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authorclayjohn <claynjohn@gmail.com>2022-09-13 10:39:04 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-13 10:39:04 -0700
commit8fa76a527271a4749826903020219786253214d4 (patch)
tree8d97a40f79b2a4425fce1027ef7db206848368ff /servers/rendering
parent22a09fef5d56fc7c37d70118532509076ebd7b12 (diff)
Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
Diffstat (limited to 'servers/rendering')
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl13
-rw-r--r--servers/rendering/shader_types.cpp1
3 files changed, 15 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 65d1d9e705..ceba43ae8f 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -907,6 +907,7 @@ void SkyRD::init() {
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+ actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index 0eb0f5f8fd..d523461600 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -153,6 +153,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
layout(location = 0) out vec4 frag_color;
+#ifdef USE_DEBANDING
+// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+vec3 interleaved_gradient_noise(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
+ return vec3(res, -res, res) / 255.0;
+}
+#endif
+
vec4 volumetric_fog_process(vec2 screen_uv) {
vec3 fog_pos = vec3(screen_uv, 1.0);
@@ -252,4 +261,8 @@ void main() {
// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
+
+#ifdef USE_DEBANDING
+ frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
+#endif
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 43c483a00d..47cb38f268 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -444,6 +444,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_half_res_pass") });
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_quarter_res_pass") });
shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("disable_fog") });
+ shader_modes[RS::SHADER_SKY].modes.push_back({ PNAME("use_debanding") });
}
/************ FOG **************************/