Fix T74063: EEVEE Render Passes
Cycles recently fixed this issue, EEVEE needed to be adapted to output similar results in the light passes. This patch implements cycles `safe_divide_even_color` function to a GLSL function that will be used when extracting the light passes. Reviewed By: fclem Differential Revision: https://developer.blender.org/D6948
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Notes:
blender-bot
2023-02-14 07:39:44 +01:00
Referenced by issue #74063, Eevee Viewport Shading Render Passes have problems once the saturation of the material becomes 1
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@ -15,6 +15,38 @@ uniform sampler2D inputColorBuffer;
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out vec4 fragColor;
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vec3 safe_divide_even_color(vec3 a, vec3 b)
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{
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vec3 result = vec3((b.r != 0.0) ? a.r / b.r : 0.0,
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(b.g != 0.0) ? a.g / b.g : 0.0,
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(b.b != 0.0) ? a.b / b.b : 0.0);
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/* try to get gray even if b is zero */
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if (b.r == 0.0) {
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if (b.g == 0.0) {
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result = result.bbb;
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}
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else if (b.b == 0.0) {
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result = result.ggg;
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}
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else {
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result.r = 0.5 * (result.g + result.b);
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}
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}
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else if (b.g == 0.0) {
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if (b.b == 0.0) {
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result = result.rrr;
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}
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else {
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result.g = 0.5 * (result.r + result.b);
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}
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}
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else if (b.b == 0.0) {
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result.b = 0.5 * (result.r + result.g);
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}
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return result;
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}
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void main()
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{
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ivec2 texel = ivec2(gl_FragCoord.xy);
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@ -58,41 +90,13 @@ void main()
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else if (postProcessType == PASS_POST_ACCUMULATED_LIGHT) {
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vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb;
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vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
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/* Fix INF in the case a color component is 0.0 */
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if (accumulated_color.r == 0.0) {
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accumulated_color.r = 1.0;
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accumulated_light.r = 0.0;
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}
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if (accumulated_color.g == 0.0) {
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accumulated_color.g = 1.0;
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accumulated_light.g = 0.0;
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}
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if (accumulated_color.b == 0.0) {
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accumulated_color.b = 1.0;
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accumulated_light.b = 0.0;
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}
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fragColor = vec4(accumulated_light / accumulated_color, 1.0);
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fragColor = vec4(safe_divide_even_color(accumulated_light, accumulated_color), 1.0);
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}
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else if (postProcessType == PASS_POST_TWO_LIGHT_BUFFERS) {
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vec3 accumulated_light = texelFetch(inputBuffer, texel, 0).rgb +
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texelFetch(inputSecondLightBuffer, texel, 0).rgb;
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vec3 accumulated_color = texelFetch(inputColorBuffer, texel, 0).rgb;
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/* Fix INF in the case a color component is 0.0 */
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if (accumulated_color.r == 0.0) {
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accumulated_color.r = 1.0;
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accumulated_light.r = 0.0;
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}
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if (accumulated_color.g == 0.0) {
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accumulated_color.g = 1.0;
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accumulated_light.g = 0.0;
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}
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if (accumulated_color.b == 0.0) {
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accumulated_color.b = 1.0;
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accumulated_light.b = 0.0;
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}
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fragColor = vec4(accumulated_light / accumulated_color, 1.0);
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fragColor = vec4(safe_divide_even_color(accumulated_light, accumulated_color), 1.0);
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}
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else {
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/* Output error color: Unknown how to post process this pass. */
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