Eevee: Volumetrics: Add volumetric support to alpha blended meshes.
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66d8f82b83
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310f1db7bf
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@ -1079,9 +1079,7 @@ void EEVEE_effects_cache_init(EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata)
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DRW_shgroup_uniform_mat4(grp, "PastViewProjectionMatrix", (float *)stl->g_data->prev_persmat);
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DRW_shgroup_uniform_block(grp, "light_block", sldata->light_ubo);
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DRW_shgroup_uniform_block(grp, "shadow_block", sldata->shadow_ubo);
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DRW_shgroup_uniform_block(grp, "grid_block", sldata->grid_ubo);
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DRW_shgroup_uniform_int(grp, "light_count", (volumetrics->use_lights) ? &sldata->lamps->num_light : &zero, 1);
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DRW_shgroup_uniform_int(grp, "grid_count", &sldata->probes->num_render_grid, 1);
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DRW_shgroup_uniform_buffer(grp, "irradianceGrid", &sldata->irradiance_pool);
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DRW_shgroup_uniform_buffer(grp, "shadowTexture", &sldata->shadow_pool);
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DRW_shgroup_uniform_float(grp, "volume_light_clamp", &volumetrics->light_clamp, 1);
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@ -308,6 +308,9 @@ static char *eevee_get_defines(int options)
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if ((options & VAR_MAT_ESM) != 0) {
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BLI_dynstr_appendf(ds, "#define SHADOW_ESM\n");
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}
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if (((options & VAR_MAT_VOLUME) != 0) && ((options & VAR_MAT_BLEND) != 0)) {
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BLI_dynstr_appendf(ds, "#define USE_ALPHA_BLEND_VOLUMETRICS\n");
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}
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str = BLI_dynstr_get_cstring(ds);
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BLI_dynstr_free(ds);
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@ -334,7 +337,7 @@ static char *eevee_get_volume_defines(int UNUSED(options))
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**/
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static void add_standard_uniforms(
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DRWShadingGroup *shgrp, EEVEE_SceneLayerData *sldata, EEVEE_Data *vedata,
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int *ssr_id, float *refract_depth, bool use_ssrefraction)
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int *ssr_id, float *refract_depth, bool use_ssrefraction, bool use_alpha_blend)
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{
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if (ssr_id == NULL || !vedata->stl->g_data->valid_double_buffer) {
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static int no_ssr = -1.0f;
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@ -364,15 +367,18 @@ static void add_standard_uniforms(
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DRW_shgroup_uniform_buffer(shgrp, "maxzBuffer", &vedata->txl->maxzbuffer);
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DRW_shgroup_uniform_vec2(shgrp, "mipRatio[0]", (float *)vedata->stl->g_data->mip_ratio, 10);
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DRW_shgroup_uniform_vec4(shgrp, "ssrParameters", &vedata->stl->effects->ssr_quality, 1);
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if (refract_depth != NULL) {
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DRW_shgroup_uniform_float(shgrp, "refractionDepth", refract_depth, 1);
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}
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if (use_ssrefraction) {
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DRW_shgroup_uniform_buffer(shgrp, "colorBuffer", &vedata->txl->refract_color);
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DRW_shgroup_uniform_float(shgrp, "borderFadeFactor", &vedata->stl->effects->ssr_border_fac, 1);
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DRW_shgroup_uniform_float(shgrp, "maxRoughness", &vedata->stl->effects->ssr_max_roughness, 1);
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DRW_shgroup_uniform_int(shgrp, "rayCount", &vedata->stl->effects->ssr_ray_count, 1);
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}
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if (vedata->stl->effects->use_ao) {
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DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &vedata->txl->gtao_horizons);
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DRW_shgroup_uniform_ivec2(shgrp, "aoHorizonTexSize", (int *)vedata->stl->effects->ao_texsize, 1);
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@ -381,6 +387,14 @@ static void add_standard_uniforms(
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/* Use shadow_pool as fallback to avoid sampling problem on certain platform, see: T52593 */
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DRW_shgroup_uniform_buffer(shgrp, "horizonBuffer", &sldata->shadow_pool);
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}
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if (vedata->stl->effects->use_volumetrics && use_alpha_blend) {
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/* Do not use history buffers as they already have been swapped */
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DRW_shgroup_uniform_buffer(shgrp, "inScattering", &vedata->txl->volume_scatter);
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DRW_shgroup_uniform_buffer(shgrp, "inTransmittance", &vedata->txl->volume_transmittance);
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DRW_shgroup_uniform_vec2(shgrp, "volume_uv_ratio", (float *)sldata->volumetrics->volume_coord_scale, 1);
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DRW_shgroup_uniform_vec3(shgrp, "volume_param", (float *)sldata->volumetrics->depth_param, 1);
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}
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}
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static void create_default_shader(int options)
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@ -474,6 +488,7 @@ void EEVEE_materials_init(EEVEE_StorageList *stl)
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BLI_dynstr_append(ds_frag, datatoc_bsdf_direct_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_lamps_lib_glsl);
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BLI_dynstr_append(ds_frag, datatoc_lit_surface_frag_glsl);
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BLI_dynstr_append(ds_frag, datatoc_volumetric_lib_glsl);
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e_data.frag_shader_lib = BLI_dynstr_get_cstring(ds_frag);
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BLI_dynstr_free(ds_frag);
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@ -611,7 +626,7 @@ struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, World *
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}
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struct GPUMaterial *EEVEE_material_mesh_get(
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struct Scene *scene, Material *ma,
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struct Scene *scene, Material *ma, EEVEE_Data *vedata,
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bool use_blend, bool use_multiply, bool use_refract, int shadow_method)
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{
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const void *engine = &DRW_engine_viewport_eevee_type;
