Eevee: Add support for interpolation options for Environment Texture nodes
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@ -1975,37 +1975,27 @@ void node_tex_clouds(vec3 co, float size, out vec4 color, out float fac)
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fac = 1.0;
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}
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void node_tex_environment_equirectangular(vec3 co, sampler2D ima, out vec4 color)
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void node_tex_environment_equirectangular(vec3 co, float clamp_size, sampler2D ima, out vec3 uv)
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{
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vec3 nco = normalize(co);
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float u = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
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float v = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
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uv.x = -atan(nco.y, nco.x) / (2.0 * M_PI) + 0.5;
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uv.y = atan(nco.z, hypot(nco.x, nco.y)) / M_PI + 0.5;
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/* Fix pole bleeding */
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float half_width = 0.5 / float(textureSize(ima, 0).x);
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v = clamp(v, half_width, 1.0 - half_width);
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/* Fix u = 0 seam */
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/* This is caused by texture filtering, since uv don't have smooth derivatives
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* at u = 0 or 2PI, hardware filtering is using the smallest mipmap for certain
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* texels. So we force the highest mipmap and don't do anisotropic filtering. */
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color = textureLod(ima, vec2(u, v), 0.0);
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float half_height = clamp_size / float(textureSize(ima, 0).y);
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uv.y = clamp(uv.y, half_height, 1.0 - half_height);
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uv.z = 0.0;
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}
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void node_tex_environment_mirror_ball(vec3 co, sampler2D ima, out vec4 color)
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void node_tex_environment_mirror_ball(vec3 co, out vec3 uv)
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{
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vec3 nco = normalize(co);
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nco.y -= 1.0;
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float div = 2.0 * sqrt(max(-0.5 * nco.y, 0.0));
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if (div > 0.0)
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nco /= div;
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nco /= max(1e-8, div);
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float u = 0.5 * (nco.x + 1.0);
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float v = 0.5 * (nco.z + 1.0);
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color = texture(ima, vec2(u, v));
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uv = 0.5 * nco.xzz + 0.5;
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}
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void node_tex_environment_empty(vec3 co, out vec4 color)
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@ -2019,6 +2009,12 @@ void node_tex_image_linear(vec3 co, sampler2D ima, out vec4 color, out float alp
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alpha = color.a;
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}
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void node_tex_image_linear_no_mip(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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color = textureLod(ima, co.xy, 0.0);
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alpha = color.a;
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}
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void node_tex_image_nearest(vec3 co, sampler2D ima, out vec4 color, out float alpha)
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{
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ivec2 pix = ivec2(fract(co.xy) * textureSize(ima, 0).xy);
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@ -57,27 +57,44 @@ static int node_shader_gpu_tex_environment(GPUMaterial *mat, bNode *node, bNodeE
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{
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Image *ima = (Image *)node->id;
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ImageUser *iuser = NULL;
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NodeTexImage *tex = node->storage;
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NodeTexEnvironment *tex = node->storage;
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int isdata = tex->color_space == SHD_COLORSPACE_NONE;
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GPUNodeLink *outalpha;
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if (!ima)
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return GPU_stack_link(mat, node, "node_tex_environment_empty", in, out);
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if (!in[0].link) {
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GPUMatType type = GPU_Material_get_type(mat);
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if (type == GPU_MATERIAL_TYPE_MESH)
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in[0].link = GPU_builtin(GPU_VIEW_POSITION);
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else
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GPU_link(mat, "background_transform_to_world", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
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GPU_link(mat, "node_tex_environment_texco", GPU_builtin(GPU_VIEW_POSITION), &in[0].link);
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}
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node_shader_gpu_tex_mapping(mat, node, in, out);
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if (tex->projection == SHD_PROJ_EQUIRECTANGULAR)
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GPU_stack_link(mat, node, "node_tex_environment_equirectangular", in, out, GPU_image(ima, iuser, isdata));
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else
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GPU_stack_link(mat, node, "node_tex_environment_mirror_ball", in, out, GPU_image(ima, iuser, isdata));
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/* Compute texture coordinate. */
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if (tex->projection == SHD_PROJ_EQUIRECTANGULAR) {
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/* To fix pole issue we clamp the v coordinate. The clamp value depends on the filter size. */
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float clamp_size = (ELEM(tex->interpolation, SHD_INTERP_CUBIC, SHD_INTERP_SMART)) ? 1.5 : 0.5;
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GPU_link(mat, "node_tex_environment_equirectangular", in[0].link, GPU_constant(&clamp_size),
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GPU_image(ima, iuser, isdata), &in[0].link);
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}
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else {
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GPU_link(mat, "node_tex_environment_mirror_ball", in[0].link, &in[0].link);
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}
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/* Sample texture with correct interpolation. */
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switch (tex->interpolation) {
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case SHD_INTERP_LINEAR:
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/* Force the highest mipmap and don't do anisotropic filtering.
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* This is to fix the artifact caused by derivatives discontinuity. */
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GPU_link(mat, "node_tex_image_linear_no_mip", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
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break;
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case SHD_INTERP_CLOSEST:
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GPU_link(mat, "node_tex_image_nearest", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
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break;
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default:
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GPU_link(mat, "node_tex_image_cubic", in[0].link, GPU_image(ima, iuser, isdata), &out[0].link, &outalpha);
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break;
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}
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ImBuf *ibuf = BKE_image_acquire_ibuf(ima, iuser, NULL);
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if (ibuf && (ibuf->colormanage_flag & IMB_COLORMANAGE_IS_DATA) == 0 &&
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