRACTION)
# define GLASS_ACCUM 1
# define ACCUM min(refr_accum.a, spec_accum.a)
#elif defined(CLOSURE_REFRACTION)
# define GLASS_ACCUM 0
# define ACCUM refr_accum.a
#else
# define GLASS_ACCUM 0
# define ACCUM spec_accum.a
#endif
/* Starts at 1 because 0 is world probe */
for (int i = 1; ACCUM < 0.999 && i < prbNumRenderCube && i < MAX_PROBE; ++i) {
float fade = probe_attenuation_cube(i, worldPosition);
if (fade > 0.0) {
#if GLASS_ACCUM
if (spec_accum.a < 0.999) {
#endif
#ifdef CLOSURE_GLOSSY
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_cube(i, worldPosition, spec_dir, roughness);
accumulate_light(spec, fade, spec_accum);
}
#endif
#ifdef CLOSURE_CLEARCOAT
vec3 C_spec = probe_evaluate_cube(i, worldPosition, C_spec_dir, C_roughness);
accumulate_light(C_spec, fade, C_spec_accum);
#endif
#if GLASS_ACCUM
}
#endif
#if GLASS_ACCUM
if (refr_accum.a < 0.999) {
#endif
#ifdef CLOSURE_REFRACTION
vec3 trans = probe_evaluate_cube(i, refr_pos, refr_dir, roughnessSquared);
accumulate_light(trans, fade, refr_accum);
#endif
#if GLASS_ACCUM
}
#endif
}
}
#undef GLASS_ACCUM
#undef ACCUM
/* ---------------------------- */
/* World Probe */
/* ---------------------------- */
#ifdef CLOSURE_GLOSSY
if (spec_accum.a < 0.999) {
if (!(ssrToggle && ssr_id == outputSsrId)) {
vec3 spec = probe_evaluate_world_spec(spec_dir, roughness);
accumulate_light(spec, 1.0, spec_accum);
}
# ifdef CLOSURE_CLEARCOAT
vec3 C_spec = probe_evaluate_world_spec(C_spec_dir, C_roughness);
accumulate_light(C_spec, 1.0, C_spec_accum);
# endif
}
#endif
#ifdef CLOSURE_REFRACTION
if (refr_accum.a < 0.999) {
vec3 trans = probe_evaluate_world_spec(refr_dir, roughnessSquared);
accumulate_light(trans, 1.0, refr_accum);
}
#endif
#endif /* Specular probes */
/* ---------------------------- */
/* Ambient Occlusion */
/* ---------------------------- */
#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_DIFFUSE)
vec3 bent_normal;
float final_ao = occlusion_compute(N, viewPosition, ao, rand, bent_normal);
#endif
/* ---------------------------- */
/* Specular Output */
/* ---------------------------- */
float NV = dot(N, V);
#ifdef CLOSURE_GLOSSY
vec2 uv = lut_coords(NV, roughness);
vec2 brdf_lut = texture(utilTex, vec3(uv, 1.0)).rg;
/* This factor is outputted to be used by SSR in order
* to match the intensity of the regular reflections. */
ssr_spec = F_ibl(f0, brdf_lut);
float spec_occlu = specular_occlusion(NV, final_ao, roughness);
/* The SSR pass recompute the occlusion to not apply it to the SSR */
if (ssrToggle && ssr_id == outputSsrId) {
spec_occlu = 1.0;
}
out_spec += spec_accum.rgb * ssr_spec * spec_occlu;
#endif
#ifdef CLOSURE_REFRACTION
float btdf = get_btdf_lut(utilTex, NV, roughness, ior);
out_refr += refr_accum.rgb * btdf;
#endif
#ifdef CLOSURE_CLEARCOAT
NV = dot(C_N, V);
vec2 C_uv = lut_coords(NV, C_roughness);
vec2 C_brdf_lut = texture(utilTex, vec3(C_uv, 1.0)).rg;
vec3 C_fresnel = F_ibl(vec3(0.04), C_brdf_lut) * specular_occlusion(NV, final_ao, C_roughness);
out_spec += C_spec_accum.rgb * C_fresnel * C_intensity;
#endif
#ifdef CLOSURE_GLOSSY
/* Global toggle for lightprobe baking. */
out_spec *= float(specToggle);
#endif
/* ---------------------------------------------------------------- */
/* ---------------- DIFFUSE ENVIRONMENT LIGHTING ------------------ */
/* ---------------------------------------------------------------- */
/* Accumulate light from all sources until accumulator is full. Then apply Occlusion and BRDF. */
#ifdef CLOSURE_DIFFUSE
vec4 diff_accum = vec4(0.0);
/* ---------------------------- */
/* Irradiance Grids */
/* ---------------------------- */
/* Start at 1 because 0 is world irradiance */
for (int i = 1; i < MAX_GRID && i < prbNumRenderGrid && diff_accum.a < 0.999; ++i) {
GridData gd = grids_data[i];
vec3 localpos;
float fade = probe_attenuation_grid(gd, grids_data[i].localmat, worldPosition, localpos);
if (fade > 0.0) {
vec3 diff = probe_evaluate_grid(gd, worldPosition, bent_normal, localpos);
accumulate_light(diff, fade, diff_accum);
}
}
/* ---------------------------- */
/* World Diffuse */
/* ---------------------------- */
if (diff_accum.a < 0.999 && prbNumRenderGrid > 0) {
vec3 diff = probe_evaluate_world_diff(bent_normal);
accumulate_light(diff, 1.0, diff_accum);
}
out_diff += diff_accum.rgb * gtao_multibounce(final_ao, albedo);
#endif
}
/* Cleanup for next configuration */
#undef CLOSURE_NAME
#ifdef CLOSURE_DIFFUSE
#undef CLOSURE_DIFFUSE
#endif
#ifdef CLOSURE_GLOSSY
#undef CLOSURE_GLOSSY
#endif
#ifdef CLOSURE_CLEARCOAT
#undef CLOSURE_CLEARCOAT
#endif
#ifdef CLOSURE_REFRACTION
#undef CLOSURE_REFRACTION
#endif
#ifdef CLOSURE_SUBSURFACE
#undef CLOSURE_SUBSURFACE
#endif