- add the use of DRWShaderLibrary to EEVEE's glsl codebase to reduce code complexity and duplication. - split bsdf_common_lib.glsl into multiple sub library which are now shared with other engines. - the surface shader code is now more organised and have its own files. - change default world to use a material nodetree and make lookdev shader more clear. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D8306
37 lines
924 B
GLSL
37 lines
924 B
GLSL
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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/* Convert depth to Mist factor */
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uniform vec3 mistSettings;
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uniform sampler2D depthBuffer;
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#define mistStart mistSettings.x
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#define mistInvDistance mistSettings.y
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#define mistFalloff mistSettings.z
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out vec4 fragColor;
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void main()
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{
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vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0)).xy;
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vec2 uvs = gl_FragCoord.xy * texel_size;
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float depth = textureLod(depthBuffer, uvs, 0.0).r;
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vec3 co = get_view_space_from_depth(uvs, depth);
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float zcor = (ProjectionMatrix[3][3] == 0.0) ? length(co) : -co.z;
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/* bring depth into 0..1 range */
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float mist = saturate((zcor - mistStart) * mistInvDistance);
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/* falloff */
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mist = pow(mist, mistFalloff);
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fragColor = vec4(mist);
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// if (mist > 0.999) fragColor = vec4(1.0);
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// else if (mist > 0.0001) fragColor = vec4(0.5);
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// else fragColor = vec4(0.0);
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}
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