diff options
Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 41 |
1 files changed, 37 insertions, 4 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index efd6036ba9..2bd93796bd 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -16,6 +16,7 @@ DISABLE_LIGHT_OMNI = false DISABLE_LIGHT_SPOT = false DISABLE_FOG = false USE_RADIANCE_MAP = true +USE_MULTIVIEW = false #[vertex] @@ -153,6 +154,15 @@ layout(std140) uniform SceneData { // ubo:2 } scene_data; +#ifdef USE_MULTIVIEW +layout(std140) uniform MultiviewData { // ubo:8 + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; +} +multiview_data; +#endif + uniform highp mat4 world_transform; #ifdef USE_LIGHTMAP @@ -250,8 +260,14 @@ void main() { #if defined(OVERRIDE_POSITION) highp vec4 position; #endif - highp mat4 projection_matrix = scene_data.projection_matrix; - highp mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + +#ifdef USE_MULTIVIEW + mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex]; +#else + mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; +#endif //USE_MULTIVIEW #ifdef USE_INSTANCING vec4 instance_custom = vec4(unpackHalf2x16(instance_color_custom_data.z), unpackHalf2x16(instance_color_custom_data.w)); @@ -339,7 +355,6 @@ void main() { /* clang-format off */ #[fragment] - // Default to SPECULAR_SCHLICK_GGX. #if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) #define SPECULAR_SCHLICK_GGX @@ -463,6 +478,15 @@ layout(std140) uniform SceneData { // ubo:2 } scene_data; +#ifdef USE_MULTIVIEW +layout(std140) uniform MultiviewData { // ubo:8 + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; +} +multiview_data; +#endif + /* clang-format off */ #GLOBALS @@ -530,8 +554,13 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4 #endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) -uniform highp sampler2D screen_texture; // texunit:-5 +#ifdef USE_MULTIVIEW +uniform highp sampler2DArray depth_buffer; // texunit:-6 +uniform highp sampler2DArray screen_texture; // texunit:-5 +#else uniform highp sampler2D depth_buffer; // texunit:-6 +uniform highp sampler2D screen_texture; // texunit:-5 +#endif uniform highp mat4 world_transform; uniform mediump float opaque_prepass_threshold; @@ -884,7 +913,11 @@ vec4 fog_process(vec3 vertex) { void main() { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz); +#else vec3 view = -normalize(vertex_interp); +#endif vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); |