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authorRémi Verschelde <rverschelde@gmail.com>2020-05-14 13:23:58 +0200
committerRémi Verschelde <rverschelde@gmail.com>2020-05-14 16:54:55 +0200
commit0be6d925dc3c6413bce7a3ccb49631b8e4a6e67a (patch)
treea27e497da7104dd0a64f98a04fa3067668735e91 /servers/rendering/rasterizer_rd/shaders
parent710b34b70227becdc652b4ae027fe0ac47409642 (diff)
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl8
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl1
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe.glsl18
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl1
-rw-r--r--servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl11
-rw-r--r--servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl1
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl56
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/specular_merge.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl1
-rw-r--r--servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl4
24 files changed, 0 insertions, 150 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl b/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
index 7153fe6b17..dbeccbfff4 100644
--- a/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
@@ -69,7 +69,6 @@ float get_depth_at_pos(vec2 uv) {
}
float get_blur_size(float depth) {
-
if (params.blur_near_active && depth < params.blur_near_begin) {
return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
}
@@ -95,7 +94,6 @@ float hash12n(vec2 p) {
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
-
dir *= pixel_size;
vec4 color = texture(color_texture, uv);
@@ -109,7 +107,6 @@ vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
}
for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
-
if (i == 0) {
continue;
}
@@ -141,7 +138,6 @@ vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
#endif
void main() {
-
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.size))) { //too large, do nothing
@@ -218,7 +214,6 @@ void main() {
float radius = params.blur_scale;
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
-
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index 28135fce31..fea36eb65c 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -40,7 +40,6 @@ VERTEX_SHADER_GLOBALS
/* clang-format on */
void main() {
-
vec4 instance_custom = vec4(0.0);
#ifdef USE_PRIMITIVE
@@ -149,7 +148,6 @@ VERTEX_SHADER_CODE
color_interp = color;
if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
-
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
// offset uv by a small amount to avoid
@@ -258,7 +256,6 @@ vec4 light_compute(
vec2 screen_uv,
vec2 uv,
vec4 color) {
-
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
@@ -271,7 +268,6 @@ LIGHT_SHADER_CODE
#ifdef USE_NINEPATCH
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
-
float tex_size = 1.0 / tex_pixel_size;
if (pixel < margin_begin) {
@@ -313,7 +309,6 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
void main() {
-
vec4 color = color_interp;
vec2 uv = uv_interp;
vec2 vertex = vertex_interp;
@@ -335,7 +330,6 @@ void main() {
#endif
if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
-
uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
}
@@ -458,7 +452,6 @@ FRAGMENT_SHADER_CODE
light_color.rgb *= light_base_color.rgb * light_base_color.a;
if (normal_used) {
-
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
@@ -490,7 +483,6 @@ FRAGMENT_SHADER_CODE
}
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
-
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
vec2 pos_norm = normalize(shadow_pos);
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
index 7b30cc8fe9..8c2b0c925d 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
@@ -7,7 +7,6 @@ layout(location = 0) in highp vec3 vertex;
/* clang-format on */
layout(push_constant, binding = 0, std430) uniform Constants {
-
mat4 projection;
mat2x4 modelview;
vec2 direction;
@@ -18,7 +17,6 @@ constants;
layout(location = 0) out highp float depth;
void main() {
-
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
depth = dot(constants.direction, vtx.xy);
@@ -35,6 +33,5 @@ layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
void main() {
-
distance_buf = depth;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index 075ee2af22..c8a8b027c8 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -60,7 +60,6 @@ layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_bu
#endif
void main() {
-
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
@@ -84,7 +83,6 @@ void main() {
//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
if (bool(params.flags & FLAG_HORIZONTAL)) {
-
ivec2 base_pos = (pos + params.section.xy) << 1;
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
@@ -95,7 +93,6 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
imageStore(dest_buffer, pos + params.target, color);
} else {
-
ivec2 base_pos = (pos + params.section.xy);
vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
@@ -121,7 +118,6 @@ void main() {
vec4 color = vec4(0.0);
