When GLSL sources were first included in Blender they were treated as data (like blend files) and had no license header. Since then GLSL has been used for more sophisticated features (EEVEE & real-time compositing) where it makes sense to include licensing information. Add SPDX copyright headers to *.glsl files, matching headers used for C/C++, also include GLSL files in the license checking script. As leading C-comments are now stripped, added binary size of comments is no longer a concern. Ref !111247
338 lines
10 KiB
GLSL
338 lines
10 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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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef COMMON_MATH_LIB_GLSL
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#define COMMON_MATH_LIB_GLSL
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/* ---------------------------------------------------------------------- */
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/** \name Common Math Utilities
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* \{ */
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#define M_PI 3.14159265358979323846 /* pi */
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#define M_2PI 6.28318530717958647692 /* 2*pi */
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#define M_PI_2 1.57079632679489661923 /* pi/2 */
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#define M_PI_4 0.78539816339744830962 /* pi/4 */
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#define M_1_PI 0.318309886183790671538 /* 1/pi */
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#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
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#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
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#define M_SQRT2 1.41421356237309504880 /* sqrt(2) */
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#define M_SQRT1_2 0.70710678118654752440 /* 1/sqrt(2) */
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#ifndef FLT_MAX
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# define FLT_MAX 3.402823e+38
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# define FLT_MIN 1.175494e-38
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# define FLT_EPSILON 1.192092896e-07F
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#endif
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vec3 mul(mat3 m, vec3 v)
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{
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return m * v;
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}
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mat3 mul(mat3 m1, mat3 m2)
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{
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return m1 * m2;
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}
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_MATRIX_LIB_GLSL
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vec3 transform_direction(mat4 m, vec3 v)
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{
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return mat3(m) * v;
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}
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vec3 transform_point(mat4 m, vec3 v)
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{
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return (m * vec4(v, 1.0)).xyz;
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}
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vec3 project_point(mat4 m, vec3 v)
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{
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vec4 tmp = m * vec4(v, 1.0);
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return tmp.xyz / tmp.w;
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}
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#endif
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mat2 rot2_from_angle(float a)
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{
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float c = cos(a);
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float s = sin(a);
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return mat2(c, -s, s, c);
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}
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/* Computes the full argmax of the given vector, that is, the index of the greatest component will
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* be in the returned x component, the index of the smallest component will be in the returned z
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* component, and the index of the middle component will be in the returned y component.
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*
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* This is computed by utilizing the fact that booleans are converted to the integers 0 and 1 for
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* false and true respectively. So if we compare every component to all other components using the
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* greaterThan comparator, we get 0 for the greatest component, because no other component is
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* greater, 1 for the middle component, and 2 for the smallest component. */
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ivec3 argmax(vec3 v)
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{
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return ivec3(greaterThan(v, v.xxx)) + ivec3(greaterThan(v, v.yyy)) +
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ivec3(greaterThan(v, v.zzz));
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}
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#define min3(a, b, c) min(a, min(b, c))
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#define min4(a, b, c, d) min(a, min3(b, c, d))
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#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
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#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
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#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
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#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
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#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
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#define max3(a, b, c) max(a, max(b, c))
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#define max4(a, b, c, d) max(a, max3(b, c, d))
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#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
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#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
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#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
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#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
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#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
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#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
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#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
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#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
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#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
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#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
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#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
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#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
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/* clang-format off */
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#define min_v2(v) min((v).x, (v).y)
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#define min_v3(v) min((v).x, min((v).y, (v).z))
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#define min_v4(v) min(min((v).x, (v).y), min((v).z, (v).w))
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#define max_v2(v) max((v).x, (v).y)
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#define max_v3(v) max((v).x, max((v).y, (v).z))
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#define max_v4(v) max(max((v).x, (v).y), max((v).z, (v).w))
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float sum(vec2 v) { return dot(vec2(1.0), v); }
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float sum(vec3 v) { return dot(vec3(1.0), v); }
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float sum(vec4 v) { return dot(vec4(1.0), v); }
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float avg(vec2 v) { return dot(vec2(1.0 / 2.0), v); }
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float avg(vec3 v) { return dot(vec3(1.0 / 3.0), v); }
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float avg(vec4 v) { return dot(vec4(1.0 / 4.0), v); }
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
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float safe_rcp(float a) { return (a != 0.0) ? (1.0 / a) : 0.0; }
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#endif
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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vec2 safe_rcp(vec2 a) { return select(vec2(0.0), (1.0 / a), notEqual(a, vec2(0.0))); }
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vec3 safe_rcp(vec3 a) { return select(vec3(0.0), (1.0 / a), notEqual(a, vec3(0.0))); }
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vec4 safe_rcp(vec4 a) { return select(vec4(0.0), (1.0 / a), notEqual(a, vec4(0.0))); }
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#endif
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float safe_sqrt(float a) { return sqrt(max(a, 0.0)); }
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float safe_acos(float a) { return acos(clamp(a, -1.0, 1.0)); }
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float sqr(float a) { return a * a; }
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vec2 sqr(vec2 a) { return a * a; }
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vec3 sqr(vec3 a) { return a * a; }
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vec4 sqr(vec4 a) { return a * a; }
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/* Use manual powers for fixed powers. pow() can have unpredictable results on some implementations.
