GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:23:04 +02:00
|
|
|
#ifndef VOLUMETRICS
|
|
|
|
void node_subsurface_scattering(vec4 color,
|
|
|
|
float scale,
|
|
|
|
vec3 radius,
|
|
|
|
float sharpen,
|
|
|
|
float texture_blur,
|
|
|
|
vec3 N,
|
|
|
|
float sss_id,
|
|
|
|
out Closure result)
|
|
|
|
{
|
|
|
|
N = normalize(N);
|
2019-08-22 16:04:25 +02:00
|
|
|
vec3 out_diff;
|
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:23:04 +02:00
|
|
|
vec3 vN = mat3(ViewMatrix) * N;
|
|
|
|
result = CLOSURE_DEFAULT;
|
|
|
|
closure_load_ssr_data(vec3(0.0), 0.0, N, viewCameraVec, -1, result);
|
|
|
|
|
2019-08-22 16:04:25 +02:00
|
|
|
eevee_closure_subsurface(N, color.rgb, 1.0, scale, true, out_diff);
|
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:23:04 +02:00
|
|
|
|
|
|
|
/* Not perfect for texture_blur not exactly equal to 0.0 or 1.0. */
|
|
|
|
vec3 sss_albedo = mix(color.rgb, vec3(1.0), texture_blur);
|
2019-08-22 16:04:25 +02:00
|
|
|
out_diff *= mix(vec3(1.0), color.rgb, texture_blur);
|
2020-02-20 14:53:53 +01:00
|
|
|
result.radiance = render_pass_sss_mask(sss_albedo);
|
2019-08-22 16:04:25 +02:00
|
|
|
closure_load_sss_data(scale, out_diff, sss_albedo, int(sss_id), result);
|
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:23:04 +02:00
|
|
|
}
|
|
|
|
#else
|
|
|
|
/* Stub subsurface scattering because it is not compatible with volumetrics. */
|
2020-06-30 01:32:00 +02:00
|
|
|
# define node_subsurface_scattering(a, b, c, d, e, f, g, h) (h = CLOSURE_DEFAULT)
|
GPU: Split gpu_shader_material into multiple files.
This patch continue the efforts to split the `gpu_shader_material` file
started in D5569.
Dependency resolution is now recursive. Each shading node gets its own
file. Additionally, some utility files are added to be shared between
files, like `math_util`, `color_util`, and `hash`. Some files are always
included because they may be used in the execution function, like
`world_normals`.
Some glsl functions appeared to be unused, so they were removed, like
`output_node`, `bits_to_01`, and `exp_blender`. Other functions have
been renamed to be more general and get used as utils, like `texco_norm`
which became `vector_normalize`.
A lot of the opengl tests fails, but those same tests also fail in
master, so this is probably unrelated to this patch.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5616
2019-08-30 17:23:04 +02:00
|
|
|
#endif
|