if (bool(params.flags & FLAG_HORIZONTAL)) {
-
ivec2 base_pos = (pos + params.section.xy) << 1;
ivec2 section_begin = params.section.xy << 1;
ivec2 section_end = section_begin + (params.section.zw << 1);
@@ -135,7 +131,6 @@ void main() {
GLOW_ADD(ivec2(-3, 0), 0.106595);
color *= params.glow_strength;
} else {
-
ivec2 base_pos = pos + params.section.xy;
ivec2 section_begin = params.section.xy;
ivec2 section_end = section_begin + params.section.zw;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
index 07f8d09743..2308f58e00 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
@@ -20,7 +20,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
@@ -63,7 +62,6 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(location = 0) out vec4 frag_color;
void main() {
-
vec2 uv = uv_interp;
#ifdef MODE_PANORAMA_TO_DP
diff --git a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
index 02ebe1a53b..2fd2e05ae1 100644
--- a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
@@ -23,7 +23,6 @@ params;
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
void main() {
-
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
return;
diff --git a/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
index e85996fa1a..36dba6df3d 100644
--- a/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
@@ -119,10 +119,8 @@ void main() {
//vec4 color = color_interp;
if (params.use_direct_write) {
-
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
} else {
-
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
@@ -135,7 +133,6 @@ void main() {
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
-
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
sum.a += ndotl;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe.glsl
index fd09f96a57..e4449afbd0 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe.glsl
@@ -47,7 +47,6 @@ cell_data;
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
struct Light {
-
uint type;
float energy;
float radius;
@@ -191,7 +190,6 @@ layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_n
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
-
vec3 cell_size = 1.0 / vec3(params.limits);
float occlusion = 1.0;
while (distance > 0.5) { //use this to avoid precision errors
@@ -213,14 +211,11 @@ float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
}
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
-
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
-
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
} else {
-
light_pos = lights.data[light].position;
float distance = length(pos - light_pos);
if (distance >= lights.data[light].radius) {
@@ -230,7 +225,6 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
-
vec3 rel = normalize(pos - light_pos);
float angle = acos(dot(rel, lights.data[light].direction));
if (angle > lights.data[light].spot_angle_radians) {
@@ -246,7 +240,6 @@ bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3
}
float get_normal_advance(vec3 p_normal) {
-
vec3 normal = p_normal;
vec3 unorm = abs(normal);
@@ -269,7 +262,6 @@ float get_normal_advance(vec3 p_normal) {
}
void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
-
vec3 segment = begin - end;
float den = dot(plane.xyz, segment);
@@ -302,7 +294,6 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
}
if (lights.data[index].has_shadow) {
-
float distance_adv = get_normal_advance(light_dir);
vec3 to = pos;
@@ -352,7 +343,6 @@ bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, i
#endif // MODE COMPUTE LIGHT
void main() {
-
#ifndef MODE_DYNAMIC
uint cell_index = gl_GlobalInvocationID.x;
@@ -383,7 +373,6 @@ void main() {
#endif
for (uint i = 0; i < params.light_count; i++) {
-
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
@@ -394,7 +383,6 @@ void main() {
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
-
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
}
#else
@@ -461,7 +449,6 @@ void main() {
#endif
if (length(normal.xyz) > 0.2) {
-
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal.xyz));
vec3 bitangent = normalize(cross(tangent, normal.xyz));
@@ -481,11 +468,9 @@ void main() {
float tan_half_angle = 0.577;
for (int i = 0; i < MAX_CONE_DIRS; i++) {
-
vec3 direction = normal_mat * cone_dirs[i];
vec4 color = vec4(0.0);
{
-
float dist = 1.5;
float max_distance = length(vec3(params.limits));
vec3 cell_size = 1.0 / vec3(params.limits);
@@ -519,7 +504,6 @@ void main() {
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
#ifdef MODE_ANISOTROPIC
for (uint j = 0; j < 6; j++) {
-
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
}
#else
@@ -594,7 +578,6 @@ void main() {
#ifdef MODE_WRITE_TEXTURE
{
-
#ifdef MODE_ANISOTROPIC
vec3 accum_total = vec3(0.0);
accum_total += outputs.data[cell_index * 6 + 0].rgb;
@@ -665,7 +648,6 @@ void main() {
vec3 accum = vec3(0.0);
for (uint i = 0; i < params.light_count; i++) {
-
vec3 light;
vec3 light_dir;
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
index c0fcb9a8c4..dd347c86a7 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
@@ -28,7 +28,6 @@ layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
