diff options
author | jfons <joan.fonssanchez@gmail.com> | 2022-06-09 16:32:24 +0200 |
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committer | jfons <joan.fonssanchez@gmail.com> | 2022-06-09 16:40:00 +0200 |
commit | 36382ab7eba9d7d04b2c0e9fb09141adad23da78 (patch) | |
tree | 0a835baf3af9d1d1f7522b39c2f5e36f3cc90916 | |
parent | a2c016e997fbff4c1af6f3c7220de7bfe1e59105 (diff) |
Workaround MoltenVK error found in TAA implementation
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 27 |
1 files changed, 14 insertions, 13 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 9f27cea843..92c4fc3d67 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -384,14 +384,13 @@ void main() { instance_index_interp = instance_index; - SceneData scene_data = scene_data_block.data; mat4 model_matrix = instances.data[instance_index].transform; #if defined(MOTION_VECTORS) vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); - vertex_shader(instance_index, is_multimesh, scene_data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #else vec4 screen_position; - vertex_shader(instance_index, is_multimesh, scene_data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #endif } @@ -630,15 +629,7 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { #endif //!MODE_RENDER DEPTH -void main() { -#ifdef MODE_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - - SceneData scene_data = scene_data_block.data; - SceneData prev_scene_data = scene_data_block.prev_data; +void fragment_shader(in SceneData scene_data) { uint instance_index = instance_index_interp; //lay out everything, whatever is unused is optimized away anyway @@ -2048,7 +2039,7 @@ void main() { #endif //MODE_RENDER_DEPTH #ifdef MOTION_VECTORS vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter; - vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - prev_scene_data.taa_jitter; + vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter; vec2 position_uv = position_clip * vec2(0.5, 0.5); vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); @@ -2056,3 +2047,13 @@ void main() { motion_vector = position_uv - prev_position_uv; #endif } + +void main() { +#ifdef MODE_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif + + fragment_shader(scene_data_block.data); +} |