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authorreduz <reduzio@gmail.com>2021-01-08 13:03:09 -0300
committerJuan Linietsky <reduzio@gmail.com>2021-01-19 23:31:02 +0100
commit7008e3c6eafa374e5d64ee7867608abe696698c2 (patch)
tree5332b4257a22a56f11bb30abfc507a219cf456a4
parent53e234fe5fa9e54372c897e4409dce9f4b3b1fe7 (diff)
Shader optimizations to reduce VGPR usage and increase occupancy
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp42
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h26
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl1301
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl39
5 files changed, 837 insertions, 591 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index a655edcfa7..3061511c6d 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -6062,22 +6062,17 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
reflection_ubo.box_offset[2] = origin_offset.z;
reflection_ubo.mask = storage->reflection_probe_get_cull_mask(base_probe);
- float intensity = storage->reflection_probe_get_intensity(base_probe);
- bool interior = storage->reflection_probe_is_interior(base_probe);
- bool box_projection = storage->reflection_probe_is_box_projection(base_probe);
+ reflection_ubo.intensity = storage->reflection_probe_get_intensity(base_probe);
+ reflection_ubo.ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
- reflection_ubo.params[0] = intensity;
- reflection_ubo.params[1] = 0;
- reflection_ubo.params[2] = interior ? 1.0 : 0.0;
- reflection_ubo.params[3] = box_projection ? 1.0 : 0.0;
+ reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
+ reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
- uint32_t ambient_mode = storage->reflection_probe_get_ambient_mode(base_probe);
reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
reflection_ubo.ambient[2] = ambient_linear.b * interior_ambient_energy;
- reflection_ubo.ambient_mode = ambient_mode;
Transform transform = reflection_probe_instance_get_transform(rpi);
Transform proj = (p_camera_inverse_transform * transform).inverse();
@@ -6300,13 +6295,14 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float sign = storage->light_is_negative(base) ? -1 : 1;
Color linear_col = storage->light_get_color(base).to_linear();
- light_data.attenuation_energy[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION));
- light_data.attenuation_energy[1] = Math::make_half_float(sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI);
+ light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
- light_data.color_specular[0] = MIN(uint32_t(linear_col.r * 255), 255);
- light_data.color_specular[1] = MIN(uint32_t(linear_col.g * 255), 255);
- light_data.color_specular[2] = MIN(uint32_t(linear_col.b * 255), 255);
- light_data.color_specular[3] = MIN(uint32_t(storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 255), 255);
+ float energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
+
+ light_data.color[0] = linear_col.r * energy;
+ light_data.color[1] = linear_col.g * energy;
+ light_data.color[2] = linear_col.b * energy;
+ light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
@@ -6327,9 +6323,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.size = size;
- light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
+ light_data.cone_attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
+ light_data.cone_angle = Math::cos(Math::deg2rad(spot_angle));
light_data.mask = storage->light_get_cull_mask(base);
@@ -6364,12 +6360,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
// fill in the shadow information
- Color shadow_color = storage->light_get_shadow_color(base);
-
- light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
- light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
- light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
- light_data.shadow_color_enabled[3] = 255;
+ light_data.shadow_enabled = true;
if (type == RS::LIGHT_SPOT) {
light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
@@ -6427,7 +6418,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
}
} else {
- light_data.shadow_color_enabled[3] = 0;
+ light_data.shadow_enabled = false;
}
light_instance_set_index(li, light_count);
@@ -6763,7 +6754,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
cluster.lights_shadow_rect_cache_count = 0;
for (int i = 0; i < p_positional_light_count; i++) {
- if (cluster.lights[i].shadow_color_enabled[3] > 127) {
+ if (cluster.lights[i].shadow_enabled != 0) {
RID li = cluster.lights_instances[i];
ERR_CONTINUE(!shadow_atlas->shadow_owners.has(li));
@@ -8499,7 +8490,6 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
{ //reflections
uint32_t reflection_buffer_size;
if (uniform_max_size < 65536) {
- //Yes, you guessed right, ARM again
reflection_buffer_size = uniform_max_size;
} else {
reflection_buffer_size = 65536;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 3f9c117602..264434a301 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -1297,14 +1297,23 @@ private:
struct Cluster {
/* Scene State UBO */
- struct ReflectionData { //should always be 128 bytes
+ enum {
+ REFLECTION_AMBIENT_DISABLED = 0,
+ REFLECTION_AMBIENT_ENVIRONMENT = 1,
+ REFLECTION_AMBIENT_COLOR = 2,
+ };
+
+ struct ReflectionData {
float box_extents[3];
float index;
float box_offset[3];
uint32_t mask;
- float params[4]; // intensity, 0, interior , boxproject
float ambient[3]; // ambient color,