#endif
layout(push_constant, binding = 0, std430) uniform Params {
-
mat4 projection;
uint cell_offset;
float dynamic_range;
@@ -42,7 +41,6 @@ params;
layout(location = 0) out vec4 color_interp;
void main() {
-
const vec3 cube_triangles[36] = vec3[](
vec3(-1.0f, -1.0f, -1.0f),
vec3(-1.0f, -1.0f, 1.0f),
@@ -184,7 +182,6 @@ layout(location = 0) in vec4 color_interp;
layout(location = 0) out vec4 frag_color;
void main() {
-
frag_color = color_interp;
#ifdef MODE_DEBUG_LIGHT_FULL
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
index d089236723..5e54c8b4de 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
@@ -45,7 +45,6 @@ layout(push_constant, binding = 0, std430) uniform Params {
params;
void main() {
-
vec3 pos = vec3(gl_GlobalInvocationID);
float closest_dist = 100000.0;
diff --git a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl b/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
index c832223b1e..d0f2703214 100644
--- a/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
@@ -84,7 +84,6 @@ output;
#ifdef MODE_COMPUTE_LIGHT
uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
-
uint result = NO_CHILDREN;
ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
@@ -96,12 +95,10 @@ uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
ivec3 pos = ivec3(from);
if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
-
ivec3 ofs = ivec3(0);
ivec3 half_size = size / 2;
for (int i = 0; i < params.stack_size - 1; i++) {
-
bvec3 greater = greaterThanEqual(pos, ofs + half_size);
ofs += mix(ivec3(0), half_size, greater);
@@ -137,14 +134,11 @@ uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
}
bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
-
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
-
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
attenuation = 1.0;
} else {
-
light_pos = lights.data[light].position;
float distance = length(pos - light_pos);
if (distance >= lights.data[light].radius) {
@@ -154,7 +148,6 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
-
vec3 rel = normalize(pos - light_pos);
float angle = acos(dot(rel, lights.data[light].direction));
if (angle > lights.data[light].spot_angle_radians) {
@@ -170,7 +163,6 @@ bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation
}
float get_normal_advance(vec3 p_normal) {
-
vec3 normal = p_normal;
vec3 unorm = abs(normal);
@@ -195,7 +187,6 @@ float get_normal_advance(vec3 p_normal) {
#endif
void main() {
-
uint cell_index = gl_GlobalInvocationID.x;
if (cell_index >= params.cell_count) {
return;
@@ -220,7 +211,6 @@ void main() {
#endif
for (uint i = 0; i < params.light_count; i++) {
-
float attenuation;
vec3 light_pos;
@@ -237,7 +227,6 @@ void main() {
}
if (lights.data[i].has_shadow) {
-
float distance_adv = get_normal_advance(light_dir);
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
diff --git a/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl b/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
index 4bf5b7e7f1..979fdb2dc1 100644
--- a/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl
@@ -40,12 +40,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(lessThan(pos, params.source_size))) {
-
#ifdef READ_TEXTURE
vec3 v = texelFetch(source_texture, pos, 0).rgb;
tmp_data[t] = max(v.r, max(v.g, v.b));
diff --git a/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl b/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl
index 3637b1abb2..6969a967b9 100644
--- a/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl
@@ -21,7 +21,6 @@ params;
#define HALF_PI 1.5707963267948966
void main() {
-
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 90e37b3ec4..86d7ba6f1b 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -75,7 +75,6 @@ layout(location = 8) out float dp_clip;
#endif
void main() {
-
instance_index = draw_call.instance_index;
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
@@ -693,7 +692,6 @@ float quick_hash(vec2 pos) {
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
-
vec2 pos = coord.xy;
float depth = coord.z;
@@ -720,7 +718,6 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
}
float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
-
vec2 pos = coord.xy;
float depth = coord.z;
@@ -747,7 +744,6 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
}
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
-
//find blocker
float blocker_count = 0.0;
float blocker_average = 0.0;
@@ -761,7 +757,6 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
-
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
@@ -771,7 +766,6 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
if (blocker_count > 0.0) {
-
//blockers found, do soft shadow
blocker_average /= blocker_count;
float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
@@ -829,7 +823,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
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));
}
@@ -883,7 +876,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
bitangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
