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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-03-22 20:03:35 +0100
committerGitHub <noreply@github.com>2020-03-22 20:03:35 +0100
commited9a0d0484411e631b0cc927e46dc234054d5ae5 (patch)
treee4c66055fb9e63bf80a9d6b7ec6a359e24781387 /servers/visual/rasterizer_rd/shaders
parent7acdf74a6a87c5a2e91b13a5060ae5ba9d4438a1 (diff)
parent61a74739ca2d201e7e057d85aa99ae68f0500c33 (diff)
Merge pull request #37179 from clayjohn/VULKAN-sky-shader
Implement Sky Shaders
Diffstat (limited to 'servers/visual/rasterizer_rd/shaders')
-rw-r--r--servers/visual/rasterizer_rd/shaders/cubemap_downsampler.glsl80
-rw-r--r--servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl38
-rw-r--r--servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl37
-rw-r--r--servers/visual/rasterizer_rd/shaders/sky.glsl90
4 files changed, 130 insertions, 115 deletions
diff --git a/servers/visual/rasterizer_rd/shaders/cubemap_downsampler.glsl b/servers/visual/rasterizer_rd/shaders/cubemap_downsampler.glsl
index b9cb0e848c..9f3ecf6053 100644
--- a/servers/visual/rasterizer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/visual/rasterizer_rd/shaders/cubemap_downsampler.glsl
@@ -30,13 +30,7 @@ VERSION_DEFINES
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
/* clang-format on */
-#ifdef MODE_SOURCE_PANORAMA
-layout(set = 0, binding = 0) uniform sampler2D source_panorama;
-#endif
-
-#ifdef MODE_SOURCE_CUBEMAP
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
-#endif
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
@@ -83,32 +77,6 @@ float calcWeight(float u, float v) {
return val * sqrt(val);
}
-#ifdef MODE_SOURCE_PANORAMA
-
-vec4 texturePanorama(vec3 normal, sampler2D pano) {
-
- vec2 st = vec2(
- atan(normal.x, -normal.z),
- acos(normal.y));
-
- if (st.x < 0.0)
- st.x += M_PI * 2.0;
-
- st /= vec2(M_PI * 2.0, M_PI);
-
- return textureLod(pano, st, 0.0);
-}
-
-#endif
-
-vec4 get_texture(vec3 p_dir) {
-#ifdef MODE_SOURCE_PANORAMA
- return texturePanorama(normalize(p_dir), source_panorama);
-#else
- return textureLod(source_cubemap, normalize(p_dir), 0.0);
-#endif
-}
-
void main() {
uvec3 id = gl_GlobalInvocationID;
uint face_size = params.face_size;
@@ -138,81 +106,81 @@ void main() {
switch (id.z) {
case 0:
get_dir_0(dir, u0, v0);
- color = get_texture(dir) * weights[0];
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_0(dir, u1, v0);
- color += get_texture(dir) * weights[1];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_0(dir, u0, v1);
- color += get_texture(dir) * weights[2];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_0(dir, u1, v1);
- color += get_texture(dir) * weights[3];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 1:
get_dir_1(dir, u0, v0);
- color = get_texture(dir) * weights[0];
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_1(dir, u1, v0);
- color += get_texture(dir) * weights[1];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_1(dir, u0, v1);
- color += get_texture(dir) * weights[2];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_1(dir, u1, v1);
- color += get_texture(dir) * weights[3];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 2:
get_dir_2(dir, u0, v0);
- color = get_texture(dir) * weights[0];
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_2(dir, u1, v0);
- color += get_texture(dir) * weights[1];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_2(dir, u0, v1);
- color += get_texture(dir) * weights[2];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_2(dir, u1, v1);
- color += get_texture(dir) * weights[3];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 3:
get_dir_3(dir, u0, v0);
- color = get_texture(dir) * weights[0];
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_3(dir, u1, v0);
- color += get_texture(dir) * weights[1];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_3(dir, u0, v1);
- color += get_texture(dir) * weights[2];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_3(dir, u1, v1);
- color += get_texture(dir) * weights[3];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
case 4:
get_dir_4(dir, u0, v0);
- color = get_texture(dir) * weights[0];
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_4(dir, u1, v0);
- color += get_texture(dir) * weights[1];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_4(dir, u0, v1);
- color += get_texture(dir) * weights[2];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_4(dir, u1, v1);
- color += get_texture(dir) * weights[3];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
default:
get_dir_5(dir, u0, v0);
- color = get_texture(dir) * weights[0];
+ color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
get_dir_5(dir, u1, v0);
- color += get_texture(dir) * weights[1];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
get_dir_5(dir, u0, v1);
- color += get_texture(dir) * weights[2];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
get_dir_5(dir, u1, v1);
- color += get_texture(dir) * weights[3];
+ color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
break;
}
imageStore(dest_cubemap, ivec3(id), color);
diff --git a/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl b/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl
index dd06647d3d..e0b0899dfa 100644
--- a/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl
+++ b/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl
@@ -262,28 +262,66 @@ void main() {
// write color
color.xyz = max(vec3(0.0), color.xyz);
color.w = 1.0;
+#ifdef USE_TEXTURE_ARRAY
+ id.xy *= uvec2(2, 2);
+#endif
switch (level) {
case 0:
imageStore(dest_cubemap0, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap0, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
case 1:
imageStore(dest_cubemap1, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap1, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
case 2:
imageStore(dest_cubemap2, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap2, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
case 3:
imageStore(dest_cubemap3, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap3, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
case 4:
imageStore(dest_cubemap4, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap4, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
case 5:
imageStore(dest_cubemap5, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap5, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
default:
imageStore(dest_cubemap6, ivec3(id), color);
+#ifdef USE_TEXTURE_ARRAY
+ imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
+ imageStore(dest_cubemap6, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
+ imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
+#endif
break;
}
}
diff --git a/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl b/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl
index 3dba143e56..e85996fa1a 100644
--- a/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl
@@ -10,13 +10,7 @@ VERSION_DEFINES
layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
/* clang-format on */
-#ifdef MODE_SOURCE_PANORAMA
-layout(set = 0, binding = 0) uniform sampler2D source_panorama;
-#endif
-
-#ifdef MODE_SOURCE_CUBEMAP
layout(set = 0, binding = 0) uniform samplerCube source_cube;
-#endif
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
@@ -115,24 +109,6 @@ vec2 Hammersley(uint i, uint N) {
return vec2(float(i) / float(N), radicalInverse_VdC(i));
}
-#ifdef MODE_SOURCE_PANORAMA
-
-vec4 texturePanorama(vec3 normal, sampler2D pano) {
-
- vec2 st = vec2(
- atan(normal.x, -normal.z),
- acos(normal.y));
-
- if (st.x < 0.0)
- st.x += M_PI * 2.0;
-
- st /= vec2(M_PI * 2.0, M_PI);
-
- return textureLod(pano, st, 0.0);
-}
-
-#endif
-
void main() {
uvec3 id = gl_GlobalInvocationID;
id.z += params.face_id;
@@ -144,15 +120,7 @@ void main() {
if (params.use_direct_write) {
-#ifdef MODE_SOURCE_PANORAMA
- imageStore(dest_cubemap, ivec3(id), vec4(texturePanorama(N, source_panorama).rgb, 1.0));
-#endif
-
-#ifdef MODE_SOURCE_CUBEMAP
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
-
-#endif
-
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
@@ -167,13 +135,8 @@ void main() {
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
-#ifdef MODE_SOURCE_PANORAMA
- sum.rgb += texturePanorama(L, source_panorama).rgb * ndotl;
-#endif
-#ifdef MODE_SOURCE_CUBEMAP
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
-#endif
sum.a += ndotl;
}
}
diff --git a/servers/visual/rasterizer_rd/shaders/sky.glsl b/servers/visual/rasterizer_rd/shaders/sky.glsl
index 28fd2883c3..b73f9345e7 100644
--- a/servers/visual/rasterizer_rd/shaders/sky.glsl
+++ b/servers/visual/rasterizer_rd/shaders/sky.glsl
@@ -11,10 +11,8 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
vec4 proj;
- float multiplier;
- float alpha;
- float depth;
- float pad;
+ vec4 position_multiplier;
+ float time;
}
params;
@@ -22,7 +20,7 @@ void main() {
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
uv_interp = base_arr[gl_VertexIndex];
- gl_Position = vec4(uv_interp, params.depth, 1.0);
+ gl_Position = vec4(uv_interp, 1.0, 1.0);
}
/* clang-format off */
@@ -37,43 +35,91 @@ VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
/* clang-format on */
-layout(set = 0, binding = 0) uniform sampler2D source_panorama;
-
layout(push_constant, binding = 1, std430) uniform Params {
mat3 orientation;
vec4 proj;
- float multiplier;
- float alpha;
- float depth;
- float pad;
+ vec4 position_multiplier;
+ float time; //TODO consider adding vec2 screen res, and float radiance size
}
params;
-vec4 texturePanorama(sampler2D pano, vec3 normal) {
+layout(set = 0, binding = 0) uniform sampler material_samplers[12];
+
+#ifdef USE_MATERIAL_UNIFORMS
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
+ /* clang-format off */
+
+MATERIAL_UNIFORMS
- vec2 st = vec2(
- atan(normal.x, normal.z),
- acos(normal.y));
+ /* clang-format on */
+} material;
+#endif
- if (st.x < 0.0)
- st.x += M_PI * 2.0;
+layout(set = 2, binding = 0) uniform textureCube radiance;
+layout(set = 2, binding = 1) uniform texture2D half_res;
+layout(set = 2, binding = 2) uniform texture2D quarter_res;
- st /= vec2(M_PI * 2.0, M_PI);
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ bool enabled;
+};
- return texture(pano, st);
+layout(set = 3, binding = 0, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
+directional_lights;
+
+/* clang-format off */
+
+FRAGMENT_SHADER_GLOBALS
+
+/* clang-format on */
layout(location = 0) out vec4 frag_color;
void main() {
vec3 cube_normal;
- cube_normal.z = -1000000.0;
+ cube_normal.z = -1.0;
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal.z = -cube_normal.z;
+ cube_normal = normalize(cube_normal);
+
+ vec2 uv = uv_interp * 0.5 + 0.5;
+
+ vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
+
+ if (panorama_coords.x < 0.0) {
+ panorama_coords.x += M_PI * 2.0;
+ }
+
+ panorama_coords /= vec2(M_PI * 2.0, M_PI);
+
+ vec3 color = vec3(0.0, 0.0, 0.0);
+ float alpha = 1.0; // Only available to subpasses
+
+// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
+#ifndef REALLYINCLUDETHIS
+ {
+ /* clang-format off */
+
+LIGHT_SHADER_CODE
+
+ /* clang-format on */
+ }
+#endif
+ {
+ /* clang-format off */
+
+FRAGMENT_SHADER_CODE
+
+ /* clang-format on */
+ }
- frag_color.rgb = texturePanorama(source_panorama, normalize(cube_normal.xyz)).rgb;
- frag_color.a = params.alpha;
+ frag_color.rgb = color * params.position_multiplier.w;
+ frag_color.a = alpha;
}