+ float intensity;
+ bool exterior;
+ bool box_project;
uint32_t ambient_mode;
+ uint32_t pad;
float local_matrix[16]; // up to here for spot and omni, rest is for directional
};
@@ -1313,10 +1322,15 @@ private:
float inv_radius;
float direction[3];
float size;
- uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
- uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
- uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
- uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
+
+ float color[3];
+ float attenuation;
+
+ float cone_attenuation;
+ float cone_angle;
+ float specular_amount;
+ uint32_t shadow_enabled;
+
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
float shadow_bias;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
index e723468dd8..3a4bf4da07 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
@@ -6,12 +6,18 @@
struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
+
vec3 direction;
float size;
- uint attenuation_energy; //attenuation
- uint color_specular; //rgb color, a specular (8 bit unorm)
- uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
+
+ vec3 color;
+ float attenuation;
+
+ float cone_attenuation;
+ float cone_angle;
+ float specular_amount;
+ bool shadow_enabled;
+
vec4 atlas_rect; // rect in the shadow atlas
mat4 shadow_matrix;
float shadow_bias;
@@ -34,9 +40,13 @@ struct ReflectionData {
float index;
vec3 box_offset;
uint mask;
- vec4 params; // intensity, 0, interior , boxproject
vec3 ambient; // ambient color
+ float intensity;
+ bool exterior;
+ bool box_project;
uint ambient_mode;
+ uint pad;
+ //0-8 is intensity,8-9 is ambient, mode
mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 0518976322..7fa5f7b0fe 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -541,7 +541,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -553,7 +553,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
+ float rim, float rim_tint, vec3 rim_color,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -561,6 +561,9 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
#endif
+#ifdef USE_SOFT_SHADOWS
+ float A,
+#endif
#ifdef USE_SHADOW_TO_OPACITY
inout float alpha,
#endif
@@ -570,7 +573,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// light is written by the light shader
vec3 normal = N;
- vec3 albedo = diffuse_color;
vec3 light = L;
vec3 view = V;
@@ -581,7 +583,12 @@ LIGHT_SHADER_CODE
/* clang-format on */
#else
+
+#ifdef USE_SOFT_SHADOWS
float NdotL = min(A + dot(N, L), 1.0);
+#else
+ float NdotL = dot(N, L);
+#endif
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
@@ -591,14 +598,25 @@ LIGHT_SHADER_CODE
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
+#else
+ float cNdotH = clamp(dot(N, H), 0.0, 1.0);
+#endif
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
+#else
+ float cLdotH = clamp(dot(L, H), 0.0, 1.0);
+#endif
#endif
+ float metallic = unpackUnorm4x8(orms).z;
if (metallic < 1.0) {
+ float roughness = unpackUnorm4x8(orms).y;
+
#if defined(DIFFUSE_OREN_NAYAR)
vec3 diffuse_brdf_NL;
#else
@@ -608,23 +626,6 @@ LIGHT_SHADER_CODE
#if defined(DIFFUSE_LAMBERT_WRAP)
// energy conserving lambert wrap shader
diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
-
-#elif defined(DIFFUSE_OREN_NAYAR)
-
- {
- // see http://mimosa-pudica.net/improved-oren-nayar.html
- float LdotV = dot(L, V);
-
- float s = LdotV - NdotL * NdotV;
- float t = mix(1.0, max(NdotL, NdotV), step(0.0, s));
-
- float sigma2 = roughness * roughness; // TODO: this needs checking
- vec3 A = 1.0 + sigma2 * (-0.5 / (sigma2 + 0.33) + 0.17 * diffuse_color / (sigma2 + 0.13));
- float B = 0.45 * sigma2 / (sigma2 + 0.09);
-
- diffuse_brdf_NL = cNdotL * (A + vec3(B) * s / t) * (1.0 / M_PI);
- }
-
#elif defined(DIFFUSE_TOON)
diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
@@ -652,15 +653,15 @@ LIGHT_SHADER_CODE
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
- diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_brdf_NL * attenuation;
#if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
+ diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
#endif
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
+ diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -678,7 +679,7 @@ LIGHT_SHADER_CODE
vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
- diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
+ diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
}
#else
@@ -688,7 +689,7 @@ LIGHT_SHADER_CODE
fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
- diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
+ diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
}
#endif //SSS_MODE_SKIN
@@ -696,6 +697,7 @@ LIGHT_SHADER_CODE
#endif //LIGHT_TRANSMITTANCE_USED
}
+ float roughness = unpackUnorm4x8(orms).y;
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
// D
@@ -708,7 +710,7 @@ LIGHT_SHADER_CODE
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
- specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * intensity * attenuation;
#elif defined(SPECULAR_PHONG)
@@ -719,7 +721,7 @@ LIGHT_SHADER_CODE
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
- specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -728,7 +730,7 @@ LIGHT_SHADER_CODE
float mid = 1.0 - roughness;
mid *= mid;
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+ diffuse_light += light_color * intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
// none..
