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authorBastiaan Olij <mux213@gmail.com>2022-09-07 21:23:01 +1000
committerBastiaan Olij <mux213@gmail.com>2022-09-15 12:09:57 +1000
commit02ea1de7d0c0f9fea5b76bda3d3ca0c498412fea (patch)
tree6bc355dceae8d4e180062dc67165a626597a9a4e /servers/rendering/renderer_rd/shaders/forward_mobile
parent20d6672846b3fd1537603ac080116dcc914c10e3 (diff)
Extract shared scene data into a separate class
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/forward_mobile')
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl1655
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl166
3 files changed, 1838 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
new file mode 100644
index 0000000000..741da8fe69
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
@@ -0,0 +1,17 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "RD_GLSL" in env["BUILDERS"]:
+ # find all include files
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
+
+ # find all shader code(all glsl files excluding our include files)
+ glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
+
+ # make sure we recompile shaders if include files change
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
new file mode 100644
index 0000000000..a109fd4d75
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -0,0 +1,1655 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+#define SHADER_IS_SRGB false
+
+/* INPUT ATTRIBS */
+
+layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec2 normal_attrib;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 2) in vec2 tangent_attrib;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#ifdef UV_USED
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
+layout(location = 5) in vec2 uv2_attrib;
+#endif // MODE_RENDER_MATERIAL
+
+#if defined(CUSTOM0_USED)
+layout(location = 6) in vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in vec4 custom1_attrib;
+#endif
+
+#if defined(CUSTOM2_USED)
+layout(location = 8) in vec4 custom2_attrib;
+#endif
+
+#if defined(CUSTOM3_USED)
+layout(location = 9) in vec4 custom3_attrib;
+#endif
+
+#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 10) in uvec4 bone_attrib;
+#endif
+
+#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 11) in vec4 weight_attrib;
+#endif
+
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
+/* Varyings */
+
+layout(location = 0) highp out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) mediump out vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) mediump out vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) mediump out vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) mediump out vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) mediump out vec3 tangent_interp;
+layout(location = 6) mediump out vec3 binormal_interp;
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 9) out highp float dp_clip;
+
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif
+#else
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+invariant gl_Position;
+
+#GLOBALS
+
+#define scene_data scene_data_block.data
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+#if defined(COLOR_USED)
+ color_interp = color_attrib;
+#endif
+
+ bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
+
+ mat4 model_matrix = draw_call.transform;
+
+ mat3 model_normal_matrix;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
+ } else {
+ model_normal_matrix = mat3(model_matrix);
+ }
+
+ if (is_multimesh) {
+ //multimesh, instances are for it
+
+ mat4 matrix;
+
+#ifdef USE_PARTICLE_TRAILS
+ uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
+ uint stride = 3 + 1 + 1; //particles always uses this format
+
+ uint offset = trail_size * stride * gl_InstanceIndex;
+
+#ifdef COLOR_USED
+ vec4 pcolor;
+#endif
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x;
+#ifdef COLOR_USED
+ pcolor = transforms.data[boffset + 3] * weight_attrib.x;
+#endif
+ }
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.y;
+#endif
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.z;
+#endif
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.w;
+#endif
+ }
+
+ instance_custom = transforms.data[offset + 4];
+
+#ifdef COLOR_USED
+ color_interp *= pcolor;
+#endif
+
+#else
+ uint stride = 0;
+ {
+ //TODO implement a small lookup table for the stride
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ stride += 2;
+ } else {
+ stride += 3;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ stride += 1;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
+ } else {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 3;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+#ifdef COLOR_USED
+ color_interp *= transforms.data[offset];
+#endif
+ offset += 1;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ instance_custom = transforms.data[offset];
+ }
+
+#endif
+ //transpose
+ matrix = transpose(matrix);
+ model_matrix = model_matrix * matrix;
+ model_normal_matrix = model_normal_matrix * mat3(matrix);
+ }
+
+ vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#ifdef UV_USED
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#ifdef OVERRIDE_POSITION