-
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -892,11 +884,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 uv_rect = lights.data[idx].atlas_rect;
if (pos.z >= 0.0) {
-
pos.z += 1.0;
uv_rect.y += uv_rect.w;
} else {
-
pos.z = 1.0 - pos.z;
}
@@ -913,7 +903,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
if (blocker_count > 0.0) {
-
//blockers found, do soft shadow
blocker_average /= blocker_count;
float penumbra = (z_norm - blocker_average) / blocker_average;
@@ -924,7 +913,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 0.0;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
-
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -932,11 +920,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 uv_rect = lights.data[idx].atlas_rect;
if (pos.z >= 0.0) {
-
pos.z += 1.0;
uv_rect.y += uv_rect.w;
} else {
-
pos.z = 1.0 - pos.z;
}
@@ -954,12 +940,10 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
shadow = 1.0;
}
} else {
-
splane.xyz = normalize(splane.xyz);
vec4 clamp_rect = lights.data[idx].atlas_rect;
if (splane.z >= 0.0) {
-
splane.z += 1.0;
clamp_rect.y += clamp_rect.w;
@@ -979,7 +963,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_TRANSMITTANCE_USED
{
-
vec4 clamp_rect = lights.data[idx].atlas_rect;
//redo shadowmapping, but shrink the model a bit to avoid arctifacts
@@ -989,11 +972,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
splane = normalize(splane.xyz);
if (splane.z >= 0.0) {
-
splane.z += 1.0;
} else {
-
splane.z = 1.0 - splane.z;
}
@@ -1011,19 +992,16 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 no_shadow = vec3(1.0);
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);
vec4 atlas_rect = lights.data[idx].projector_rect;
if (local_v.z >= 0.0) {
-
local_v.z += 1.0;
atlas_rect.y += atlas_rect.w;
} else {
-
local_v.z = 1.0 - local_v.z;
}
@@ -1038,10 +1016,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
local_v_ddx = normalize(local_v_ddx);
if (local_v_ddx.z >= 0.0) {
-
local_v_ddx.z += 1.0;
} else {
-
local_v_ddx.z = 1.0 - local_v_ddx.z;
}
@@ -1054,10 +1030,8 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
local_v_ddy = normalize(local_v_ddy);
if (local_v_ddy.z >= 0.0) {
-
local_v_ddy.z += 1.0;
} else {
-
local_v_ddy.z = 1.0 - local_v_ddy.z;
}
@@ -1145,7 +1119,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
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));
}
@@ -1202,7 +1175,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
vec2 clamp_max = lights.data[idx].atlas_rect.xy + lights.data[idx].atlas_rect.zw;
for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
-
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
@@ -1213,7 +1185,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
if (blocker_count > 0.0) {
-
//blockers found, do soft shadow
blocker_average /= blocker_count;
float penumbra = (z_norm - blocker_average) / blocker_average;
@@ -1243,7 +1214,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec3 no_shadow = vec3(1.0);
if (lights.data[idx].projector_rect != vec4(0.0)) {
-
splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
@@ -1266,7 +1236,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#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;
@@ -1310,7 +1279,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
-
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -1377,7 +1345,6 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
ambient_out.rgb *= ambient_out.a;
ambient_accum += ambient_out;
} else {
-
vec4 ambient_out;
ambient_out.a = blend;
ambient_out.rgb = reflections.data[ref_index].ambient.rgb;
@@ -1394,7 +1361,6 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
//standard voxel cone trace
vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
float dist = p_bias;
vec4 color = vec4(0.0);
@@ -1421,7 +1387,6 @@ vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction,
#ifdef GI_PROBE_USE_ANISOTROPY
vec4 voxel_cone_trace_anisotropic_45_degrees(texture3D probe, texture3D aniso_pos, texture3D aniso_neg, vec3 normal, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
float dist = p_bias;
vec4 color = vec4(0.0);
float radius = max(0.5, tan_half_angle * dist);
@@ -1453,7 +1418,6 @@ vec4 voxel_cone_trace_anisotropic_45_degrees(texture3D probe, texture3D aniso_po
#else
vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
float dist = p_bias;
vec4 color = vec4(0.0);
float radius = max(0.5, tan_half_angle * dist);
@@ -1485,7 +1449,6 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3
//standard voxel cone trace
vec4 voxel_cone_trace_anisotropic(texture3D probe, texture3D aniso_pos, texture3D aniso_neg, vec3 normal, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
-
float dist = p_bias;
vec4 color = vec4(0.0);
@@ -1516,7 +1479,6 @@ vec4 voxel_cone_trace_anisotropic(texture3D probe, texture3D aniso_pos, texture3
#endif
void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
-
position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
@@ -1577,7 +1539,6 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
