diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 21 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 20 | ||||
-rw-r--r-- | drivers/gles3/shaders/skeleton.glsl | 269 | ||||
-rw-r--r-- | drivers/gles3/shaders/stdlib_inc.glsl | 18 |
5 files changed, 303 insertions, 26 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index 2686b1aa48..34713e7e29 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -21,3 +21,4 @@ if "GLES3_GLSL" in env["BUILDERS"]: env.GLES3_GLSL("canvas_sdf.glsl") env.GLES3_GLSL("particles.glsl") env.GLES3_GLSL("particles_copy.glsl") + env.GLES3_GLSL("skeleton.glsl") diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index cdae05a516..a61ea1587d 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -19,9 +19,6 @@ layout(location = 0) in vec2 vertex_attrib; layout(location = 3) in vec4 color_attrib; layout(location = 4) in vec2 uv_attrib; -layout(location = 10) in uvec4 bone_attrib; -layout(location = 11) in vec4 weight_attrib; - #ifdef USE_INSTANCING layout(location = 1) in highp vec4 instance_xform0; @@ -81,8 +78,6 @@ void main() { uv = draw_data[draw_data_instance].uv_c; color = vec4(unpackHalf2x16(draw_data[draw_data_instance].color_c_rg), unpackHalf2x16(draw_data[draw_data_instance].color_c_ba)); } - uvec4 bones = uvec4(0, 0, 0, 0); - vec4 bone_weights = vec4(0.0); #elif defined(USE_ATTRIBUTES) draw_data_instance = gl_InstanceID; @@ -93,9 +88,6 @@ void main() { vec4 color = color_attrib * draw_data[draw_data_instance].modulation; vec2 uv = uv_attrib; - uvec4 bones = bone_attrib; - vec4 bone_weights = weight_attrib; - #ifdef USE_INSTANCING vec4 instance_color = vec4(unpackHalf2x16(instance_color_custom_data.x), unpackHalf2x16(instance_color_custom_data.y)); color *= instance_color; @@ -110,7 +102,6 @@ void main() { vec2 uv = draw_data[draw_data_instance].src_rect.xy + abs(draw_data[draw_data_instance].src_rect.zw) * ((draw_data[draw_data_instance].flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy); vec4 color = draw_data[draw_data_instance].modulation; vec2 vertex = draw_data[draw_data_instance].dst_rect.xy + abs(draw_data[draw_data_instance].dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data[draw_data_instance].src_rect.zw, vec2(0.0, 0.0))); - uvec4 bones = uvec4(0, 0, 0, 0); #endif @@ -297,11 +288,9 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig #endif -#define SHADOW_TEST(m_uv) \ - { \ - highp float sd = SHADOW_DEPTH(m_uv); \ - shadow += step(sd, shadow_uv.z / shadow_uv.w); \ - } +/* clang-format off */ +#define SHADOW_TEST(m_uv) { highp float sd = SHADOW_DEPTH(m_uv); shadow += step(sd, shadow_uv.z / shadow_uv.w); } +/* clang-format on */ //float distance = length(shadow_pos); vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv @@ -341,7 +330,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv shadow /= 13.0; } - vec4 shadow_color = unpackUnorm4x8(light_array[light_base].shadow_color); + vec4 shadow_color = godot_unpackUnorm4x8(light_array[light_base].shadow_color); #ifdef LIGHT_CODE_USED shadow_color.rgb *= shadow_modulate; #endif @@ -508,7 +497,7 @@ void main() { if (specular_shininess_used || (using_light && normal_used && bool(draw_data[draw_data_instance].flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) { specular_shininess = texture(specular_texture, uv); - specular_shininess *= unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess); + specular_shininess *= godot_unpackUnorm4x8(draw_data[draw_data_instance].specular_shininess); specular_shininess_used = true; } else { specular_shininess = vec4(1.0); diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 04dba602dd..32557d3314 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -129,7 +129,7 @@ layout(std140) uniform SceneData { // ubo:2 mediump float ambient_color_sky_mix; bool material_uv2_mode; - float pad2; + float emissive_exposure_normalization; bool use_ambient_light; bool use_ambient_cubemap; bool use_reflection_cubemap; @@ -142,7 +142,7 @@ layout(std140) uniform SceneData { // ubo:2 uint directional_light_count; float z_far; float z_near; - float pad; + float IBL_exposure_normalization; bool fog_enabled; float fog_density; @@ -151,6 +151,10 @@ layout(std140) uniform SceneData { // ubo:2 vec3 fog_light_color; float fog_sun_scatter; + uint camera_visible_layers; + uint pad3; + uint pad4; + uint pad5; } scene_data; @@ -455,7 +459,7 @@ layout(std140) uniform SceneData { // ubo:2 mediump float ambient_color_sky_mix; bool