+ vec4 position;
+#endif
+
+#ifdef USE_MULTIVIEW
+ mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex];
+#else
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+#endif //USE_MULTIVIEW
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
+
+#ifdef NORMAL_USED
+ normal = model_normal_matrix * normal;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ tangent = model_normal_matrix * tangent;
+ binormal = model_normal_matrix * binormal;
+
+#endif
+#endif
+
+ float roughness = 1.0;
+
+ mat4 modelview = scene_data.view_matrix * model_matrix;
+ mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
+
+ {
+#CODE : VERTEX
+ }
+
+ /* output */
+
+// using local coordinates (default)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = modelview_normal * normal;
+#endif
+
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = modelview_normal * binormal;
+ tangent = modelview_normal * tangent;
+#endif
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
+#endif
+#endif
+
+ vertex_interp = vertex;
+#ifdef NORMAL_USED
+ normal_interp = normal;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_DUAL_PARABOLOID
+
+ vertex_interp.z *= scene_data.dual_paraboloid_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ vec3 vtx = vertex_interp;
+ float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / scene_data.z_far);
+ vtx.z = vtx.z * 2.0 - 1.0;
+ vertex_interp = vtx;
+
+#endif
+
+#endif //MODE_RENDER_DEPTH
+
+#ifdef OVERRIDE_POSITION
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif // OVERRIDE_POSITION
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif // MODE_RENDER_DEPTH
+#ifdef MODE_RENDER_MATERIAL
+ if (scene_data.material_uv2_mode) {
+ vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass...
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+ }
+#endif // MODE_RENDER_MATERIAL
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define SHADER_IS_SRGB false
+
+/* Specialization Constants */
+
+#if !defined(MODE_RENDER_DEPTH)
+
+#if !defined(MODE_UNSHADED)
+
+layout(constant_id = 0) const bool sc_use_light_projector = false;
+layout(constant_id = 1) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false;
+
+layout(constant_id = 3) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const bool sc_projector_use_mipmaps = true;
+
+layout(constant_id = 9) const bool sc_disable_omni_lights = false;
+layout(constant_id = 10) const bool sc_disable_spot_lights = false;
+layout(constant_id = 11) const bool sc_disable_reflection_probes = false;
+layout(constant_id = 12) const bool sc_disable_directional_lights = false;
+
+#endif //!MODE_UNSHADED
+
+layout(constant_id = 7) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 13) const bool sc_disable_decals = false;
+layout(constant_id = 14) const bool sc_disable_fog = false;
+
+#endif //!MODE_RENDER_DEPTH
+
+layout(constant_id = 15) const float sc_luminance_multiplier = 2.0;
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* Varyings */
+
+layout(location = 0) highp in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) mediump in vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) mediump in vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) mediump in vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) mediump in vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) mediump in vec3 tangent_interp;
+layout(location = 6) mediump in vec3 binormal_interp;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 9) highp in float dp_clip;
+
+#endif
+
+#ifdef USE_MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#define ViewIndex gl_ViewIndex
+#else
+// !BAS! This needs to become an input once we implement our fallback!
+#define ViewIndex 0
+#endif
+#else
+// Set to zero, not supported in non stereo
+#define ViewIndex 0
+#endif //USE_MULTIVIEW
+
+//defines to keep compatibility with vertex
+
+#define model_matrix draw_call.transform
+#ifdef USE_MULTIVIEW
+#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
+#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
+#else
+#define projection_matrix scene_data.projection_matrix
+#define inv_projection_matrix scene_data.inv_projection_matrix
+#endif
+
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+/* clang-format on */
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+layout(location = 0) out vec4 albedo_output_buffer;
+layout(location = 1) out vec4 normal_output_buffer;
+layout(location = 2) out vec4 orm_output_buffer;
+layout(location = 3) out vec4 emission_output_buffer;
+layout(location = 4) out float depth_output_buffer;
+
+#endif // MODE_RENDER_MATERIAL
+
+#else // RENDER DEPTH
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
+layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
+#else
+
+layout(location = 0) out mediump vec4 frag_color;
+#endif // MODE_MULTIPLE_RENDER_TARGETS
+
+#endif // RENDER DEPTH
+
+#include "../scene_forward_aa_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
+#define SPECULAR_SCHLICK_GGX
+#endif
+
+#include "../scene_forward_lights_inc.glsl"
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifndef MODE_RENDER_DEPTH
+
+/*
+ Only supporting normal fog here.
