When using vertex displacement EEVEE didn't compile the generated functions into the vertex shader. This could result in errors when compiling materials. **Notes** - Should be back-ported to Blender 4.2 Pull Request: https://projects.blender.org/blender/blender/pulls/128525
371 lines
8.3 KiB
GLSL
371 lines
8.3 KiB
GLSL
/* SPDX-FileCopyrightText: 2020-2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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vec3 calc_barycentric_distances(vec3 pos0, vec3 pos1, vec3 pos2)
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{
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vec3 edge21 = pos2 - pos1;
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vec3 edge10 = pos1 - pos0;
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vec3 edge02 = pos0 - pos2;
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vec3 d21 = normalize(edge21);
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vec3 d10 = normalize(edge10);
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vec3 d02 = normalize(edge02);
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vec3 dists;
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float d = dot(d21, edge02);
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dists.x = sqrt(dot(edge02, edge02) - d * d);
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d = dot(d02, edge10);
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dists.y = sqrt(dot(edge10, edge10) - d * d);
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d = dot(d10, edge21);
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dists.z = sqrt(dot(edge21, edge21) - d * d);
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return dists;
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}
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vec2 calc_barycentric_co(int vertid)
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{
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vec2 bary;
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bary.x = float((vertid % 3) == 0);
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bary.y = float((vertid % 3) == 1);
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return bary;
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}
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#ifdef HAIR_SHADER
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/* Hairs uv and col attributes are passed by bufferTextures. */
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# define DEFINE_ATTR(type, attr) uniform samplerBuffer attr
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# define GET_ATTR(type, attr) hair_get_customdata_##type(attr)
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# define barycentric_get() hair_get_barycentric()
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# define barycentric_resolve(bary) hair_resolve_barycentric(bary)
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vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], const samplerBuffer orco_samp)
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{
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/* TODO: fix ORCO with modifiers. */
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vec3 orco = (modelmatinv * vec4(local_pos, 1.0)).xyz;
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return orco_madd[0].xyz + orco * orco_madd[1].xyz;
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}
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float hair_len_get(int id, const samplerBuffer len)
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{
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return texelFetch(len, id).x;
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}
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vec4 tangent_get(const samplerBuffer attr, mat3 normalmat)
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{
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/* Unsupported */
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return vec4(0.0);
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}
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#else /* MESH_SHADER */
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# define DEFINE_ATTR(type, attr) in type attr
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# define GET_ATTR(type, attr) attr
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/* Calculated in geom shader later with calc_barycentric_co. */
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# define barycentric_get() vec2(0)
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# define barycentric_resolve(bary) bary
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vec3 orco_get(vec3 local_pos, mat4 modelmatinv, vec4 orco_madd[2], vec4 orco)
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{
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/* If the object does not have any deformation, the orco layer calculation is done on the fly
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* using the orco_madd factors.
