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authorjfons <joan.fonssanchez@gmail.com>2022-02-17 10:56:22 +0100
committerjfons <joan.fonssanchez@gmail.com>2022-04-01 12:12:49 +0200
commite69d762dd0c6b74cb0e25f38c5da2cc4068ea62b (patch)
tree5980e751ab0519ecc2243bcf074d9da813a6f93c /servers/rendering/renderer_rd/shaders
parent4263f02f28af79324667674ad4f2ededddf19047 (diff)
Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask. The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass. This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used. Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 4e6e50bc44..abe1a09b06 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -499,14 +499,14 @@ layout(location = 1) out uvec2 voxel_gi_buffer;
#endif //MODE_RENDER_NORMAL
#else // RENDER DEPTH
-#ifdef MODE_MULTIPLE_RENDER_TARGETS
+#ifdef MODE_SEPARATE_SPECULAR
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;
-#endif // MODE_MULTIPLE_RENDER_TARGETS
+#endif // MODE_SEPARATE_SPECULAR
#endif // RENDER DEPTH
@@ -1966,7 +1966,7 @@ void main() {
//restore fog
fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
-#ifdef MODE_MULTIPLE_RENDER_TARGETS
+#ifdef MODE_SEPARATE_SPECULAR
#ifdef MODE_UNSHADED
diffuse_buffer = vec4(albedo.rgb, 0.0);
@@ -1984,7 +1984,7 @@ void main() {
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
+#else //MODE_SEPARATE_SPECULAR
#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
@@ -1996,7 +1996,7 @@ void main() {
// 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);
-#endif //MODE_MULTIPLE_RENDER_TARGETS
+#endif //MODE_SEPARATE_SPECULAR
#endif //MODE_RENDER_DEPTH
}