+*/
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data_block.data.fog_light_color;
+
+ if (scene_data_block.data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
+ }
+
+ if (scene_data_block.data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
+
+ for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density));
+
+ if (abs(scene_data_block.data.fog_height_density) >= 0.0001) {
+ float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = y - scene_data_block.data.fog_height;
+
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density));
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif //!MODE_RENDER DEPTH
+
+#define scene_data scene_data_block.data
+
+void main() {
+#ifdef MODE_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+
+ //lay out everything, whatever is unused is optimized away anyway
+ vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
+ vec3 view = -normalize(vertex_interp);
+#endif
+ vec3 albedo = vec3(1.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_boost = 0.0;
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_roughness = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+ vec4 fog = vec4(0.0);
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
+
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+
+ float alpha = 1.0;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+
+#ifdef NORMAL_USED
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
+
+#endif //NORMAL_USED
+
+#ifdef UV_USED
+ vec2 uv = uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ vec2 uv2 = uv2_interp;
+#endif
+
+#if defined(COLOR_USED)
+ vec4 color = color_interp;
+#endif
+
+#if defined(NORMAL_MAP_USED)
+
+ vec3 normal_map = vec3(0.5);
+#endif
+
+ float normal_map_depth = 1.0;
+
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
+
+ float sss_strength = 0.0;
+
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor_threshold = 1.0;
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef ALPHA_HASH_USED
+ float alpha_hash_scale = 1.0;
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+ float alpha_antialiasing_edge = 0.0;
+ vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+ {
+#CODE : FRAGMENT
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
+#ifndef USE_SHADOW_TO_OPACITY
+
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor_threshold) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+// alpha hash can be used in unison with alpha antialiasing
+#ifdef ALPHA_HASH_USED
+ if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ discard;
+ }
+#endif // ALPHA_HASH_USED
+
+// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+ alpha = 1.0;
+#endif
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather
+#ifdef ALPHA_SCISSOR_USED
+ alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
+#endif
+ alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+#ifdef USE_OPAQUE_PREPASS
+ if (alpha < scene_data.opaque_prepass_threshold) {
+ discard;
+ }
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#ifdef NORMAL_MAP_USED
+
+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
+
+#endif
+
+#ifdef LIGHT_ANISOTROPY_USED
+
+ if (anisotropy > 0.01) {
+ //rotation matrix
+ mat3 rot = mat3(tangent, binormal, normal);
+ //make local to space
+ tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
+ binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
+ }
+
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a < 0.99) {
+ //used for doublepass and shadowmapping
+ 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 (!sc_disable_fog && scene_data.fog_enabled) {
+ fog = fog_process(vertex);
+ }
+
+#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
+
+ vec3 vertex_ddx = dFdx(vertex);
+ vec3 vertex_ddy = dFdy(vertex);
+
+ if (!sc_disable_decals) { //Decals
+ // must implement
+
+ uint decal_indices = draw_call.decals.x;
+ for (uint i = 0; i < 8; i++) {
+ uint decal_index = decal_indices & 0xFF;
+ if (i == 4) {
+ decal_indices = draw_call.decals.y;
+ } else {
+ decal_indices = decal_indices >> 8;
+ }
+
+ if (decal_index == 0xFF) {
+ break;
+ }
+
+ vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
+ if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
+ continue; //out of decal
+ }
+
+ float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
+
+ if (decals.data[decal_index].normal_fade > 0.0) {
+ fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
+ }
+
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
+ decal_albedo *= decals.data[decal_index].modulate;
+ decal_albedo.a *= fade;
+ 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;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), 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;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).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)));
+ //convert to view space, use xzy because y is up
+ decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
+
+ normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ }
+
+ if (decals.data[decal_index].orm_rect != vec4(0.0)) {
+ vec3 decal_orm;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), 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;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
+ }
+ ao = mix(ao, decal_orm.r, decal_albedo.a);
+ roughness = mix(roughness, decal_orm.g, decal_albedo.a);
+ metallic = mix(metallic, decal_orm.b, decal_albedo.a);
+ }
+ }
+
+ if (decals.data[decal_index].emission_rect != vec4(0.0)) {
+ //emission is additive, so its independent from albedo
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
+ }
+ }
+ } //Decals
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+#ifdef NORMAL_USED
+ if (scene_data.roughness_limiter_enabled) {
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdy(normal);
+ float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
+ float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect
+ float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
+ roughness = sqrt(filteredRoughness2);
+ }
+#endif // NORMAL_USED