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* We know when there is no orco layer when orco.w is 1.0 because it uses the generic vertex
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* attribute (which is [0,0,0,1]). */
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if (orco.w == 0.0) {
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return orco.xyz * 0.5 + 0.5;
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}
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else {
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return orco_madd[0].xyz + local_pos * orco_madd[1].xyz;
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}
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}
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float hair_len_get(int id, const float len)
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{
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return len;
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}
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vec4 tangent_get(vec4 attr, mat3 normalmat)
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{
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vec4 tangent;
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tangent.xyz = normalmat * attr.xyz;
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tangent.w = attr.w;
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float len_sqr = dot(tangent.xyz, tangent.xyz);
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/* Normalize only if vector is not null. */
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if (len_sqr > 0.0) {
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tangent.xyz *= inversesqrt(len_sqr);
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}
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return tangent;
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}
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#endif
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/* Assumes GPU_VEC4 is color data. So converting to luminance like cycles. */
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#define float_from_vec4(v) dot(v.rgb, vec3(0.2126, 0.7152, 0.0722))
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#define float_from_vec3(v) ((v.r + v.g + v.b) * (1.0 / 3.0))
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#define float_from_vec2(v) v.r
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#define vec2_from_vec4(v) vec2(((v.r + v.g + v.b) * (1.0 / 3.0)), v.a)
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#define vec2_from_vec3(v) vec2(((v.r + v.g + v.b) * (1.0 / 3.0)), 1.0)
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#define vec2_from_float(v) vec2(v)
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#define vec3_from_vec4(v) v.rgb
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#define vec3_from_vec2(v) v.rrr
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#define vec3_from_float(v) vec3(v)
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#define vec4_from_vec3(v) vec4(v, 1.0)
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#define vec4_from_vec2(v) v.rrrg
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#define vec4_from_float(v) vec4(vec3(v), 1.0)
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/* TODO: Move to shader_shared. */
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#define RAY_TYPE_CAMERA 0
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#define RAY_TYPE_SHADOW 1
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#define RAY_TYPE_DIFFUSE 2
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#define RAY_TYPE_GLOSSY 3
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#ifdef GPU_FRAGMENT_SHADER
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# define FrontFacing gl_FrontFacing
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#else
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# define FrontFacing true
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#endif
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/* Can't use enum here because not a header file. But would be great to do. */
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#define ClosureType uint
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#define CLOSURE_NONE_ID 0u
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/* Diffuse */
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#define CLOSURE_BSDF_DIFFUSE_ID 1u
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#define CLOSURE_BSDF_OREN_NAYAR_ID 2u /* TODO */
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#define CLOSURE_BSDF_SHEEN_ID 4u /* TODO */
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#define CLOSURE_BSDF_DIFFUSE_TOON_ID 5u /* TODO */
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#define CLOSURE_BSDF_TRANSLUCENT_ID 6u
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/* Glossy */
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#define CLOSURE_BSDF_MICROFACET_GGX_REFLECTION_ID 7u
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#define CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID 8u /* TODO */
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#define CLOSURE_BSDF_ASHIKHMIN_VELVET_ID 9u /* TODO */
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#define CLOSURE_BSDF_GLOSSY_TOON_ID 10u /* TODO */
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#define CLOSURE_BSDF_HAIR_REFLECTION_ID 11u /* TODO */
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/* Transmission */
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#define CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID 12u
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/* Glass */
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#define CLOSURE_BSDF_HAIR_HUANG_ID 13u /* TODO */
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/* BSSRDF */
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#define CLOSURE_BSSRDF_BURLEY_ID 14u
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struct ClosureUndetermined {
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vec3 color;
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float weight;
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vec3 N;
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ClosureType type;
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/* Additional data different for each closure type. */
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vec4 data;
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};
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ClosureUndetermined closure_new(ClosureType type)
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{
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ClosureUndetermined cl;
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cl.type = type;
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return cl;
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}
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struct ClosureOcclusion {
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vec3 N;
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};
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struct ClosureDiffuse {
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float weight;
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vec3 color;
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vec3 N;
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};
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struct ClosureSubsurface {
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float weight;
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vec3 color;
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vec3 N;
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vec3 sss_radius;
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};
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struct ClosureTranslucent {
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float weight;
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vec3 color;
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vec3 N;
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};
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struct ClosureReflection {
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float weight;
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vec3 color;
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vec3 N;
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float roughness;
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};
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struct ClosureRefraction {
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float weight;
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vec3 color;
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vec3 N;
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float roughness;
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float ior;
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};
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struct ClosureHair {
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float weight;
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vec3 color;
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float offset;
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vec2 roughness;
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vec3 T;
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};
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struct ClosureVolumeScatter {
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float weight;
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vec3 scattering;
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float anisotropy;
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};
