Differential D6951 Diff 22142 source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
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source/blender/gpu/shaders/material/gpu_shader_material_volume_info.glsl
| void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) | void node_attribute_volume_density(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) | ||||
| { | { | ||||
| #if defined(MESH_SHADER) && defined(VOLUMETRICS) | #if defined(MESH_SHADER) && defined(VOLUMETRICS) | ||||
| vec3 cos = volumeObjectLocalCoord; | vec3 cos = volumeObjectLocalCoord; | ||||
| #else | #else | ||||
| vec3 cos = vec3(0.0); | vec3 cos = vec3(0.0); | ||||
| #endif | #endif | ||||
| outvec = texture(tex, cos).aaa; | outf = texture(tex, cos).r; | ||||
| outcol = vec4(outvec, 1.0); | outvec = vec3(outf, outf, outf); | ||||
| outf = avg(outvec); | outcol = vec4(outf, outf, outf, 1.0); | ||||
| } | } | ||||
| uniform vec3 volumeColor = vec3(1.0); | uniform vec3 volumeColor = vec3(1.0); | ||||
| void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) | void node_attribute_volume_color(sampler3D tex, out vec4 outcol, out vec3 outvec, out float outf) | ||||
| { | { | ||||
| #if defined(MESH_SHADER) && defined(VOLUMETRICS) | #if defined(MESH_SHADER) && defined(VOLUMETRICS) | ||||
| vec3 cos = volumeObjectLocalCoord; | vec3 cos = volumeObjectLocalCoord; | ||||
| Show All 35 Lines | #endif | ||||
| float flame = texture(tex, cos).r; | float flame = texture(tex, cos).r; | ||||
| outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; | outf = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; | ||||
| outvec = vec3(outf, outf, outf); | outvec = vec3(outf, outf, outf); | ||||
| outcol = vec4(outf, outf, outf, 1.0); | outcol = vec4(outf, outf, outf, 1.0); | ||||
| } | } | ||||
| void node_volume_info(sampler3D densitySampler, | void node_volume_info(sampler3D densitySampler, | ||||
| sampler3D colorSampler, | |||||
| sampler3D flameSampler, | sampler3D flameSampler, | ||||
| vec2 temperature, | vec2 temperature, | ||||
| out vec4 outColor, | out vec4 outColor, | ||||
| out float outDensity, | out float outDensity, | ||||
| out float outFlame, | out float outFlame, | ||||
| out float outTemprature) | out float outTemprature) | ||||
| { | { | ||||
| #if defined(MESH_SHADER) && defined(VOLUMETRICS) | #if defined(MESH_SHADER) && defined(VOLUMETRICS) | ||||
| vec3 p = volumeObjectLocalCoord; | vec3 p = volumeObjectLocalCoord; | ||||
| #else | #else | ||||
| vec3 p = vec3(0.0); | vec3 p = vec3(0.0); | ||||
| #endif | #endif | ||||
| vec4 density = texture(densitySampler, p); | outDensity = texture(densitySampler, p).r; | ||||
| outDensity = density.a; | |||||
| /* Density is premultiplied for interpolation, divide it out here. */ | /* Color is premultiplied for interpolation, divide it out here. */ | ||||
| if (density.a > 1e-8) { | vec4 color = texture(colorSampler, p); | ||||
| density.rgb /= density.a; | if (color.a > 1e-8) { | ||||
| color.rgb /= color.a; | |||||
| } | } | ||||
| outColor = vec4(density.rgb * volumeColor, 1.0); | outColor = vec4(color.rgb * volumeColor, 1.0); | ||||
| float flame = texture(flameSampler, p).r; | float flame = texture(flameSampler, p).r; | ||||
| outFlame = flame; | outFlame = flame; | ||||
| outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; | outTemprature = (flame > 0.01) ? temperature.x + flame * (temperature.y - temperature.x) : 0.0; | ||||
| } | } | ||||