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author | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-01 07:33:18 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2023-02-01 07:33:18 +0100 |
commit | ab4d8df163626dc1d7142af6ea85ce713685fe5e (patch) | |
tree | fe141c56aadca89c1d0914dfee3f08210e2849d3 /servers | |
parent | e8c405de4df358bd18cde5fdc3161109dee18f62 (diff) | |
parent | 8c77aea9ab245b4c685ba03670613a50efdbd1ea (diff) |
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
Expose EYE_OFFSET to gdshader code
Diffstat (limited to 'servers')
5 files changed, 14 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 2aaea4288b..d8e77366de 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -625,6 +625,7 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; + actions.renames["EYE_OFFSET"] = "eye_offset"; //for light actions.renames["VIEW"] = "view"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index f9eecf4dc7..cc4a7dfa47 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -517,6 +517,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; + actions.renames["EYE_OFFSET"] = "eye_offset"; //for light actions.renames["VIEW"] = "view"; diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index c6a3c42e57..21fa7fa148 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -315,9 +315,11 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime #ifdef USE_MULTIVIEW mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; #else mat4 projection_matrix = scene_data.projection_matrix; mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + vec3 eye_offset = vec3(0.0, 0.0, 0.0); #endif //USE_MULTIVIEW //using world coordinates @@ -722,8 +724,10 @@ void fragment_shader(in SceneData scene_data) { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); #endif vec3 albedo = vec3(1.0); diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 90e902ca33..a8b28bbd4f 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -314,9 +314,11 @@ void main() { #ifdef USE_MULTIVIEW mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; #else mat4 projection_matrix = scene_data.projection_matrix; mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + vec3 eye_offset = vec3(0.0, 0.0, 0.0); #endif //USE_MULTIVIEW //using world coordinates @@ -671,8 +673,10 @@ void main() { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); #endif vec3 albedo = vec3(1.0); diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index a789abcd36..56d00fa1bb 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -106,6 +106,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); @@ -151,6 +152,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); |