[Bf-blender-cvs] [0a16519f5df] master: Fix T61129 Eevee: alpha texture shadow bug

Clément Foucault noreply at git.blender.org
Mon Jul 8 18:18:47 CEST 2019


Commit: 0a16519f5df0fa74623d48b7786f1db22651110a
Author: Clément Foucault
Date:   Fri Jul 5 21:11:27 2019 +0200
Branches: master
https://developer.blender.org/rB0a16519f5df0fa74623d48b7786f1db22651110a

Fix T61129 Eevee: alpha texture shadow bug

Seems like the AMD pro driver does not consider dead code the same as other
glsl compiler.

===================================================================

M	source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
index 6b3d9ee4517..814cb13de0a 100644
--- a/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/lit_surface_frag.glsl
@@ -1,14 +1,14 @@
 
 #ifndef LIT_SURFACE_UNIFORM
-#define LIT_SURFACE_UNIFORM
+#  define LIT_SURFACE_UNIFORM
 
 uniform float refractionDepth;
 
-#ifndef UTIL_TEX
-#  define UTIL_TEX
+#  ifndef UTIL_TEX
+#    define UTIL_TEX
 uniform sampler2DArray utilTex;
-#  define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
-#endif /* UTIL_TEX */
+#    define texelfetch_noise_tex(coord) texelFetch(utilTex, ivec3(ivec2(coord) % LUT_SIZE, 2.0), 0)
+#  endif /* UTIL_TEX */
 
 in vec3 worldPosition;
 in vec3 viewPosition;
@@ -16,7 +16,7 @@ in vec3 viewPosition;
 in vec3 worldNormal;
 in vec3 viewNormal;
 
-#ifdef HAIR_SHADER
+#  ifdef HAIR_SHADER
 in vec3 hairTangent; /* world space */
 in float hairThickTime;
 in float hairThickness;
@@ -24,7 +24,7 @@ in float hairTime;
 flat in int hairStrandID;
 
 uniform int hairThicknessRes = 1;
-#endif
+#  endif
 
 #endif /* LIT_SURFACE_UNIFORM */
 
@@ -33,82 +33,82 @@ uniform int hairThicknessRes = 1;
  * This leads to a lot of deadcode. Better idea would be to only generate the one needed.
  */
 #if !defined(SURFACE_DEFAULT)
-#define SURFACE_DEFAULT
-#define CLOSURE_NAME eevee_closure_default
-#define CLOSURE_DIFFUSE
-#define CLOSURE_GLOSSY
+#  define SURFACE_DEFAULT
+#  define CLOSURE_NAME eevee_closure_default
+#  define CLOSURE_DIFFUSE
+#  define CLOSURE_GLOSSY
 #endif /* SURFACE_DEFAULT */
 
 #if !defined(SURFACE_DEFAULT_CLEARCOAT) && !defined(CLOSURE_NAME)
-#define SURFACE_DEFAULT_CLEARCOAT
-#define CLOSURE_NAME eevee_closure_default_clearcoat
-#define CLOSURE_DIFFUSE
-#define CLOSURE_GLOSSY
-#define CLOSURE_CLEARCOAT
+#  define SURFACE_DEFAULT_CLEARCOAT
+#  define CLOSURE_NAME eevee_closure_default_clearcoat
+#  define CLOSURE_DIFFUSE
+#  define CLOSURE_GLOSSY
+#  define CLOSURE_CLEARCOAT
 #endif /* SURFACE_DEFAULT_CLEARCOAT */
 
 #if !defined(SURFACE_PRINCIPLED) && !defined(CLOSURE_NAME)
-#define SURFACE_PRINCIPLED
-#define CLOSURE_NAME eevee_closure_principled
-#define CLOSURE_DIFFUSE
-#define CLOSURE_GLOSSY
-#define CLOSURE_CLEARCOAT
-#define CLOSURE_REFRACTION
-#define CLOSURE_SUBSURFACE
+#  define SURFACE_PRINCIPLED
+#  define CLOSURE_NAME eevee_closure_principled
+#  define CLOSURE_DIFFUSE
+#  define CLOSURE_GLOSSY
+#  define CLOSURE_CLEARCOAT
+#  define CLOSURE_REFRACTION
+#  define CLOSURE_SUBSURFACE
 #endif /* SURFACE_PRINCIPLED */
 
 #if !defined(SURFACE_CLEARCOAT) && !defined(CLOSURE_NAME)
-#define SURFACE_CLEARCOAT
-#define CLOSURE_NAME eevee_closure_clearcoat
-#define CLOSURE_GLOSSY
-#define CLOSURE_CLEARCOAT
+#  define SURFACE_CLEARCOAT
+#  define CLOSURE_NAME eevee_closure_clearcoat
+#  define CLOSURE_GLOSSY
+#  define CLOSURE_CLEARCOAT
 #endif /* SURFACE_CLEARCOAT */
 