@@ -753,13 +755,12 @@ LIGHT_SHADER_CODE
float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
#endif
// F
- vec3 f0 = F0(metallic, specular, diffuse_color);
float cLdotH5 = SchlickFresnel(cLdotH);
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
+ specular_light += specular_brdf_NL * light_color * attenuation;
#endif
#if defined(LIGHT_CLEARCOAT_USED)
@@ -773,12 +774,12 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
+ specular_light += clearcoat_specular_brdf_NL * light_color * attenuation;
#endif
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
@@ -900,53 +901,14 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
return nd * pow(max(distance, 0.0001), -decay);
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- vec3 light_rel_vec = lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
- float light_attenuation = omni_attenuation;
- vec3 shadow_attenuation = vec3(1.0);
- vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
- color_specular.rgb *= attenuation_energy.y;
- float size_A = 0.0;
-
- if (lights.data[idx].size > 0.0) {
- float t = lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth; //no transmittance by default
-#endif
-
+float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef USE_NO_SHADOWS
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
- if (shadow_color_enabled.w > 0.5) {
+ if (lights.data[idx].shadow_enabled) {
// there is a shadowmap
+ vec3 light_rel_vec = lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+
vec4 v = vec4(vertex, 1.0);
vec4 splane = (lights.data[idx].shadow_matrix * v);
@@ -961,6 +923,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float shadow;
+#ifdef USE_SOFT_SHADOWS
if (lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
@@ -1051,6 +1014,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 1.0;
}
} else {
+#endif
splane.xyz = normalize(splane.xyz);
vec4 clamp_rect = lights.data[idx].atlas_rect;
@@ -1070,97 +1034,145 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
splane.w = 1.0; //needed? i think it should be 1 already
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+#ifdef USE_SOFT_SHADOWS
}
+#endif
+
+ return shadow;
+ }
+#endif
+ return 1.0;
+}
+
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 clamp_rect = lights.data[idx].atlas_rect;
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec3 light_rel_vec = lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float omni_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, lights.data[idx].attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 color = lights.data[idx].color;
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
+ if (lights.data[idx].size > 0.0) {
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+ transmittance_color.a *= light_attenuation;
+ {
+ vec4 clamp_rect = lights.data[idx].atlas_rect;
- } else {
- splane.z = 1.0 - splane.z;
- }
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
+ shadow_len = length(splane.xyz);
+ splane = normalize(splane.xyz);
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ } else {
+ splane.z = 1.0 - splane.z;
}
-#endif
- vec3 no_shadow = vec3(1.0);
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
- if (lights.data[idx].projector_rect != vec4(0.0)) {
- vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- local_v = normalize(local_v);
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ }
+#endif
- vec4 atlas_rect = lights.data[idx].projector_rect;
+#if 0
- if (local_v.z >= 0.0) {
- local_v.z += 1.0;
- atlas_rect.y += atlas_rect.w;
+ if (lights.data[idx].projector_rect != vec4(0.0)) {
+ vec3 local_v = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+ local_v = normalize(local_v);
- } else {
- local_v.z = 1.0 - local_v.z;
- }
+ vec4 atlas_rect = lights.data[idx].projector_rect;
- local_v.xy /= local_v.z;
- local_v.xy = local_v.xy * 0.5 + 0.5;
- vec2 proj_uv = local_v.xy * atlas_rect.zw;
+ if (local_v.z >= 0.0) {
+ local_v.z += 1.0;
+ atlas_rect.y += atlas_rect.w;
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
+ } else {
+ local_v.z = 1.0 - local_v.z;
+ }
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
+ local_v.xy /= local_v.z;
+ local_v.xy = local_v.xy * 0.5 + 0.5;
+ vec2 proj_uv = local_v.xy * atlas_rect.zw;
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
- vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+ vec3 local_v_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
}
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
}
- shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ no_shadow = mix(no_shadow, proj.rgb, proj.a);
}
-#endif //USE_NO_SHADOWS
+#endif
+
+ light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1172,7 +1184,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint,
+ rim * omni_attenuation, rim_tint, rim_color,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1180,6 +1192,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
+#ifdef USE_SOFT_SHADOWS
+ size_A,
+#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif
@@ -1187,62 +1202,12 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
specular_light);
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light,
- inout vec3 specular_light) {
- vec3 light_rel_vec = lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
- float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, attenuation_energy.x);
- vec3 spot_dir = lights.data[idx].direction;
- vec2 spot_att_angle = unpackHalf2x16(lights.data[idx].cone_attenuation_angle);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- float light_attenuation = spot_attenuation;
- vec3 shadow_attenuation = vec3(1.0);
- vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
- color_specular.rgb *= attenuation_energy.y;
-
- float size_A = 0.0;
-
- if (lights.data[idx].size > 0.0) {
- float t = lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-/*