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* (see #87369, #87541) */
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float pow6(float x) { return sqr(sqr(x) * x); }
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float pow8(float x) { return sqr(sqr(sqr(x))); }
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float len_squared(vec3 a) { return dot(a, a); }
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float len_squared(vec2 a) { return dot(a, a); }
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_UTILDEFINES_GLSL
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bool flag_test(uint flag, uint val) { return (flag & val) != 0u; }
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bool flag_test(int flag, uint val) { return flag_test(uint(flag), val); }
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bool flag_test(int flag, int val) { return (flag & val) != 0; }
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void set_flag_from_test(inout uint value, bool test, uint flag) { if (test) { value |= flag; } else { value &= ~flag; } }
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void set_flag_from_test(inout int value, bool test, int flag) { if (test) { value |= flag; } else { value &= ~flag; } }
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#endif
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#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)))
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#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)))
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/* clang-format on */
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#define saturate(a) clamp(a, 0.0, 1.0)
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#define in_range_inclusive(val, min_v, max_v) \
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(all(greaterThanEqual(val, min_v)) && all(lessThanEqual(val, max_v)))
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#define in_range_exclusive(val, min_v, max_v) \
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(all(greaterThan(val, min_v)) && all(lessThan(val, max_v)))
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#define in_texture_range(texel, tex) \
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(all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, textureSize(tex, 0).xy)))
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
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uint divide_ceil(uint visible_count, uint divisor)
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{
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return (visible_count + (divisor - 1u)) / divisor;
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}
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int divide_ceil(int visible_count, int divisor)
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{
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return (visible_count + (divisor - 1)) / divisor;
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}
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#endif
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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ivec2 divide_ceil(ivec2 visible_count, ivec2 divisor)
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{
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return (visible_count + (divisor - 1)) / divisor;
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}
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#endif
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uint bit_field_mask(uint bit_width, uint bit_min)
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{
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/* Cannot bit shift more than 31 positions. */
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uint mask = (bit_width > 31u) ? 0x0u : (0xFFFFFFFFu << bit_width);
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return ~mask << bit_min;
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}
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_UTILDEFINES_GLSL
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uvec2 unpackUvec2x16(uint data)
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{
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return (uvec2(data) >> uvec2(0u, 16u)) & uvec2(0xFFFFu);
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}
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uint packUvec2x16(uvec2 data)
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{
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data = (data & 0xFFFFu) << uvec2(0u, 16u);
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return data.x | data.y;
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}
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uvec4 unpackUvec4x8(uint data)
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{
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return (uvec4(data) >> uvec4(0u, 8u, 16u, 24u)) & uvec4(0xFFu);
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}
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uint packUvec4x8(uvec4 data)
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{
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data = (data & 0xFFu) << uvec4(0u, 8u, 16u, 24u);
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return data.x | data.y | data.z | data.w;
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}
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#endif
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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float distance_squared(vec2 a, vec2 b)
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{
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a -= b;
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return dot(a, a);
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}
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float distance_squared(vec3 a, vec3 b)
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{
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a -= b;
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return dot(a, a);
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}
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vec3 safe_normalize(vec3 v)
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{
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float len = length(v);
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if (isnan(len) || len == 0.0) {
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return vec3(1.0, 0.0, 0.0);
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}
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return v / len;
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}
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#endif
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vec2 safe_normalize_len(vec2 v, out float len)
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{
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len = length(v);
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if (isnan(len) || len == 0.0) {
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return vec2(1.0, 0.0);
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}
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return v / len;
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}
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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vec2 safe_normalize(vec2 v)
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{
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float len;
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return safe_normalize_len(v, len);
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}
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#endif
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vec3 normalize_len(vec3 v, out float len)
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{
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len = length(v);
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return v / len;
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}
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vec4 safe_color(vec4 c)
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{
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/* Clamp to avoid black square artifacts if a pixel goes NaN. */
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return clamp(c, vec4(0.0), vec4(1e20)); /* 1e20 arbitrary. */
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}
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vec3 safe_color(vec3 c)
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{
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/* Clamp to avoid black square artifacts if a pixel goes NaN. */
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return clamp(c, vec3(0.0), vec3(1e20)); /* 1e20 arbitrary. */
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}
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Fast Math
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* \{ */
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/* [Drobot2014a] Low Level Optimizations for GCN */
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float fast_sqrt(float v)
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{
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return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
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}
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vec2 fast_sqrt(vec2 v)
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{
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return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
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}
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/* [Eberly2014] GPGPU Programming for Games and Science */
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float fast_acos(float v)
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{
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float res = -0.156583 * abs(v) + M_PI_2;
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res *= fast_sqrt(1.0 - abs(v));
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return (v >= 0) ? res : M_PI - res;
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}
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vec2 fast_acos(vec2 v)
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{
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vec2 res = -0.156583 * abs(v) + M_PI_2;
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res *= fast_sqrt(1.0 - abs(v));
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v.x = (v.x >= 0) ? res.x : M_PI - res.x;
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v.y = (v.y >= 0) ? res.y : M_PI - res.y;
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return v;
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}
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/** \} */
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/*
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* For debugging purpose mainly.
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* From https://www.shadertoy.com/view/4dsSzr
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* By Morgan McGuire @morgan3d, http://graphicscodex.com
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* Reuse permitted under the BSD license.
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*/
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vec3 neon_gradient(float t)
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{
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return clamp(vec3(t * 1.3 + 0.1, sqr(abs(0.43 - t) * 1.7), (1.0 - t) * 1.7), 0.0, 1.0);
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}
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vec3 heatmap_gradient(float t)
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{
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float a = pow(t, 1.5) * 0.8 + 0.2;
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float b = smoothstep(0.0, 0.35, t) + t * 0.5;
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float c = smoothstep(0.5, 1.0, t);
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float d = max(1.0 - t * 1.7, t * 7.0 - 6.0);
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return saturate(a * vec3(b, c, d));
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}
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vec3 hue_gradient(float t)
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{
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vec3 p = abs(fract(t + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0);
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return (clamp(p - 1.0, 0.0, 1.0));
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}
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#endif /* COMMON_MATH_LIB_GLSL */
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