vec3 light = vec3(0.0);
for (int i = 0; i < MAX_CONE_DIRS; i++) {
-
vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
#if defined(GI_PROBE_HIGH_QUALITY) || defined(GI_PROBE_LOW_QUALITY)
@@ -1609,7 +1570,6 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
light *= gi_probes.data[index].dynamic_range;
if (gi_probes.data[index].ambient_occlusion > 0.001) {
-
float size = 1.0 + gi_probes.data[index].ambient_occlusion_size * 7.0;
float taps, blend;
@@ -1650,7 +1610,6 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
void main() {
-
#ifdef MODE_DUAL_PARABOLOID
if (dp_clip > 0.0)
@@ -1802,7 +1761,6 @@ FRAGMENT_SHADER_CODE
//do outside for performance and avoiding arctifacts
for (uint i = 0; i < decal_count; i++) {
-
uint decal_index = cluster_data.indices[decal_pointer + i];
if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
@@ -1831,7 +1789,6 @@ FRAGMENT_SHADER_CODE
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
-
vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
@@ -1842,7 +1799,6 @@ 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);
@@ -1876,7 +1832,6 @@ FRAGMENT_SHADER_CODE
}
if (scene_data.use_reflection_cubemap) {
-
vec3 ref_vec = reflect(-view, normal);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -1896,7 +1851,6 @@ FRAGMENT_SHADER_CODE
#ifndef USE_LIGHTMAP
//lightmap overrides everything
if (scene_data.use_ambient_light) {
-
ambient_light = scene_data.ambient_light_color_energy.rgb;
if (scene_data.use_ambient_cubemap) {
@@ -1977,7 +1931,6 @@ FRAGMENT_SHADER_CODE
}
} else {
-
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
}
}
@@ -2027,7 +1980,6 @@ FRAGMENT_SHADER_CODE
uint reflection_probe_pointer = cluster_cell.z & CLUSTER_POINTER_MASK;
for (uint i = 0; i < reflection_probe_count; i++) {
-
uint ref_index = cluster_data.indices[reflection_probe_pointer + i];
reflection_process(ref_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
@@ -2044,7 +1996,6 @@ FRAGMENT_SHADER_CODE
}
{
-
#if defined(DIFFUSE_TOON)
//simplify for toon, as
specular_light *= specular * metallic * albedo * 2.0;
@@ -2069,7 +2020,6 @@ FRAGMENT_SHADER_CODE
{ //directional light
for (uint i = 0; i < scene_data.directional_light_count; i++) {
-
if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
@@ -2129,7 +2079,6 @@ FRAGMENT_SHADER_CODE
}
#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
-
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
@@ -2162,7 +2111,6 @@ FRAGMENT_SHADER_CODE
}
#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
-
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -2196,7 +2144,6 @@ FRAGMENT_SHADER_CODE
#endif
} else {
-
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -2232,7 +2179,6 @@ FRAGMENT_SHADER_CODE
}
if (directional_lights.data[i].blend_splits) {
-
vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
float shadow2;
@@ -2342,7 +2288,6 @@ FRAGMENT_SHADER_CODE
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];
if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
@@ -2381,7 +2326,6 @@ FRAGMENT_SHADER_CODE
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];
if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index 89706b74d6..4c2fb296e6 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -28,7 +28,6 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
layout(set = 0, binding = 3, std140) uniform SceneData {
-
mat4 projection_matrix;
mat4 inv_projection_matrix;
@@ -176,7 +175,6 @@ layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
lights;
struct ReflectionData {
-
vec3 box_extents;
float index;
vec3 box_offset;
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
index 11a0d85c58..fcde6b9d7a 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
@@ -24,7 +24,6 @@ layout(set = 3, binding = 1) uniform sampler2D source_roughness;
#endif
layout(push_constant, binding = 2, std430) uniform Params {
-
vec4 proj_info;
ivec2 screen_size;
@@ -64,7 +63,6 @@ vec3 reconstructCSPosition(vec2 S, float z) {
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
@@ -156,7 +154,6 @@ void main() {
float steps_taken = 0.0;
for (int i = 0; i < params.num_steps; i++) {
-
pos += line_advance;
z += z_advance;
w += w_advance;
@@ -187,7 +184,6 @@ void main() {
}
if (found) {
-
float margin_blend = 1.0;
vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
@@ -220,7 +216,6 @@ void main() {
float roughness = texelFetch(source_roughness, ssC << 1, 0).r;
if (roughness > 0.001) {
-
float cone_angle = min(roughness, 0.999) * M_PI * 0.5;
float cone_len = length(final_pos - line_begin);
float op_len = 2.0 * tan(cone_angle) * cone_len; // opposite side of iso triangle
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
index 8571d9d6d1..a4ff2ba815 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
@@ -22,7 +22,6 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
layout(push_constant, binding = 2, std430) uniform Params {
-
vec4 proj_info;
bool orthogonal;
@@ -58,7 +57,6 @@ const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[](
);
float gauss_weight(float p_val) {
-
float idxf;