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struct ClosureVolumeAbsorption {
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float weight;
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vec3 absorption;
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};
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struct ClosureEmission {
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float weight;
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vec3 emission;
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};
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struct ClosureTransparency {
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float weight;
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vec3 transmittance;
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float holdout;
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};
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ClosureDiffuse to_closure_diffuse(ClosureUndetermined cl)
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{
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ClosureDiffuse closure;
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closure.N = cl.N;
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closure.color = cl.color;
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return closure;
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}
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ClosureSubsurface to_closure_subsurface(ClosureUndetermined cl)
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{
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ClosureSubsurface closure;
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closure.N = cl.N;
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closure.color = cl.color;
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closure.sss_radius = cl.data.xyz;
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return closure;
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}
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ClosureTranslucent to_closure_translucent(ClosureUndetermined cl)
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{
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ClosureTranslucent closure;
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closure.N = cl.N;
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closure.color = cl.color;
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return closure;
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}
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ClosureReflection to_closure_reflection(ClosureUndetermined cl)
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{
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ClosureReflection closure;
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closure.N = cl.N;
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closure.color = cl.color;
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closure.roughness = cl.data.x;
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return closure;
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}
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ClosureRefraction to_closure_refraction(ClosureUndetermined cl)
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{
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ClosureRefraction closure;
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closure.N = cl.N;
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closure.color = cl.color;
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closure.roughness = cl.data.x;
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closure.ior = cl.data.y;
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return closure;
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}
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struct GlobalData {
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/** World position. */
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vec3 P;
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/** Surface Normal. Normalized, overridden by bump displacement. */
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vec3 N;
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/** Raw interpolated normal (non-normalized) data. */
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vec3 Ni;
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/** Geometric Normal. */
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vec3 Ng;
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/** Curve Tangent Space. */
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vec3 curve_T, curve_B, curve_N;
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/** Barycentric coordinates. */
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vec2 barycentric_coords;
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vec3 barycentric_dists;
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/** Ray properties (approximation). */
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int ray_type;
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float ray_depth;
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float ray_length;
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/** Hair time along hair length. 0 at base 1 at tip. */
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float hair_time;
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/** Hair time along width of the hair. */
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float hair_time_width;
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/** Hair thickness in world space. */
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float hair_thickness;
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/** Index of the strand for per strand effects. */
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int hair_strand_id;
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/** Is hair. */
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bool is_strand;
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};
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GlobalData g_data;
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#ifndef GPU_FRAGMENT_SHADER
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/* Stubs. */
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# define dF_impl(a) (vec3(0.0))
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# define dF_branch(a, b) (b = vec2(0.0))
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# define dF_branch_incomplete(a, b) (b = vec2(0.0))
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#elif defined(GPU_FAST_DERIVATIVE) /* TODO(@fclem): User Option? */
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/* Fast derivatives */
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vec3 dF_impl(vec3 v)
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{
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return vec3(0.0);
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}
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void dF_branch(float fn, out vec2 result)
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{
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result.x = DFDX_SIGN * dFdx(fn);
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result.y = DFDY_SIGN * dFdy(fn);
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}
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#else
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/* Precise derivatives */
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int g_derivative_flag = 0;
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vec3 dF_impl(vec3 v)
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{
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if (g_derivative_flag > 0) {
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return DFDX_SIGN * dFdx(v);
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}
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else if (g_derivative_flag < 0) {
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return DFDY_SIGN * dFdy(v);
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}
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return vec3(0.0);
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}
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# define dF_branch(fn, result) \
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if (true) { \
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g_derivative_flag = 1; \
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result.x = (fn); \
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g_derivative_flag = -1; \
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result.y = (fn); \
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g_derivative_flag = 0; \
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result -= vec2((fn)); \
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}
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/* Used when the non-offset value is already computed elsewhere */
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# define dF_branch_incomplete(fn, result) \
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if (true) { \
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g_derivative_flag = 1; \
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result.x = (fn); \
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g_derivative_flag = -1; \
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result.y = (fn); \
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g_derivative_flag = 0; \
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}
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#endif
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/* TODO(fclem): Remove. */
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#define CODEGEN_LIB
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