 #if !defined(SURFACE_DIFFUSE) && !defined(CLOSURE_NAME)
-#define SURFACE_DIFFUSE
-#define CLOSURE_NAME eevee_closure_diffuse
-#define CLOSURE_DIFFUSE
+#  define SURFACE_DIFFUSE
+#  define CLOSURE_NAME eevee_closure_diffuse
+#  define CLOSURE_DIFFUSE
 #endif /* SURFACE_DIFFUSE */
 
 #if !defined(SURFACE_SUBSURFACE) && !defined(CLOSURE_NAME)
-#define SURFACE_SUBSURFACE
-#define CLOSURE_NAME eevee_closure_subsurface
-#define CLOSURE_DIFFUSE
-#define CLOSURE_SUBSURFACE
+#  define SURFACE_SUBSURFACE
+#  define CLOSURE_NAME eevee_closure_subsurface
+#  define CLOSURE_DIFFUSE
+#  define CLOSURE_SUBSURFACE
 #endif /* SURFACE_SUBSURFACE */
 
 #if !defined(SURFACE_SKIN) && !defined(CLOSURE_NAME)
-#define SURFACE_SKIN
-#define CLOSURE_NAME eevee_closure_skin
-#define CLOSURE_DIFFUSE
-#define CLOSURE_SUBSURFACE
-#define CLOSURE_GLOSSY
+#  define SURFACE_SKIN
+#  define CLOSURE_NAME eevee_closure_skin
+#  define CLOSURE_DIFFUSE
+#  define CLOSURE_SUBSURFACE
+#  define CLOSURE_GLOSSY
 #endif /* SURFACE_SKIN */
 
 #if !defined(SURFACE_GLOSSY) && !defined(CLOSURE_NAME)
-#define SURFACE_GLOSSY
-#define CLOSURE_NAME eevee_closure_glossy
-#define CLOSURE_GLOSSY
+#  define SURFACE_GLOSSY
+#  define CLOSURE_NAME eevee_closure_glossy
+#  define CLOSURE_GLOSSY
 #endif /* SURFACE_GLOSSY */
 
 #if !defined(SURFACE_REFRACT) && !defined(CLOSURE_NAME)
-#define SURFACE_REFRACT
-#define CLOSURE_NAME eevee_closure_refraction
-#define CLOSURE_REFRACTION
+#  define SURFACE_REFRACT
+#  define CLOSURE_NAME eevee_closure_refraction
+#  define CLOSURE_REFRACTION
 #endif /* SURFACE_REFRACT */
 
 #if !defined(SURFACE_GLASS) && !defined(CLOSURE_NAME)
-#define SURFACE_GLASS
-#define CLOSURE_NAME eevee_closure_glass
-#define CLOSURE_GLOSSY
-#define CLOSURE_REFRACTION
+#  define SURFACE_GLASS
+#  define CLOSURE_NAME eevee_closure_glass
+#  define CLOSURE_GLOSSY
+#  define CLOSURE_REFRACTION
 #endif /* SURFACE_GLASS */
 
 /* Safety : CLOSURE_CLEARCOAT implies CLOSURE_GLOSSY */
 #ifdef CLOSURE_CLEARCOAT
-#ifndef CLOSURE_GLOSSY
-#  define CLOSURE_GLOSSY
-#endif
+#  ifndef CLOSURE_GLOSSY
+#    define CLOSURE_GLOSSY
+#  endif
 #endif /* CLOSURE_CLEARCOAT */
 
 void CLOSURE_NAME(vec3 N
@@ -184,7 +184,7 @@ void CLOSURE_NAME(vec3 N
 
 #ifdef SHADOW_SHADER
   return;
-#endif
+#else
 
   /* Zero length vectors cause issues, see: T51979. */
   float len = length(N);
@@ -193,23 +193,23 @@ void CLOSURE_NAME(vec3 N
   }
   N /= len;
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
   len = length(C_N);
   if (isnan(len)) {
     return;
   }
   C_N /= len;
-#endif
+#  endif
 
-#if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
+#  if defined(CLOSURE_GLOSSY) || defined(CLOSURE_REFRACTION)
   roughness = clamp(roughness, 1e-8, 0.9999);
   float roughnessSquared = roughness * roughness;
-#endif
+#  endif
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
   C_roughness = clamp(C_roughness, 1e-8, 0.9999);
   float C_roughnessSquared = C_roughness * C_roughness;
-#endif
+#  endif
 
   vec3 V = cameraVec;
 
@@ -219,16 +219,16 @@ void CLOSURE_NAME(vec3 N
   /* -------------------- SCENE LIGHTS LIGHTING --------------------- */
   /* ---------------------------------------------------------------- */
 
-#ifdef CLOSURE_GLOSSY
+#  ifdef CLOSURE_GLOSSY
   vec2 lut_uv = lut_coords_ltc(dot(N, V), roughness);
   vec4 ltc_mat = texture(utilTex, vec3(lut_uv, 0.0)).rgba;
-#endif
+#  endif
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
   vec2 lut_uv_clear = lut_coords_ltc(dot(C_N, V), C_roughness);
   vec4 ltc_mat_clear = texture(utilTex, vec3(lut_uv_clear, 0.0)).rgba;
   vec3 out_spec_clear = vec3(0.0);
-#endif
+#  endif
 
   for (int i = 0; i < MAX_LIGHT && i < laNumLight; ++i) {
     LightData ld = lights_data[i];
@@ -245,34 +245,34 @@ void CLOSURE_NAME(vec3 N
 
     vec3 l_color_vis = ld.l_color * l_vis;
 