- if (lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
-#endif
-
+float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef USE_NO_SHADOWS
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
- if (shadow_color_enabled.w > 0.5) {
+ if (lights.data[idx].shadow_enabled) {
+ vec3 light_rel_vec = lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ vec3 spot_dir = lights.data[idx].direction;
//there is a shadowmap
vec4 v = vec4(vertex, 1.0);
@@ -1263,6 +1228,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 splane = (lights.data[idx].shadow_matrix * v);
splane /= splane.w;
+#ifdef USE_SOFT_SHADOWS
if (lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
@@ -1314,54 +1280,93 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
} else {
+#endif
//hard shadow
vec4 shadow_uv = vec4(splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy, z_norm, 1.0);
shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+#ifdef USE_SOFT_SHADOWS
}
+#endif
- vec3 no_shadow = vec3(1.0);
+ return shadow;
+ }
- if (lights.data[idx].projector_rect != vec4(0.0)) {
- splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- splane /= splane.w;
+#endif //USE_NO_SHADOWS
- vec2 proj_uv = splane.xy * lights.data[idx].projector_rect.zw;
+ return 1.0;
+}
- //ensure we have proper mipmaps
- vec4 splane_ddx = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
- splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = splane_ddx.xy * lights.data[idx].projector_rect.zw - proj_uv;
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light,
+ inout vec3 specular_light) {
+ vec3 light_rel_vec = lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float spot_attenuation = get_omni_attenuation(light_length, lights.data[idx].inv_radius, lights.data[idx].attenuation);
+ vec3 spot_dir = lights.data[idx].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), lights.data[idx].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - lights.data[idx].cone_angle));
+ spot_attenuation *= 1.0 - pow(spot_rim, lights.data[idx].cone_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 color = lights.data[idx].color;
+ float specular_amount = lights.data[idx].specular_amount;
- vec4 splane_ddy = (lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
- splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = splane_ddy.xy * lights.data[idx].projector_rect.zw - proj_uv;
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
- }
+ if (lights.data[idx].size > 0.0) {
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
- shadow_attenuation = mix(shadow_color_enabled.rgb, no_shadow, shadow);
+ /*
+ if (lights.data[idx].atlas_rect!=vec4(0.0)) {
+ //use projector texture
+ }
+ */
#ifdef LIGHT_TRANSMITTANCE_USED
- {
- splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
- splane /= splane.w;
- splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= lights.data[idx].inv_radius;
- //distance to light plane
- float z = dot(spot_dir, -light_rel_vec);
- transmittance_z = z - shadow_z;
- }
-#endif //LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+ transmittance_color.a *= light_attenuation;
+ {
+ splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+ splane.xy = splane.xy * lights.data[idx].atlas_rect.zw + lights.data[idx].atlas_rect.xy;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z /= lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
}
+#endif //LIGHT_TRANSMITTANCE_USED
-#endif //USE_NO_SHADOWS
+ light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1373,7 +1378,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint,
+ rim * spot_attenuation, rim_tint, rim_color,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1381,6 +1386,9 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
+#ifdef USE_SOFT_SHADOW
+ size_A,
+#endif
#ifdef USE_SHADOW_TO_OPACITY
alpha,
#endif
@@ -1404,11 +1412,11 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
blend *= blend;
blend = max(0.0, 1.0 - blend);
- if (reflections.data[ref_index].params.x > 0.0) { // compute reflection
+ if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
- if (reflections.data[ref_index].params.w > 0.5) { //box project
+ if (reflections.data[ref_index].box_project) { //box project
vec3 nrdir = normalize(local_ref_vec);
vec3 rbmax = (box_extents - local_pos) / nrdir;
@@ -1425,11 +1433,11 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
- if (reflections.data[ref_index].params.z < 0.5) {
+ if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
}
- reflection.rgb *= reflections.data[ref_index].params.x;
+ reflection.rgb *= reflections.data[ref_index].intensity; //intensity
reflection.a = blend;
reflection.rgb *= reflection.a;
@@ -1448,7 +1456,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
ambient_out.a = blend;
- if (reflections.data[ref_index].params.z < 0.5) { //interior
+ if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
}
@@ -1459,7 +1467,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
vec4 ambient_out;
ambient_out.a = blend;
ambient_out.rgb = reflections.data[ref_index].ambient;
- if (reflections.data[ref_index].params.z < 0.5) {
+ if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
}
ambient_out.rgb *= ambient_out.a;
@@ -1805,9 +1813,7 @@ void main() {
float clearcoat_gloss = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
-#if defined(CUSTOM_FOG_USED)
- vec4 custom_fog = vec4(0.0);
-#endif
+ vec4 fog = vec4(0.0);
#if defined(CUSTOM_RADIANCE_USED)
vec4 custom_radiance = vec4(0.0);
#endif
@@ -1815,10 +1821,8 @@ void main() {
vec4 custom_irradiance = vec4(0.0);
#endif
-#if defined(AO_USED)
float ao = 1.0;
float ao_light_affect = 0.0;
-#endif
float alpha = 1.0;
@@ -1956,6 +1960,45 @@ FRAGMENT_SHADER_CODE
discard;
}
#endif
+
+ /////////////////////// FOG //////////////////////
+#ifndef MODE_RENDER_DEPTH
+
+#ifndef CUSTOM_FOG_USED
+ // fog must be processed as early as possible and then packed.
