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authorreduz <reduzio@gmail.com>2021-08-18 12:18:50 -0300
committerreduz <reduzio@gmail.com>2021-08-18 12:20:19 -0300
commit700f9d916d41ca9ea8eb9213dbce716fe802f600 (patch)
tree7d82f988cd2ce8da39b034642ba71de2d1386d6f /servers/rendering/renderer_rd/shaders
parent2a9c4a59dfd2d0f25e2789d8339f91f97f5dd2bb (diff)
More fixes to mobile renderer
* Specify all precision qualifiers * Makes renderer work on Adreno Vulkan
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl84
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl9
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl80
4 files changed, 98 insertions, 103 deletions
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
index ccaad13311..158096d3c7 100644
--- a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -1,18 +1,18 @@
struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
+ highp mat4 xform; //to decal transform
+ highp vec3 inv_extents;
+ mediump float albedo_mix;
+ highp vec4 albedo_rect;
+ highp vec4 normal_rect;
+ highp vec4 orm_rect;
+ highp vec4 emission_rect;
+ highp vec4 modulate;
+ mediump float emission_energy;
uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
+ mediump float upper_fade;
+ mediump float lower_fade;
+ mediump mat3x4 normal_xform;
+ mediump vec3 normal;
+ mediump float normal_fade;
};
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 9155216d7e..fdc7729338 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -4,28 +4,28 @@
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
- float inv_radius;
+ highp float inv_radius;
- vec3 direction;
- float size;
+ mediump vec3 direction;
+ highp float size;
- vec3 color;
- float attenuation;
+ mediump vec3 color;
+ mediump float attenuation;
- float cone_attenuation;
- float cone_angle;
- float specular_amount;
+ mediump float cone_attenuation;
+ mediump float cone_angle;
+ mediump float specular_amount;
bool shadow_enabled;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ highp float shadow_bias;
+ highp float shadow_normal_bias;
+ highp float transmittance_bias;
+ highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
- float shadow_volumetric_fog_fade;
+ mediump float shadow_volumetric_fog_fade;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
@@ -35,53 +35,53 @@ struct LightData { //this structure needs to be as packed as possible
#define REFLECTION_AMBIENT_COLOR 2
struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
+ highp vec3 box_extents;
+ mediump float index;
+ highp vec3 box_offset;
uint mask;
- vec3 ambient; // ambient color
- float intensity;
+ mediump vec3 ambient; // ambient color
+ mediump float intensity;
bool exterior;
bool box_project;
uint ambient_mode;
uint pad;
//0-8 is intensity,8-9 is ambient, mode
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
+ mediump vec3 direction;
+ mediump float energy;
+ mediump vec3 color;
+ mediump float size;
+ mediump float specular;
uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
+ highp float softshadow_angle;
+ highp float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
- float fade_from;
- float fade_to;
+ highp float fade_from;
+ highp float fade_to;
uvec2 pad;
uint bake_mode;
- float shadow_volumetric_fog_fade;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
+ mediump float shadow_volumetric_fog_fade;
+ highp vec4 shadow_bias;
+ highp vec4 shadow_normal_bias;
+ highp vec4 shadow_transmittance_bias;
highp vec4 shadow_z_range;
highp vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
+ highp vec4 shadow_split_offsets;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
+ mediump vec4 shadow_color1;
+ mediump vec4 shadow_color2;
+ mediump vec4 shadow_color3;
+ mediump vec4 shadow_color4;
+ highp vec2 uv_scale1;
+ highp vec2 uv_scale2;
+ highp vec2 uv_scale3;
+ highp vec2 uv_scale4;
};
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 663100a0b3..6e104e1203 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -92,7 +92,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) out float dp_clip;
+layout(location = 8) out highp float dp_clip;
#endif
@@ -370,11 +370,6 @@ void main() {
#VERSION_DEFINES
-//use medium precision for floats on mobile.
-
-precision mediump float;
-precision highp int;
-
/* Specialization Constants */
#if !defined(MODE_RENDER_DEPTH)
@@ -498,7 +493,7 @@ 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 vec4 frag_color;
+layout(location = 0) out mediump vec4 frag_color;
#endif // MODE_MULTIPLE_RENDER_TARGETS
#endif // RENDER DEPTH
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index f1e554d01c..dd8879acb4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -93,7 +93,7 @@ directional_lights;
#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
struct Lightmap {
- mat3 normal_xform;
+ mediump mat3 normal_xform;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -102,7 +102,7 @@ layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
lightmaps;
struct LightmapCapture {
- vec4 sh[9];
+ mediump vec4 sh[9];
};
layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
@@ -110,8 +110,8 @@ layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures
}
lightmap_captures;
-layout(set = 0, binding = 11) uniform texture2D decal_atlas;
-layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
+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[];
@@ -119,7 +119,7 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
decals;
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
- vec4 data[];
+ highp vec4 data[];
}
global_variables;
@@ -135,56 +135,56 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- vec2 viewport_size;
- vec2 screen_pixel_size;
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
- vec4 directional_penumbra_shadow_kernel[32];
- vec4 directional_soft_shadow_kernel[32];
- vec4 penumbra_shadow_kernel[32];
- vec4 soft_shadow_kernel[32];
+ highp vec4 directional_penumbra_shadow_kernel[32];
+ highp vec4 directional_soft_shadow_kernel[32];
+ highp vec4 penumbra_shadow_kernel[32];
+ highp vec4 soft_shadow_kernel[32];
- vec4 ambient_light_color_energy;
+ mediump vec4 ambient_light_color_energy;
- float ambient_color_sky_mix;
+ mediump float ambient_color_sky_mix;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
- mat3 radiance_inverse_xform;
+ mediump mat3 radiance_inverse_xform;
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
uint directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
+ mediump float dual_paraboloid_side;
+ highp float z_far;
+ highp float z_near;
bool ssao_enabled;
- float ssao_light_affect;
- float ssao_ao_affect;
+ mediump float ssao_light_affect;
+ mediump float ssao_ao_affect;
bool roughness_limiter_enabled;
- float roughness_limiter_amount;
- float roughness_limiter_limit;
+ mediump float roughness_limiter_amount;
+ mediump float roughness_limiter_limit;
uvec2 roughness_limiter_pad;
- vec4 ao_color;
+ mediump vec4 ao_color;
bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
+ highp float fog_density;
+ highp float fog_height;
+ highp float fog_height_density;
- vec3 fog_light_color;
- float fog_sun_scatter;
+ mediump vec3 fog_light_color;
+ mediump float fog_sun_scatter;
- float fog_aerial_perspective;
+ mediump float fog_aerial_perspective;
bool material_uv2_mode;
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
+ highp float time;
+ mediump float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint pad1;
@@ -195,30 +195,30 @@ scene_data;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
#endif
-layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
-layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
-layout(set = 1, binding = 5) uniform texture2D directional_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 texture2D depth_buffer;
-layout(set = 1, binding = 10) uniform texture2D color_buffer;
+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 {
- vec4 data[];
+ highp vec4 data[];
}
transforms;