diff options
author | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2022-07-29 13:25:11 +0200 |
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committer | Pedro J. Estébanez <pedrojrulez@gmail.com> | 2022-07-29 13:25:11 +0200 |
commit | 278950f731327dace62fbe490d3fcf533e4354d8 (patch) | |
tree | 2e93deb4a4a56fbb9d40b86ab5c6ab1cc39371f7 /servers/rendering/renderer_rd/shaders | |
parent | cd24fb848e5727ebc7ccbcd0fc94112c6baed4f2 (diff) |
Keep SdfgiDebug shader's push constant size <= 128
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl | 24 |
1 files changed, 15 insertions, 9 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index af5f7d0a58..9640d30e78 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -37,16 +37,14 @@ layout(push_constant, std430) uniform Params { uint max_cascades; ivec2 screen_size; - bool use_occlusion; float y_mult; - int probe_axis_size; float z_near; - float reserved1; - float reserved2; - mat4 cam_transform; - mat4 inv_projection; + mat3x4 inv_projection; + // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery. + float cam_basis[3][3]; + float cam_origin[3]; } params; @@ -82,13 +80,21 @@ void main() { vec3 ray_pos; vec3 ray_dir; { - ray_pos = params.cam_transform[3].xyz; + ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]); ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0); ray_dir.z = params.z_near; - ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz; - ray_dir = normalize(mat3(params.cam_transform) * ray_dir); + ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz; + + mat3 cam_basis; + { + vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]); + vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]); + vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]); + cam_basis = mat3(c0, c1, c2); + } + ray_dir = normalize(cam_basis * ray_dir); } ray_pos.y *= params.y_mult; |