+ // to maximize VGPR usage
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+
+ if (scene_data.fog_enabled) {
+ fog = fog_process(vertex);
+ }
+
+#ifndef LOW_END_MODE
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
+ if (scene_data.fog_enabled) {
+ //must use the full blending equation here to blend fogs
+ vec4 res;
+ float sa = 1.0 - volumetric_fog.a;
+ res.a = fog.a * sa + volumetric_fog.a;
+ if (res.a == 0.0) {
+ res.rgb = vec3(0.0);
+ } else {
+ res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb * volumetric_fog.a) / res.a;
+ }
+ fog = res;
+ } else {
+ fog = volumetric_fog;
+ }
+ }
+#endif //!LOW_END_MODE
+#endif //!CUSTOM_FOG_USED
+
+ uint fog_rg = packHalf2x16(fog.rg);
+ uint fog_ba = packHalf2x16(fog.ba);
+
+#endif //!MODE_RENDER_DEPTH
+
/////////////////////// DECALS ////////////////////////////////
#ifndef MODE_RENDER_DEPTH
@@ -2012,9 +2055,7 @@ FRAGMENT_SHADER_CODE
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
-#if defined(AO_USED)
ao = mix(ao, decal_orm.r, decal_albedo.a);
-#endif
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
}
@@ -2027,6 +2068,8 @@ FRAGMENT_SHADER_CODE
}
}
+ //pack albedo until needed again, saves 2 VGPRs in the meantime
+
#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
@@ -2094,12 +2137,7 @@ FRAGMENT_SHADER_CODE
//radiance
- float specular_blob_intensity = 1.0;
-
-#if defined(SPECULAR_TOON)
- specular_blob_intensity *= specular * 2.0;
-#endif
-
+/// GI ///
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifdef USE_LIGHTMAP
@@ -2297,6 +2335,14 @@ FRAGMENT_SHADER_CODE
}
#endif
+#ifndef LOW_END_MODE
+ if (scene_data.ssao_enabled) {
+ float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
+ ao = min(ao, ssao);
+ ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
+ }
+#endif //LOW_END_MODE
+
{ // process reflections
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
@@ -2321,6 +2367,16 @@ FRAGMENT_SHADER_CODE
#endif
}
+ //finalize ambient light here
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+
+ // convert ao to direct light ao
+ ao = mix(1.0, ao, ao_light_affect);
+
+ //this saves some VGPRs
+ vec3 f0 = F0(metallic, specular, albedo);
+
{
#if defined(DIFFUSE_TOON)
//simplify for toon, as
@@ -2338,24 +2394,39 @@ FRAGMENT_SHADER_CODE
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- vec3 f0 = F0(metallic, specular, albedo);
specular_light *= env.x * f0 + env.y;
#endif
}
+#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#if !defined(MODE_RENDER_DEPTH)
+ //this saves some VGPRs
+ uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
+#endif
+
+// LIGHTING
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
{ //directional light
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
continue; //not masked
}
- vec3 shadow_attenuation = vec3(1.0);
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
-#endif
+ float shadow = 1.0;
+#ifdef USE_SOFT_SHADOWS
+ //version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
@@ -2369,8 +2440,6 @@ FRAGMENT_SHADER_CODE
normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- float shadow = 0.0;
-
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -2391,19 +2460,6 @@ FRAGMENT_SHADER_CODE
shadow_color = directional_lights.data[i].shadow_color1.rgb;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.x;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
@@ -2423,19 +2479,6 @@ FRAGMENT_SHADER_CODE
}
shadow_color = directional_lights.data[i].shadow_color2.rgb;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.y;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
@@ -2455,19 +2498,6 @@ FRAGMENT_SHADER_CODE
}
shadow_color = directional_lights.data[i].shadow_color3.rgb;
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.z;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
-
- transmittance_z = z - shadow_z;
- }
-#endif
} else {
vec4 v = vec4(vertex, 1.0);
@@ -2488,20 +2518,6 @@ FRAGMENT_SHADER_CODE
}
shadow_color = directional_lights.data[i].shadow_color4.rgb;
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- {
- vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
- vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
- trans_coord /= trans_coord.w;
-
- float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
- shadow_z *= directional_lights.data[i].shadow_z_range.w;
- float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
-
- transmittance_z = z - shadow_z;
- }
-#endif
}
if (directional_lights.data[i].blend_splits) {
@@ -2575,130 +2591,413 @@ FRAGMENT_SHADER_CODE
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+#undef BIAS_FUNC
+ }
+#else
+ // Soft shadow disabled version
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = mix(shadow, shadow2, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#undef BIAS_FUNC
}
+#endif
+
+ if (i < 4) {
+ shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+ } else {
+ shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+ }
+ }
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+
+ } else {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
+ float shadow = 1.0;
+
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint,
+ rim, rim_tint, albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ directional_lights.data[i].size,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light,
