- 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
75 lines
2.5 KiB
GLSL
75 lines
2.5 KiB
GLSL
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#pragma BLENDER_REQUIRE(common_view_lib.glsl)
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#pragma BLENDER_REQUIRE(common_math_lib.glsl)
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#pragma BLENDER_REQUIRE(common_utiltex_lib.glsl)
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#pragma BLENDER_REQUIRE(common_uniforms_lib.glsl)
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/* Based on Separable SSS. by Jorge Jimenez and Diego Gutierrez */
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#define MAX_SSS_SAMPLES 65
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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 sampler2D depthBuffer;
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uniform sampler2D sssIrradiance;
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uniform sampler2D sssRadius;
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uniform sampler2D sssAlbedo;
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layout(location = 0) out vec4 sssRadiance;
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void main(void)
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{
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vec2 pixel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy); /* TODO precompute */
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vec2 uvs = gl_FragCoord.xy * pixel_size;
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vec3 sss_irradiance = texture(sssIrradiance, uvs).rgb;
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float sss_radius = texture(sssRadius, uvs).r;
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float depth = texture(depthBuffer, uvs).r;
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float depth_view = get_view_z_from_depth(depth);
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float rand = texelfetch_noise_tex(gl_FragCoord.xy).r;
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#ifdef FIRST_PASS
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float angle = M_2PI * rand + M_PI_2;
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vec2 dir = vec2(1.0, 0.0);
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#else /* SECOND_PASS */
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float angle = M_2PI * rand;
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vec2 dir = vec2(0.0, 1.0);
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#endif
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vec2 dir_rand = vec2(cos(angle), sin(angle));
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/* Compute kernel bounds in 2D. */
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float homcoord = ProjectionMatrix[2][3] * depth_view + ProjectionMatrix[3][3];
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vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_radius / homcoord;
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vec2 finalStep = scale * radii_max_radius.w;
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finalStep *= 0.5; /* samples range -1..1 */
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/* Center sample */
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vec3 accum = sss_irradiance * kernel[0].rgb;
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for (int i = 1; i < sss_samples && i < MAX_SSS_SAMPLES; i++) {
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vec2 sample_uv = uvs + kernel[i].a * finalStep *
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((abs(kernel[i].a) > sssJitterThreshold) ? dir : dir_rand);
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vec3 color = texture(sssIrradiance, sample_uv).rgb;
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float sample_depth = texture(depthBuffer, sample_uv).r;
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sample_depth = get_view_z_from_depth(sample_depth);
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/* Depth correction factor. */
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float depth_delta = depth_view - sample_depth;
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float s = clamp(1.0 - exp(-(depth_delta * depth_delta) / (2.0 * sss_radius)), 0.0, 1.0);
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/* Out of view samples. */
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if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) {
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s = 1.0;
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}
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/* Mix with first sample in failure case and apply kernel color. */
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accum += kernel[i].rgb * mix(color, sss_irradiance, s);
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}
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#if defined(FIRST_PASS)
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sssRadiance = vec4(accum, 1.0);
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#else /* SECOND_PASS */
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sssRadiance = vec4(accum * texture(sssAlbedo, uvs).rgb, 1.0);
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#endif
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}
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