[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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