- specular_light);
+ diffuse_light,
+ specular_light);
+ }
}
- }
- { //omni lights
+ { //omni lights
- uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
- uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
+ uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
+ uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
- for (uint i = 0; i < omni_light_count; i++) {
- uint light_index = cluster_data.indices[omni_light_pointer + i];
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+ uint shadow2 = 0;
- if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
- continue; //not masked
+ for (uint i = 0; i < 18; i++) {
+ if (i >= omni_light_count) {
+ break;
+ }
+ uint light_index = cluster_data.indices[omni_light_pointer + i];
+
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float s = light_process_omni_shadow(light_index, vertex, view);
+ if (i < 6) {
+ shadow0 |= uint(clamp(s * 31.0, 0.0, 31.0)) << (i * 5);
+ } else if (i < 12) {
+ shadow1 |= uint(clamp(s * 31.0, 0.0, 31.0)) << ((i - 6) * 5);
+ } else {
+ shadow2 |= uint(clamp(s * 31.0, 0.0, 31.0)) << ((i - 12) * 5);
+ }
}
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
+ for (uint i = 0; i < 18; i++) {
+ if (i == omni_light_count) {
+ break;
+ }
+ uint light_index = cluster_data.indices[omni_light_pointer + i];
+
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow;
+ if (i < 6) {
+ shadow = float(shadow0 >> (i * 5) & 0x1F) / 31.0;
+ } else if (i < 12) {
+ shadow = float(shadow1 >> ((i - 6) * 5) & 0x1F) / 31.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 12) * 5) & 0x1F) / 31.0;
+ }
+
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
+ diffuse_light, specular_light);
+ }
}
- }
- { //spot lights
- uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
- uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
+ { //spot lights
+ uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
+ uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
- for (uint i = 0; i < spot_light_count; i++) {
- uint light_index = cluster_data.indices[spot_light_pointer + i];
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+ uint shadow2 = 0;
- if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
- continue; //not masked
+ for (uint i = 0; i < 18; i++) {
+ if (i >= spot_light_count) {
+ break;
+ }
+ uint light_index = cluster_data.indices[spot_light_pointer + i];
+
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float s = light_process_spot_shadow(light_index, vertex, view);
+ if (i < 6) {
+ shadow0 |= uint(clamp(s * 31.0, 0.0, 31.0)) << (i * 5);
+ } else if (i < 12) {
+ shadow1 |= uint(clamp(s * 31.0, 0.0, 31.0)) << ((i - 6) * 5);
+ } else {
+ shadow2 |= uint(clamp(s * 31.0, 0.0, 31.0)) << ((i - 12) * 5);
+ }
}
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, albedo, roughness, metallic, specular, specular_blob_intensity,
+ for (uint i = 0; i < 18; i++) {
+ if (i == spot_light_count) {
+ break;
+ }
+ uint light_index = cluster_data.indices[spot_light_pointer + i];
+
+ if (!bool(lights.data[light_index].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow;
+ if (i < 6) {
+ shadow = float(shadow0 >> (i * 5) & 0x1F) / 31.0;
+ } else if (i < 12) {
+ shadow = float(shadow1 >> ((i - 6) * 5) & 0x1F) / 31.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 12) * 5) & 0x1F) / 31.0;
+ }
+
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
#ifdef LIGHT_BACKLIGHT_USED
- backlight,
+ backlight,
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- rim,
- rim_tint,
+ rim,
+ rim_tint,
+ albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_gloss,
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent, binormal, anisotropy,
#endif
#ifdef USE_SHADOW_TO_OPACITY
- alpha,
+ alpha,
#endif
- diffuse_light, specular_light);
+ diffuse_light, specular_light);
+ }
}
- }
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
#if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
- discard;
- }
+ if (alpha < alpha_scissor) {
+ discard;
+ }
#endif // ALPHA_SCISSOR_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
- discard;
- }
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
#endif // USE_OPAQUE_PREPASS
@@ -2710,173 +3009,149 @@ FRAGMENT_SHADER_CODE
#ifdef MODE_RENDER_SDF
- {
- vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
- ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
-
- uint albedo16 = 0x1; //solid flag
- albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
- albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
- albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
-
- imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
-
- uint facing_bits = 0;
- const vec3 aniso_dir[6] = vec3[](
- vec3(1, 0, 0),
- vec3(0, 1, 0),
- vec3(0, 0, 1),
- vec3(-1, 0, 0),
- vec3(0, -1, 0),
- vec3(0, 0, -1));
-
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
-
- float closest_dist = -1e20;
-
- for (uint i = 0; i < 6; i++) {
- float d = dot(cam_normal, aniso_dir[i]);
- if (d > closest_dist) {
- closest_dist = d;
- facing_bits = (1 << i);
+ {
+ vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+
+ uint albedo16 = 0x1; //solid flag
+ albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
+ albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6;
+ albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1;
+
+ imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16));
+
+ uint facing_bits = 0;
+ const vec3 aniso_dir[6] = vec3[](
+ vec3(1, 0, 0),
+ vec3(0, 1, 0),
+ vec3(0, 0, 1),
+ vec3(-1, 0, 0),
+ vec3(0, -1, 0),
+ vec3(0, 0, -1));
+
+ vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+
+ float closest_dist = -1e20;
+
+ for (uint i = 0; i < 6; i++) {
+ float d = dot(cam_normal, aniso_dir[i]);
+ if (d > closest_dist) {
+ closest_dist = d;
+ facing_bits = (1 << i);
+ }
}
- }
- imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+ imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
- if (length(emission) > 0.001) {
- float lumas[6];
- vec3 light_total = vec3(0);
+ if (length(emission) > 0.001) {
+ float lumas[6];
+ vec3 light_total = vec3(0);
- for (int i = 0; i < 6; i++) {
- float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
- vec3 light = emission * strength;
- light_total += light;
- lumas[i] = max(light.r, max(light.g, light.b));
- }
+ for (int i = 0; i < 6; i++) {
+ float strength = max(0.0, dot(cam_normal, aniso_dir[i]));
+ vec3 light = emission * strength;
+ light_total += light;
+ lumas[i] = max(light.r, max(light.g, light.b));
+ }
- float luma_total = max(light_total.r, max(light_total.g, light_total.b));
+ float luma_total = max(light_total.r, max(light_total.g, light_total.b));
- uint light_aniso = 0;
+ uint light_aniso = 0;
- for (int i = 0; i < 6; i++) {
- light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
- }
+ for (int i = 0; i < 6; i++) {
+ light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5);
+ }
- //compress to RGBE9995 to save space
+ //compress to RGBE9995 to save space
- const float pow2to9 = 512.0f;
- const float B = 15.0f;
- const float N = 9.0f;
- const float LN2 = 0.6931471805599453094172321215;
+ const float pow2to9 = 512.0f;
+ const float B = 15.0f;
+ const float N = 9.0f;
+ const float LN2 = 0.6931471805599453094172321215;
- float cRed = clamp(light_total.r, 0.0, 65408.0);
- float cGreen = clamp(light_total.g, 0.0, 65408.0);
- float cBlue = clamp(light_total.b, 0.0, 65408.0);
+ float cRed = clamp(light_total.r, 0.0, 65408.0);
+ float cGreen = clamp(light_total.g, 0.0, 65408.0);
+ float cBlue = clamp(light_total.b, 0.0, 65408.0);
- float cMax = max(cRed, max(cGreen, cBlue));
+ float cMax = max(cRed, max(cGreen, cBlue));
- float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
+ float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B;
- float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
+ float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f);
- float exps = expp + 1.0f;
+ float exps = expp + 1.0f;
- if (0.0 <= sMax && sMax < pow2to9) {
- exps = expp;
- }
+ if (0.0 <= sMax && sMax < pow2to9) {
+ exps = expp;
+ }
- float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
- float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
- float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
- uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+ float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
+ float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
+ float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
+ //store as 8985 to have 2 extra neighbour bits
+ uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
- imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
- imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
+ imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
+ imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
+ }
}
- }
#endif
#ifdef MODE_RENDER_MATERIAL
- albedo_output_buffer.rgb = albedo;
- albedo_output_buffer.a = alpha;
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
- normal_output_buffer.rgb = normal * 0.5 + 0.5;
- normal_output_buffer.a = 0.0;
- depth_output_buffer.r = -vertex.z;
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
-#if defined(AO_USED)
- orm_output_buffer.r = ao;
-#else
- orm_output_buffer.r = 0.0;
-#endif
- orm_output_buffer.g = roughness;
- orm_output_buffer.b = metallic;
- orm_output_buffer.a = sss_strength;
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
- emission_output_buffer.rgb = emission;
- emission_output_buffer.a = 0.0;
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
#endif
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
- normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
+ normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness);
#ifdef MODE_RENDER_GIPROBE
- if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
- uint index1 = draw_call.gi_offset & 0xFFFF;
- uint index2 = draw_call.gi_offset >> 16;
- giprobe_buffer.x = index1 & 0xFF;
- giprobe_buffer.y = index2 & 0xFF;
- } else {
- giprobe_buffer.x = 0xFF;
- giprobe_buffer.y = 0xFF;
- }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes
+ uint index1 = draw_call.gi_offset & 0xFFFF;
+ uint index2 = draw_call.gi_offset >> 16;
+ giprobe_buffer.x = index1 & 0xFF;
+ giprobe_buffer.y = index2 & 0xFF;
+ } else {
+ giprobe_buffer.x = 0xFF;
+ giprobe_buffer.y = 0xFF;
+ }
#endif
-#endif //MODE_RENDER_NORMAL
+#endif //MODE_RENDER_NORMAL_ROUGHNESS
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
