Eevee: Prepare support for future Anisotropic shading.
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@ -303,8 +303,8 @@ void EEVEE_materials_init(void)
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for (int i = 0; i < 64 * 64; i++) {
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texels_layer[i][0] = blue_noise[i][0];
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texels_layer[i][1] = blue_noise[i][1] * 0.5 + 0.5;
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texels_layer[i][2] = blue_noise[i][2];
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texels_layer[i][3] = blue_noise[i][3];
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texels_layer[i][2] = cosf(blue_noise[i][1] * 2.0 * M_PI);
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texels_layer[i][3] = sinf(blue_noise[i][1] * 2.0 * M_PI);
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}
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e_data.util_tex = DRW_texture_create_2D_array(64, 64, layers, DRW_TEX_RGBA_16, DRW_TEX_FILTER | DRW_TEX_WRAP, (float *)texels);
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@ -84,7 +84,7 @@ vec3 eevee_surface_lit(vec3 N, vec3 albedo, vec3 f0, float roughness, float ao)
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float fade = probe_attenuation_planar(pd, worldPosition, N);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
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accumulate_light(spec, fade, spec_accum);
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}
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}
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@ -221,10 +221,10 @@ vec3 eevee_surface_clearcoat_lit(
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float fade = probe_attenuation_planar(pd, worldPosition, worldNormal);
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if (fade > 0.0) {
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.a, cameraPos, roughness, fade);
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vec3 spec = probe_evaluate_planar(float(i), pd, worldPosition, N, V, rand.r, cameraPos, roughness, fade);
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accumulate_light(spec, fade, spec_accum);
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vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.a, cameraPos, C_roughness, fade);
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vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, rand.r, cameraPos, C_roughness, fade);
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accumulate_light(C_spec, fade, C_spec_accum);
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}
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}
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@ -2656,6 +2656,20 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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float specular_tint, float roughness, float anisotropic, float anisotropic_rotation, float sheen, float sheen_tint, float clearcoat,
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float clearcoat_roughness, float ior, float transmission, float transmission_roughness, vec3 N, vec3 CN, vec3 T, vec3 I, out vec4 result)
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{
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/* rotate tangent */
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if (anisotropic_rotation != 0.0) {
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T = rotate_vector(T, N, anisotropic_rotation * 2.0 * M_PI);
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}
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/* calculate the tangent and bitangent */
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vec3 Y = T;
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vec3 X = normalize(cross(Y, N));
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float aspect = sqrt(1.0 - anisotropic * 0.9);
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float a = sqr(roughness);
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float ax = max(0.001, a / aspect);
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float ay = max(0.001, a * aspect);
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#ifdef EEVEE_ENGINE
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vec4 diffuse, f0;
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convert_metallic_to_specular(base_color, metallic, specular, diffuse, f0);
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@ -2663,9 +2677,28 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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/* Original value is 0.25 but this one seems to fit cycles better */
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clearcoat *= 0.5;
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vec3 surface_color = eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, roughness, CN, clearcoat, clearcoat_roughness, 1.0);
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#if 0 /* Wait until temporal AA (aka. denoising) */
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/* Distribute N in anisotropy direction. */
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vec4 surface_color = vec4(0.0);
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for (float i = 0.0; i < 5.0; ++i) {
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vec4 rand = texture(utilTex, vec3((gl_FragCoord.xy + i) / LUT_SIZE, 2.0));
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float tmp = sqrt( rand.x / (1.0 - rand.x) );
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float x = (ax > ay ? ax : 0.0) * tmp * rand.z;
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float y = (ay > ax ? ay : 0.0) * tmp * rand.w;
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vec3 Ht = normalize(vec3(x, y, 1.0));
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N = tangent_to_world(Ht, N, Y, X);
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if (dot(N, cameraVec) > 0) {
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surface_color.rgb += eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, sqrt(min(ax, ay)), CN, clearcoat, clearcoat_roughness, 1.0);
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surface_color.a += 1.0;
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}
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}
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result = vec4(surface_color.rgb / surface_color.a, 1.0);
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#else
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result = vec4(eevee_surface_clearcoat_lit(N, diffuse.rgb, f0.rgb, sqrt(min(ax, ay)), CN, clearcoat * 0.5, clearcoat_roughness, 1.0), 1.0);
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#endif
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result = vec4(surface_color, 1.0);
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#else
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/* ambient light */
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// TODO: set ambient light to an appropriate value
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@ -2676,30 +2709,6 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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/* set the viewing vector */
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vec3 V = (ProjectionMatrix[3][3] == 0.0) ? -normalize(I) : vec3(0.0, 0.0, 1.0);
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/* get the tangent */
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vec3 Tangent = T;
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if (T == vec3(0.0)) {
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// if no tangent is set, use a default tangent
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Tangent = vec3(1.0, 0.0, 0.0);
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if (N.x != 0.0 || N.y != 0.0) {
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vec3 N_xz = normalize(vec3(N.x, 0.0, N.z));
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vec3 axis = normalize(cross(vec3(0.0, 0.0, 1.0), N_xz));
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float angle = acos(dot(vec3(0.0, 0.0, 1.0), N_xz));
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Tangent = normalize(rotate_vector(vec3(1.0, 0.0, 0.0), axis, angle));
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}
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}
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/* rotate tangent */
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if (anisotropic_rotation != 0.0) {
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Tangent = rotate_vector(Tangent, N, anisotropic_rotation * 2.0 * M_PI);
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}
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/* calculate the tangent and bitangent */
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vec3 Y = normalize(cross(N, Tangent));
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vec3 X = cross(Y, N);
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/* fresnel normalization parameters */
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float F0 = fresnel_dielectric_0(eta);
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float F0_norm = 1.0 / (1.0 - F0);
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@ -2742,10 +2751,6 @@ void node_bsdf_principled(vec4 base_color, float subsurface, vec3 subsurface_rad
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float ss = 1.25 * (Fss * (1.0 / (NdotL + NdotV) - 0.5) + 0.5);
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// specular
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float aspect = sqrt(1.0 - anisotropic * 0.9);
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float a = sqr(roughness);
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float ax = max(0.001, a / aspect);
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float ay = max(0.001, a * aspect);
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float Ds = GTR2_aniso(NdotH, dot(H, X), dot(H, Y), ax, ay); //GTR2(NdotH, a);
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float FH = (fresnel_dielectric_cos(LdotH, eta) - F0) * F0_norm;
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vec3 Fs = mix(Cspec0, vec3(1.0), FH);
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@ -89,6 +89,15 @@ static int node_shader_gpu_bsdf_principled(GPUMaterial *mat, bNode *UNUSED(node)
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GPU_link(mat, "world_normals_get", &in[18].link);
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}
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/* Tangents */
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if (!in[19].link) {
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GPUNodeLink *orco = GPU_attribute(CD_ORCO, "");
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GPU_link(mat, "tangent_orco_z", orco, &in[19].link);
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GPU_link(mat, "node_tangent",
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GPU_builtin(GPU_VIEW_NORMAL), in[19].link, GPU_builtin(GPU_OBJECT_MATRIX), GPU_builtin(GPU_INVERSE_VIEW_MATRIX),
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&in[19].link);
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}
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return GPU_stack_link(mat, "node_bsdf_principled", in, out, GPU_builtin(GPU_VIEW_POSITION));
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}
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