Cleanup: EEVEE-Next: Deduplicate code
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@ -10,6 +10,7 @@
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#pragma BLENDER_REQUIRE(draw_view_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
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#pragma BLENDER_REQUIRE(gpu_shader_math_matrix_lib.glsl)
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void main()
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@ -39,9 +40,7 @@ void main()
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vec3 ssP_prev = drw_ndc_to_screen(project_point(uniform_buf.raytrace.radiance_persmat, P));
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vec4 radiance = texture(in_radiance_tx, ssP_prev.xy);
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float luma = max(1e-8, reduce_max(radiance.rgb));
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radiance *= 1.0 - max(0.0, luma - uniform_buf.raytrace.brightness_clamp) / luma;
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radiance = colorspace_brightness_clamp_max(radiance, uniform_buf.raytrace.brightness_clamp);
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imageStore(out_radiance_img, texel, radiance);
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}
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@ -8,6 +8,7 @@
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#pragma BLENDER_REQUIRE(eevee_lightprobe_eval_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_bxdf_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_ray_types_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_ray_trace_screen_lib.glsl)
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@ -50,8 +51,7 @@ void main()
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/* Set point really far for correct reprojection of background. */
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float hit_time = 1000.0;
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float luma = max(1e-8, reduce_max(radiance));
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radiance *= 1.0 - max(0.0, luma - uniform_buf.raytrace.brightness_clamp) / luma;
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radiance = colorspace_brightness_clamp_max(radiance, uniform_buf.raytrace.brightness_clamp);
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imageStore(ray_time_img, texel, vec4(hit_time));
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imageStore(ray_radiance_img, texel, vec4(radiance, 0.0));
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@ -11,6 +11,7 @@
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#pragma BLENDER_REQUIRE(eevee_lightprobe_eval_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_bxdf_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_ray_types_lib.glsl)
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@ -105,8 +106,7 @@ void main()
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hit.time = 10000.0;
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}
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float luma = max(1e-8, reduce_max(radiance));
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radiance *= 1.0 - max(0.0, luma - uniform_buf.raytrace.brightness_clamp) / luma;
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radiance = colorspace_brightness_clamp_max(radiance, uniform_buf.raytrace.brightness_clamp);
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imageStore(ray_time_img, texel, vec4(hit.time));
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imageStore(ray_radiance_img, texel, vec4(radiance, 0.0));
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@ -8,6 +8,7 @@
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#pragma BLENDER_REQUIRE(eevee_lightprobe_eval_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_bxdf_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_colorspace_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_sampling_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_gbuffer_lib.glsl)
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#pragma BLENDER_REQUIRE(eevee_ray_types_lib.glsl)
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@ -37,7 +38,6 @@ void main()
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ivec2 texel_fullres = texel * uniform_buf.raytrace.resolution_scale +
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uniform_buf.raytrace.resolution_bias;
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uint gbuf_header = texelFetch(gbuf_header_tx, texel_fullres, 0).r;
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GBufferReader gbuf = gbuffer_read_header_closure_types(gbuf_header);
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uint closure_type = gbuffer_closure_get(gbuf, closure_index).type;
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@ -125,8 +125,7 @@ void main()
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hit.time = 10000.0;
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}
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float luma = max(1e-8, reduce_max(radiance));
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radiance *= 1.0 - max(0.0, luma - uniform_buf.raytrace.brightness_clamp) / luma;
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radiance = colorspace_brightness_clamp_max(radiance, uniform_buf.raytrace.brightness_clamp);
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imageStore(ray_time_img, texel, vec4(hit.time));
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imageStore(ray_radiance_img, texel, vec4(radiance, 0.0));
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