-#ifdef CLOSURE_DIFFUSE
+#  ifdef CLOSURE_DIFFUSE
     out_diff += l_color_vis * light_diffuse(ld, N, V, l_vector);
-#endif
+#  endif
 
-#ifdef CLOSURE_SUBSURFACE
+#  ifdef CLOSURE_SUBSURFACE
     out_trans += ld.l_color * light_translucent(ld, worldPosition, -N, l_vector, sss_scale);
-#endif
+#  endif
 
-#ifdef CLOSURE_GLOSSY
+#  ifdef CLOSURE_GLOSSY
     out_spec += l_color_vis * light_specular(ld, ltc_mat, N, V, l_vector) * ld.l_spec;
-#endif
+#  endif
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
     out_spec_clear += l_color_vis * light_specular(ld, ltc_mat_clear, C_N, V, l_vector) *
                       ld.l_spec;
-#endif
+#  endif
   }
 
-#ifdef CLOSURE_GLOSSY
+#  ifdef CLOSURE_GLOSSY
   vec2 brdf_lut_lights = texture(utilTex, vec3(lut_uv, 1.0)).ba;
   out_spec *= F_area(f0, f90, brdf_lut_lights.xy);
-#endif
+#  endif
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
   vec2 brdf_lut_lights_clear = texture(utilTex, vec3(lut_uv_clear, 1.0)).ba;
   out_spec_clear *= F_area(vec3(0.04), vec3(1.0), brdf_lut_lights_clear.xy);
   out_spec += out_spec_clear * C_intensity;
-#endif
+#  endif
 
   /* ---------------------------------------------------------------- */
   /* ---------------- SPECULAR ENVIRONMENT LIGHTING ----------------- */
@@ -280,19 +280,19 @@ void CLOSURE_NAME(vec3 N
 
   /* Accumulate incoming light from all sources until accumulator is full. Then apply Occlusion and
    * BRDF. */
-#ifdef CLOSURE_GLOSSY
+#  ifdef CLOSURE_GLOSSY
   vec4 spec_accum = vec4(0.0);
-#endif
+#  endif
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
   vec4 C_spec_accum = vec4(0.0);
-#endif
+#  endif
 
-#ifdef CLOSURE_REFRACTION
+#  ifdef CLOSURE_REFRACTION
   vec4 refr_accum = vec4(0.0);
-#endif
+#  endif
 
-#ifdef CLOSURE_GLOSSY
+#  ifdef CLOSURE_GLOSSY
   /* ---------------------------- */
   /*      Planar Reflections      */
   /* ---------------------------- */
@@ -310,23 +310,23 @@ void CLOSURE_NAME(vec3 N
         accumulate_light(spec, fade, spec_accum);
       }
 
-#ifdef CLOSURE_CLEARCOAT
+#    ifdef CLOSURE_CLEARCOAT
       vec3 C_spec = probe_evaluate_planar(float(i), pd, worldPosition, C_N, V, C_roughness, fade);
       accumulate_light(C_spec, fade, C_spec_accum);
-#endif
+#    endif
     }
   }
-#endif
+#  endif
 
-#ifdef CLOSURE_GLOSSY
+#  ifdef CLOSURE_GLOSSY
   vec3 spec_dir = get_specular_reflection_dominant_dir(N, V, roughnessSquared);
-#endif
+#  endif
 
-#ifdef CLOSURE_CLEARCOAT
+#  ifdef CLOSURE_CLEARCOAT
   vec3 C_spec_dir = get_specular_reflection_dominant_dir(C_N, V, C_roughnessSquared);
-#endif
+#  endif
 
-#ifdef CLOSURE_REFRACTION
+#  ifdef CLOSURE_REFRACTION
   /* Refract the view vector using the depth heuristic.
    * Then later Refract a second time the already refracted
    * ray using the inverse ior. */
@@ -337,13 +337,13 @@ void CLOSURE_NAME(vec3 N
                           worldPosition, refr_V, worldPosition - N * refractionDepth, N) :
                       worldPosition;
   vec3 refr_dir = get_specular_refraction_dominant_dir(N, refr_V, roughness, final_ior);
-#endif
+#  endif
 
-#ifdef CLOSURE_REFRACTION
+#  ifdef CLOSURE_REFRACTION
 /* ---------------------------- */
 /*   Screen Space Refraction    */
 /* ---------------------------- */
-#ifdef USE_REFRACTION
+#    ifdef USE_REFRACTION
   if (ssrToggle && roughness < ssrMaxRoughness + 0.2) {
     /* F

@@ Diff output truncated at 10240 characters. @@



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