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@ -620,6 +635,7 @@ struct GPUMaterial *EEVEE_material_mesh_get(
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if (use_blend) options |= VAR_MAT_BLEND;
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if (use_multiply) options |= VAR_MAT_MULT;
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if (use_refract) options |= VAR_MAT_REFRACT;
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if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
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options |= eevee_material_shadow_option(shadow_method);
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@ -722,6 +738,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
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if (is_hair) options |= VAR_MAT_HAIR;
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if (is_flat_normal) options |= VAR_MAT_FLAT;
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if (use_blend) options |= VAR_MAT_BLEND;
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if (vedata->stl->effects->use_volumetrics && use_blend) options |= VAR_MAT_VOLUME;
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options |= eevee_material_shadow_option(shadow_method);
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@ -730,7 +747,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_create(
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}
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], pass);
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add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
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add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, use_blend);
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return shgrp;
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}
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@ -760,7 +777,7 @@ static struct DRWShadingGroup *EEVEE_default_shading_group_get(
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vedata->psl->default_pass[options] = DRW_pass_create("Default Lit Pass", state);
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DRWShadingGroup *shgrp = DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
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add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false);
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add_standard_uniforms(shgrp, sldata, vedata, &ssr_id, NULL, false, false);
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}
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return DRW_shgroup_create(e_data.default_lit[options], vedata->psl->default_pass[options]);
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@ -780,6 +797,8 @@ void EEVEE_materials_cache_init(EEVEE_Data *vedata)
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stl->effects->use_bent_normals = BKE_collection_engine_property_value_get_bool(props, "gtao_use_bent_normals");
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/* SSR switch */
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stl->effects->use_ssr = BKE_collection_engine_property_value_get_bool(props, "ssr_enable");
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/* Volumetrics */
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stl->effects->use_volumetrics = BKE_collection_engine_property_value_get_bool(props, "volumetric_enable");
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}
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/* Create Material Ghash */
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@ -929,7 +948,7 @@ static void material_opaque(
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/* This will have been created already, just perform a lookup. */
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*gpumat = (use_gpumat) ? EEVEE_material_mesh_get(
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scene, ma, false, false, use_refract, linfo->shadow_method) : NULL;
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scene, ma, vedata, false, false, use_refract, linfo->shadow_method) : NULL;
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*gpumat_depth = (use_gpumat) ? EEVEE_material_mesh_depth_get(
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scene, ma, (ma->blend_method == MA_BM_HASHED), false) : NULL;
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return;
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@ -937,14 +956,14 @@ static void material_opaque(
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if (use_gpumat) {
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/* Shading */
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*gpumat = EEVEE_material_mesh_get(scene, ma, false, false, use_refract, linfo->shadow_method);
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*gpumat = EEVEE_material_mesh_get(scene, ma, vedata, false, false, use_refract, linfo->shadow_method);
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*shgrp = DRW_shgroup_material_create(*gpumat, use_refract ? psl->refract_pass : psl->material_pass);
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if (*shgrp) {
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static int no_ssr = -1;
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static int first_ssr = 0;
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int *ssr_id = (stl->effects->use_ssr && !use_refract) ? &first_ssr : &no_ssr;
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add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract);
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add_standard_uniforms(*shgrp, sldata, vedata, ssr_id, &ma->refract_depth, use_refract, false);
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}
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else {
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/* Shader failed : pink color */
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@ -971,7 +990,7 @@ static void material_opaque(
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}
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if (*shgrp_depth != NULL) {
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add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false);
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add_standard_uniforms(*shgrp_depth, sldata, vedata, NULL, NULL, false, false);
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if (ma->blend_method == MA_BM_CLIP) {
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DRW_shgroup_uniform_float(*shgrp_depth, "alphaThreshold", &ma->alpha_threshold, 1);
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@ -1028,12 +1047,13 @@ static void material_transparent(
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if (ma->use_nodes && ma->nodetree) {
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/* Shading */
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*gpumat = EEVEE_material_mesh_get(scene, ma, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
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*gpumat = EEVEE_material_mesh_get(scene, ma, vedata, true, (ma->blend_method == MA_BM_MULTIPLY), use_refract, linfo->shadow_method);
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*shgrp = DRW_shgroup_material_create(*gpumat, psl->transparent_pass);
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if (*shgrp) {
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static int ssr_id = -1; /* TODO transparent SSR */
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add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract);
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bool use_blend = (ma->blend_method & MA_BM_BLEND) != 0;
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add_standard_uniforms(*shgrp, sldata, vedata, &ssr_id, &ma->refract_depth, use_refract, use_blend);
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}
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else {
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/* Shader failed : pink color */