+ //apply energy conservation
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+ vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+#else
+ vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
+#endif
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
+ specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else // USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= sc_luminance_multiplier;
+ specular_light *= scene_data.IBL_exposure_normalization;
+ specular_light *= horizon * horizon;
+ specular_light *= scene_data.ambient_light_color_energy.a;
+ }
+
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif // CUSTOM_RADIANCE_USED
+
+#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) {
+ vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
+#else
+ vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ cubemap_ambient *= sc_luminance_multiplier;
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
+ ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
+ }
+ }
+#endif // !USE_LIGHTMAP
+
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif // CUSTOM_IRRADIANCE_USED
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ //radiance
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef USE_LIGHTMAP
+
+ //lightmap
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = draw_call.gi_offset;
+
+ vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
+ const float c1 = 0.429043;
+ const float c2 = 0.511664;
+ const float c3 = 0.743125;
+ const float c4 = 0.886227;
+ const float c5 = 0.247708;
+ ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) *
+ scene_data.emissive_exposure_normalization;
+
+ } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = draw_call.gi_offset & 0xFFFF;
+ vec3 uvw;
+ uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
+ uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+
+ uint idx = draw_call.gi_offset >> 20;
+
+ if (uses_sh) {
+ uvw.z *= 4.0; //SH textures use 4 times more data
+ vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+
+ vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float exposure_normalization = lightmaps.data[idx].exposure_normalization;
+
+ ambient_light += lm_light_l0 * 0.282095f;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization;
+ if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
+ vec3 r = reflect(normalize(-vertex), normal);
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization;
+ }
+
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
+ }
+ }
+
+ // No GI nor non low end mode...
+
+#endif // USE_LIGHTMAP
+
+ // skipping ssao, do we remove ssao totally?
+
+ if (!sc_disable_reflection_probes) { //Reflection probes
+ vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ uint reflection_indices = draw_call.reflection_probes.x;
+
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
+ for (uint i = 0; i < 8; i++) {
+ uint reflection_index = reflection_indices & 0xFF;
+ if (i == 4) {
+ reflection_indices = draw_call.reflection_probes.y;
+ } else {
+ reflection_indices = reflection_indices >> 8;
+ }
+
+ if (reflection_index == 0xFF) {
+ break;
+ }
+
+ reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+
+#if !defined(USE_LIGHTMAP)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
+ } //Reflection probes
+
+ // 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
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, view), 0.0, 1.0);
+ 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;
+
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
+#endif // !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)
+
+ if (!sc_disable_directional_lights) { //directional light
+#ifndef SHADOWS_DISABLED
+ // 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
+ }
+
+ float shadow = 1.0;
+
+ // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support.
+ // Not sure if there is a reason to change this seeing directional lights are part of our global data
+ // Should think about whether we may want to move this code into an include file or function??
+
+#ifdef USE_SOFT_SHADOWS
+ //version with soft shadows, more expensive
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * 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);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+ } 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);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+ } 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);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ 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;
+ float shadow2;
+
+ 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_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ 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_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ 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_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ 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_blend = sqrt(pssm_blend);
+
+ 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
+ }
+#else
+ // Soft shadow disabled version
+
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ float blur_factor;
+ 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);
+ blur_factor = 1.0;
+ } 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);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
+ ;
+ } 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);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z;
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
+ }
+
+ 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 * blur_factor, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+ float blur_factor2;
+
+ 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);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y;
+ } 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);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.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);
+ // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits.
+ blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w;
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ blur_factor2 = 1.0;
+ }
+
+ 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 * blur_factor2, 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);
+ }
+ }
+
+#endif // SHADOWS_DISABLED
+
+ 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
+ }
+
+ // We're not doing light transmittence
+
+ float shadow = 1.0;
+#ifndef SHADOWS_DISABLED
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
+#endif
+ blur_shadow(shadow);
+
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/* not supported here
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
+ transmittance_z,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim, rim_tint,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ directional_lights.data[i].size,
+#endif
+ diffuse_light,
+ specular_light);
+ }
+ } //directional light
+
+ if (!sc_disable_omni_lights) { //omni lights
+ uint light_indices = draw_call.omni_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.omni_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_omni_shadow(light_index, vertex, normal);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent,
+ binormal, anisotropy,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //omni lights
+
+ if (!sc_disable_spot_lights) { //spot lights
+
+ uint light_indices = draw_call.spot_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.spot_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_spot_shadow(light_index, vertex, normal);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent,
+ binormal, anisotropy,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //spot lights
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < scene_data.opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+ 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;
+
+ 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;
+#endif // MODE_RENDER_MATERIAL
+
+#else // MODE_RENDER_DEPTH
+
+ // multiply by albedo
+ diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
+
+ // apply direct light AO
+ ao = unpackUnorm4x8(orms).x;
+ specular_light *= ao;
+ diffuse_light *= ao;
+
+ // 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
+ diffuse_buffer = vec4(albedo.rgb, 0.0);
+ specular_buffer = vec4(0.0);
+
+#else // MODE_UNSHADED
+
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif // SSS_MODE_SKIN
+ diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
+ specular_buffer = vec4(specular_light, metallic);
+#endif // MODE_UNSHADED
+
+ 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
+
+#ifdef MODE_UNSHADED
+ frag_color = vec4(albedo, alpha);
+#else // MODE_UNSHADED
+ frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
+#endif // MODE_UNSHADED
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+
+ // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
+ // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
+ frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
+
+#endif //MODE_MULTIPLE_RENDER_TARGETS
+
+#endif //MODE_RENDER_DEPTH
+}
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
new file mode 100644
index 0000000000..5e4999fa0f
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -0,0 +1,166 @@
+#define M_PI 3.14159265359
+#define MAX_VIEWS 2
+
+#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
+#extension GL_EXT_multiview : enable
+#endif
+
+#include "../decal_data_inc.glsl"
+#include "../scene_data_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
+/* don't exceed 128 bytes!! */
+/* put instance data into our push content, not a array */
+layout(push_constant, std430) uniform DrawCall {
+ highp mat4 transform; // 64 - 64
+ uint flags; // 04 - 68
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
+ uint layer_mask; // 04 - 80
+ highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
+
+ uvec2 reflection_probes; // 08 - 104
+ uvec2 omni_lights; // 08 - 112
+ uvec2 spot_lights; // 08 - 120
+ uvec2 decals; // 08 - 128
+}
+draw_call;
+
+/* Set 0: Base Pass (never changes) */
+
+#include "../light_data_inc.glsl"
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+
+layout(set = 0, binding = 3) uniform sampler decal_sampler;
+layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
+
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
+#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
+#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
+#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+//3 bits of stride
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
+ ReflectionData data[];
+}
+reflections;
+
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#define LIGHTMAP_FLAG_USE_DIRECTION 1
+#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
+
+struct Lightmap {
+ mediump mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
+};
+
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
+ Lightmap data[];
+}
+lightmaps;
+
+struct LightmapCapture {
+ mediump vec4 sh[9];
+};
+
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
+ LightmapCapture data[];
+}
+lightmap_captures;
+
+layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
+
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
+ DecalData data[];
+}
+decals;
+
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData {
+ highp vec4 data[];
+}
+global_shader_uniforms;
+
+/* Set 1: Render Pass (changes per render pass) */
+
+layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
+ SceneData data;
+ SceneData prev_data;
+}
+scene_data_block;
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
+
+#else
+
+layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
+
+#endif
+
+layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
+
+layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
+
+layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
+
+// this needs to change to providing just the lightmap we're using..
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+
+layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
+
+/* Set 2 Skeleton & Instancing (can change per item) */
+
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ highp vec4 data[];
+}
+transforms;
+
+/* Set 3 User Material */