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authorClay John <claynjohn@gmail.com>2022-09-14 09:06:27 -0700
committerGitHub <noreply@github.com>2022-09-14 09:06:27 -0700
commitf70959663112b5793463abbc20725ecf5d1dd7dd (patch)
tree0f425a8b7d467f31017291108198621de22ea1d1 /servers/rendering/renderer_rd/shaders
parenta9b04b936ea3b5a17f9ce94d7b011792c7f0dec1 (diff)
parent74cdee4cb5b25019e9e2536b9f311bbfd013c7c3 (diff)
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl4
2 files changed, 7 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 26b96b358f..8e8ec6883a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -129,7 +129,7 @@ invariant gl_Position;
#GLOBALS
-void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
+void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
@@ -208,7 +208,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
}
}
- uint offset = stride * gl_InstanceIndex;
+ uint offset = stride * (gl_InstanceIndex + multimesh_offset);
if (bool(instances.data[instance_index].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));
@@ -397,13 +397,13 @@ void main() {
mat4 model_matrix = instances.data[instance_index].transform;
#if defined(MOTION_VECTORS)
global_time = scene_data_block.prev_data.time;
- vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
global_time = scene_data_block.data.time;
- vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#else
global_time = scene_data_block.data.time;
vec4 screen_position;
- vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 45484b8c47..d97da0c571 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -29,8 +29,8 @@
layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
- uint pad0;
- uint pad1;
+ uint multimesh_motion_vectors_current_offset;
+ uint multimesh_motion_vectors_previous_offset;
}
draw_call;