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