float c = modf(max(0.0, p_val * float(GAUSS_TABLE_SIZE)), idxf);
int idx = int(idxf);
@@ -80,7 +78,6 @@ vec3 reconstructCSPosition(vec2 S, float z) {
}
void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) {
-
for (int i = 1; i < params.steps; i++) {
float d = float(i * params.increment);
ivec2 tc = texcoord + increment * i;
@@ -104,7 +101,6 @@ void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor,
}
if (d < radius) {
-
float w = gauss_weight(d / radius);
accum += imageLoad(source_ssr, tc) * w;
#ifndef VERTICAL_PASS
@@ -116,7 +112,6 @@ void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor,
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
index f2c3230679..3c6b3748d8 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
@@ -18,7 +18,6 @@ layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
layout(push_constant, binding = 1, std430) uniform Params {
-
ivec2 screen_size;
float camera_z_near;
float camera_z_far;
@@ -30,7 +29,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
@@ -45,13 +43,11 @@ void main() {
vec3 normal;
if (params.filtered) {
-
color = vec4(0.0);
depth = 0.0;
normal = vec3(0.0);
for (int i = 0; i < 4; i++) {
-
ivec2 ofs = ssC << 1;
if (bool(i & 1)) {
ofs.x += 1;
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 536077980d..f8e2257480 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -17,7 +17,6 @@ layout(push_constant, binding = 1, std430) uniform Params {
params;
void main() {
-
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp, 1.0, 1.0);
@@ -120,7 +119,6 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
void main() {
-
vec3 cube_normal;
cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
diff --git a/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl b/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
index b24f7dccc7..c693ea5abc 100644
--- a/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
@@ -9,7 +9,6 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
-
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
@@ -43,7 +42,6 @@ layout(set = 2, binding = 0) uniform sampler2D diffuse;
layout(location = 0) out vec4 frag_color;
void main() {
-
frag_color.rgb = texture(specular, uv_interp).rgb;
frag_color.a = 0.0;
#ifdef MODE_SSR
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
index 877e5d50fe..642a051ba0 100644
--- a/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
@@ -46,7 +46,6 @@ const float gaussian[R + 1] =
//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
@@ -122,7 +121,6 @@ void main() {
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
// so the IF statement has no runtime cost
if (r != 0) {
-
ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
diff --git a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
index 8728154347..db50ce1893 100644
--- a/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
@@ -26,7 +26,6 @@ layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_imag
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
void main() {
-
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
index 4cb486a499..c91ef49c78 100644
--- a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
@@ -93,7 +93,6 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
layout(push_constant, binding = 1, std430) uniform Params {
-
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
@@ -113,7 +112,6 @@ layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_im
layout(set = 2, binding = 0) uniform sampler2D source_depth;
void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
-
// Accumulate the other samples:
for (int i = 1; i < kernel_size; i++) {
// Fetch color and depth for current sample:
@@ -138,7 +136,6 @@ void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, b
}
void main() {
-
// Pixel being shaded
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
@@ -153,7 +150,6 @@ void main() {
float strength = abs(base_color.a);
if (strength > 0.0) {
-
vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
// Fetch linear depth of current pixel:
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index a142d263e2..780d961197 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -9,7 +9,6 @@ layout(location = 0) out vec2 uv_interp;
/* clang-format on */
void main() {
-
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv_interp = base_arr[gl_VertexIndex];
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
@@ -260,7 +259,6 @@ vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
}
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
-
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
const float FXAA_REDUCE_MUL = (1.0 / 8.0);
const float FXAA_SPAN_MAX = 8.0;
@@ -320,7 +318,6 @@ void main() {
// Early Tonemap & SRGB Conversion
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
-
vec3 glow = gather_glow(source_glow, uv_interp);
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
@@ -335,7 +332,6 @@ void main() {
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
-
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
// high dynamic range -> SRGB