Fix: EEVEE-Next: Shadow debug shader
Make the implementation functional again. Pull Request: https://projects.blender.org/blender/blender/pulls/118923
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@@ -63,17 +63,20 @@ vec3 debug_tile_state_color(ShadowTileData tile)
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return col;
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}
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// ShadowSample debug_tile_get(vec3 P, LightData light)
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// {
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// vec3 lNg = vec3(1.0, 0.0, 0.0);
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// if (is_sun_light(light.type)) {
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// return shadow_directional_sample_get(shadow_atlas_tx, shadow_tilemaps_tx, light, P, lNg);
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// }
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// else {
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// vec3 lL = light_world_to_local(light, P - light._position);
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// return shadow_punctual_sample_get(shadow_atlas_tx, shadow_tilemaps_tx, light, lL, lNg);
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// }
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// }
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ShadowSampleParams debug_shadow_sample_get(vec3 P, LightData light)
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{
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if (is_sun_light(light.type)) {
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return shadow_directional_sample_params_get(shadow_tilemaps_tx, light, P);
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}
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else {
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return shadow_punctual_sample_params_get(shadow_tilemaps_tx, light, P);
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}
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}
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ShadowTileData debug_tile_get(vec3 P, LightData light)
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{
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return shadow_tile_data_get(shadow_tilemaps_tx, debug_shadow_sample_get(P, light));
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}
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LightData debug_light_get()
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{
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@@ -128,23 +131,24 @@ bool debug_tilemaps(vec3 P, LightData light)
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void debug_tile_state(vec3 P, LightData light)
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{
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// ShadowSample samp = debug_tile_get(P, light);
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// out_color_add = vec4(debug_tile_state_color(samp.tile), 0) * 0.5;
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// out_color_mul = vec4(0.5);
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ShadowTileData tile = debug_tile_get(P, light);
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out_color_add = vec4(debug_tile_state_color(tile), 0) * 0.5;
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out_color_mul = vec4(0.5);
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}
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void debug_atlas_values(vec3 P, LightData light)
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{
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// ShadowSample samp = debug_tile_get(P, light);
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// out_color_add = vec4(vec3(samp.occluder_dist), 0);
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// out_color_mul = vec4(0.0);
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ShadowSampleParams samp = debug_shadow_sample_get(P, light);
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float depth = shadow_read_depth(shadow_atlas_tx, shadow_tilemaps_tx, samp);
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out_color_add = vec4(float3(depth), 0.0);
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out_color_mul = vec4(0.5);
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}
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void debug_random_tile_color(vec3 P, LightData light)
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{
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// ShadowSample samp = debug_tile_get(P, light);
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// out_color_add = vec4(debug_random_color(ivec2(samp.tile.page.xy)), 0) * 0.5;
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// out_color_mul = vec4(0.5);
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ShadowTileData tile = debug_tile_get(P, light);
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out_color_add = vec4(debug_random_color(ivec2(tile.page.xy)), 0) * 0.5;
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out_color_mul = vec4(0.5);
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}
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void debug_random_tilemap_color(vec3 P, LightData light)
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