- specular_light *= scene_data.reflection_multiplier;
- ambient_light *= albedo; //ambient must be multiplied by albedo at the end
-
-//ambient occlusion
-#if defined(AO_USED)
-
-#ifndef LOW_END_MODE
- if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
- float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
- ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect);
- ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
- }
-#endif //LOW_END_MODE
-
- ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
- ao_light_affect = mix(1.0, ao, ao_light_affect);
- specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
- diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
-#else
-
-#ifndef LOW_END_MODE
- if (scene_data.ssao_enabled) {
- float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
- ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
- float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect);
- specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
- diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
- }
-#endif //LOW_END_MODE
+ // multiply by albedo
+ diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
-#endif // AO_USED
+ // apply direct light AO
+ ao = unpackUnorm4x8(orms).x;
+ specular_light *= ao;
+ diffuse_light *= ao;
- // base color remapping
- diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
+ // apply metallic
+ metallic = unpackUnorm4x8(orms).z;
+ diffuse_light *= 1.0 - metallic;
ambient_light *= 1.0 - metallic;
+ //restore fog
+ fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
+
#ifdef MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2892,25 +3167,8 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
- // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
- }
-
-#ifndef LOW_END_MODE
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
- }
-#endif // LOW_END_MODE
-
-#if defined(CUSTOM_FOG_USED)
- diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a);
- specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), custom_fog.a);
-#endif //CUSTOM_FOG_USED
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
#else //MODE_MULTIPLE_RENDER_TARGETS
@@ -2922,22 +3180,9 @@ FRAGMENT_SHADER_CODE
#endif //USE_NO_SHADING
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
-#ifndef LOW_END_MODE
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- }
-#endif
-
-#if defined(CUSTOM_FOG_USED)
- frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
-#endif //CUSTOM_FOG_USED
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
-}
+ }
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 498a6ddb5b..6215e721ce 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -280,19 +280,14 @@ void main() {
vec3 light_pos = lights.data[i].position;
float d = distance(lights.data[i].position, view_pos);
- vec3 shadow_attenuation = vec3(1.0);
+ float shadow_attenuation = 1.0;
if (d * lights.data[i].inv_radius < 1.0) {
- vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
- vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
-
- float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
-
- vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, lights.data[i].attenuation);
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+ vec3 light = lights.data[i].color / M_PI;
- if (shadow_color_enabled.a > 0.5) {
+ if (lights.data[i].shadow_enabled) {
//has shadow
vec4 v = vec4(view_pos, 1.0);
@@ -319,9 +314,8 @@ void main() {
splane.w = 1.0; //needed? i think it should be 1 already
float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
- shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
}
total_light += light * attenuation * shadow_attenuation;
}
@@ -336,25 +330,19 @@ void main() {
vec3 light_pos = lights.data[i].position;
vec3 light_rel_vec = lights.data[i].position - view_pos;
float d = length(light_rel_vec);
- vec3 shadow_attenuation = vec3(1.0);
+ float shadow_attenuation = 1.0;
if (d * lights.data[i].inv_radius < 1.0) {
- vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
- vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
-
- float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, attenuation_energy.x);
+ float attenuation = get_omni_attenuation(d, lights.data[i].inv_radius, lights.data[i].attenuation);
vec3 spot_dir = lights.data[i].direction;
- vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
- attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
-
- vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), lights.data[i].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - lights.data[i].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, lights.data[i].cone_attenuation);
- vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+ vec3 light = lights.data[i].color / M_PI;
- if (shadow_color_enabled.a > 0.5) {
+ if (lights.data[i].shadow_enabled) {
//has shadow
vec4 v = vec4(view_pos, 1.0);
@@ -362,9 +350,8 @@ void main() {
splane /= splane.w;
float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
- float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
- shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ shadow_attenuation = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
}
total_light += light * attenuation * shadow_attenuation;