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@ -1266,7 +1286,7 @@ void EEVEE_materials_cache_populate(EEVEE_Data *vedata, EEVEE_SceneLayerData *sl
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shgrp = DRW_shgroup_material_create(gpumat, psl->material_pass);
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if (shgrp) {
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add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false);
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add_standard_uniforms(shgrp, sldata, vedata, NULL, NULL, false, false);
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BLI_ghash_insert(material_hash, ma, shgrp);
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@ -93,6 +93,7 @@ enum {
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VAR_MAT_MULT = (1 << 10),
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VAR_MAT_SHADOW = (1 << 11),
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VAR_MAT_REFRACT = (1 << 12),
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VAR_MAT_VOLUME = (1 << 13),
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};
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/* Shadow Technique */
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@ -395,6 +396,9 @@ enum {
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typedef struct EEVEE_EffectsInfo {
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int enabled_effects;
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/* Volumetrics */
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bool use_volumetrics;
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/* SSR */
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bool use_ssr;
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bool reflection_trace_full;
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@ -593,7 +597,8 @@ struct GPUMaterial *EEVEE_material_world_lightprobe_get(struct Scene *scene, str
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struct GPUMaterial *EEVEE_material_world_background_get(struct Scene *scene, struct World *wo);
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struct GPUMaterial *EEVEE_material_world_volume_get(struct Scene *scene, struct World *wo);
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struct GPUMaterial *EEVEE_material_mesh_get(
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struct Scene *scene, Material *ma, bool use_blend, bool use_multiply, bool use_refract, int shadow_method);
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struct Scene *scene, Material *ma, EEVEE_Data *vedata,
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bool use_blend, bool use_multiply, bool use_refract, int shadow_method);
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struct GPUMaterial *EEVEE_material_mesh_depth_get(struct Scene *scene, Material *ma, bool use_hashed_alpha, bool is_shadow);
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struct GPUMaterial *EEVEE_material_hair_get(struct Scene *scene, Material *ma, int shadow_method);
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void EEVEE_materials_free(void);
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@ -631,11 +631,24 @@ layout(location = 2) out vec4 ssrData;
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Closure nodetree_exec(void); /* Prototype */
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#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
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/* Prototype because this file is included before volumetric_lib.glsl */
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vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth);
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#endif
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#define NODETREE_EXEC
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void main()
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{
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Closure cl = nodetree_exec();
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#if defined(USE_ALPHA_BLEND_VOLUMETRICS)
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/* XXX fragile, better use real viewport resolution */
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vec2 uvs = gl_FragCoord.xy / vec2(2 * textureSize(maxzBuffer, 0).xy);
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fragColor = volumetric_resolve(vec4(cl.radiance, cl.opacity), uvs, gl_FragCoord.z);
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#else
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fragColor = vec4(cl.radiance, cl.opacity);
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#endif
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ssrNormals = cl.ssr_normal.xyyy;
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ssrData = cl.ssr_data;
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}
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@ -132,3 +132,16 @@ vec3 irradiance_volumetric(vec3 wpos)
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return irradiance;
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}
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#endif
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uniform sampler3D inScattering;
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uniform sampler3D inTransmittance;
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vec4 volumetric_resolve(vec4 scene_color, vec2 frag_uvs, float frag_depth)
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{
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vec3 volume_cos = ndc_to_volume(vec3(frag_uvs, frag_depth));
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vec3 scattering = texture(inScattering, volume_cos).rgb;
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vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
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return vec4(scene_color.rgb * transmittance + scattering, scene_color.a);
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}
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@ -6,9 +6,6 @@
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* Note that we do the blending ourself instead of relying
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* on hardware blending which would require 2 pass. */
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uniform sampler3D inScattering;
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uniform sampler3D inTransmittance;
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uniform sampler2D inSceneColor;
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uniform sampler2D inSceneDepth;
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@ -17,11 +14,8 @@ out vec4 FragColor;
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void main()
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{
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vec2 uvs = gl_FragCoord.xy / vec2(textureSize(inSceneDepth, 0));
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vec3 volume_cos = ndc_to_volume(vec3(uvs, texture(inSceneDepth, uvs).r));
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vec4 scene_color = texture(inSceneColor, uvs);
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float scene_depth = texture(inSceneDepth, uvs).r;
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vec3 scene_color = texture(inSceneColor, uvs).rgb;
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vec3 scattering = texture(inScattering, volume_cos).rgb;
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vec3 transmittance = texture(inTransmittance, volume_cos).rgb;
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FragColor = vec4(scene_color * transmittance + scattering, 1.0);
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FragColor = volumetric_resolve(scene_color, uvs, scene_depth);
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}
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