summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2021-01-25 21:52:58 -0300
committerreduz <reduzio@gmail.com>2021-01-26 10:24:12 -0300
commit280f334f81c439d391d9934f9cf1791f074c3773 (patch)
tree71a32df86c05bcb6ab60e14a6ac142e2d72bc875 /servers/rendering/renderer_rd/shaders
parent7086d72e13b8e2a0617a97236f880ec167386634 (diff)
Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl9
1 files changed, 8 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index d122e7a38a..e4f6f4b7ea 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -39,8 +39,11 @@ layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_aver
layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+#ifdef USE_CUBEMAP_ARRAY
+layout(set = 1, binding = 0) uniform textureCubeArray sky_irradiance;
+#else
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
-
+#endif
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define HISTORY_BITS 10
@@ -256,7 +259,11 @@ void main() {
light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
light.a = 1.0;
} else if (params.sky_mode == SKY_MODE_SKY) {
+#ifdef USE_CUBEMAP_ARRAY
+ light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#else
light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+#endif
light.rgb *= params.sky_energy;
light.a = 0.0;