material_uv2_mode; - float pad2; + float emissive_exposure_normalization; bool use_ambient_light; bool use_ambient_cubemap; bool use_reflection_cubemap; @@ -468,7 +472,7 @@ layout(std140) uniform SceneData { // ubo:2 uint directional_light_count; float z_far; float z_near; - float pad; + float IBL_exposure_normalization; bool fog_enabled; float fog_density; @@ -477,6 +481,10 @@ layout(std140) uniform SceneData { // ubo:2 vec3 fog_light_color; float fog_sun_scatter; + uint camera_visible_layers; + uint pad3; + uint pad4; + uint pad5; } scene_data; @@ -1100,7 +1108,7 @@ void main() { ref_vec = mix(ref_vec, normal, roughness * roughness); float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; - specular_light = textureLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).rgb; + specular_light = textureLod(radiance_map, ref_vec, sqrt(roughness) * RADIANCE_MAX_LOD).rgb; specular_light = srgb_to_linear(specular_light); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; @@ -1162,7 +1170,7 @@ void main() { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0); #endif } diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl new file mode 100644 index 0000000000..a1e3c098f4 --- /dev/null +++ b/drivers/gles3/shaders/skeleton.glsl @@ -0,0 +1,269 @@ +/* clang-format off */ +#[modes] + +mode_base_pass = +mode_blend_pass = #define MODE_BLEND_PASS + +#[specializations] + +MODE_2D = true +USE_BLEND_SHAPES = false +USE_SKELETON = false +USE_NORMAL = false +USE_TANGENT = false +FINAL_PASS = false +USE_EIGHT_WEIGHTS = false + +#[vertex] + +#include "stdlib_inc.glsl" + +#ifdef MODE_2D +#define VFORMAT vec2 +#else +#define VFORMAT vec3 +#endif + +#ifdef FINAL_PASS +#define OFORMAT vec2 +#else +#define OFORMAT uvec2 +#endif + +// These come from the source mesh and the output from previous passes. +layout(location = 0) in highp VFORMAT in_vertex; +#ifdef MODE_BLEND_PASS +#ifdef USE_NORMAL +layout(location = 1) in highp uvec2 in_normal; +#endif +#ifdef USE_TANGENT +layout(location = 2) in highp uvec2 in_tangent; +#endif +#else // MODE_BLEND_PASS +#ifdef USE_NORMAL +layout(location = 1) in highp vec2 in_normal; +#endif +#ifdef USE_TANGENT +layout(location = 2) in highp vec2 in_tangent; +#endif +#endif // MODE_BLEND_PASS + +#ifdef USE_SKELETON +#ifdef USE_EIGHT_WEIGHTS +layout(location = 10) in highp uvec4 in_bone_attrib; +layout(location = 11) in highp uvec4 in_bone_attrib2; +layout(location = 12) in mediump vec4 in_weight_attrib; +layout(location = 13) in mediump vec4 in_weight_attrib2; +#else +layout(location = 10) in highp uvec4 in_bone_attrib; +layout(location = 11) in mediump vec4 in_weight_attrib; +#endif + +uniform mediump sampler2D skeleton_texture; // texunit:0 +#endif + +/* clang-format on */ +#ifdef MODE_BLEND_PASS +layout(location = 3) in highp VFORMAT blend_vertex; +#ifdef USE_NORMAL +layout(location = 4) in highp vec2 blend_normal; +#endif +#ifdef USE_TANGENT +layout(location = 5) in highp vec2 blend_tangent; +#endif +#endif // MODE_BLEND_PASS + +out highp VFORMAT out_vertex; //tfb: + +#ifdef USE_NORMAL +flat out highp OFORMAT out_normal; //tfb:USE_NORMAL +#endif +#ifdef USE_TANGENT +flat out highp OFORMAT out_tangent; //tfb:USE_TANGENT +#endif + +#ifdef USE_BLEND_SHAPES +uniform highp float blend_weight; +uniform lowp float blend_shape_count; +#endif + +vec2 signNotZero(vec2 v) { + return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0))); +} + +vec3 oct_to_vec3(vec2 oct) { + oct = oct * 2.0 - 1.0; + vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y)); + if (v.z < 0.0) { + v.xy = (1.0 - abs(v.yx)) * signNotZero(v.xy); + } + return normalize(v); +} + +vec2 vec3_to_oct(vec3 e) { + e /= abs(e.x) + abs(e.y) + abs(e.z); + vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy); + return oct * 0.5f + 0.5f; +} + +vec4 oct_to_tang(vec2 oct_sign_encoded) { + // Binormal sign encoded in y component + vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0); + return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y)); +} + +vec2 tang_to_oct(vec4 base) { + vec2 oct = vec3_to_oct(base.xyz); + // Encode binormal sign in y component + oct.y = oct.y * 0.5f + 0.5f; + oct.y = base.w >= 0.0f ? oct.y : 1.0 - oct.y; + return oct; +} + +// Our original input for normals and tangents is 2 16-bit floats. +// Transform Feedback has to write out 32-bits per channel. +// Octahedral compression requires normalized vectors, but we need to store +// non-normalized vectors until the very end. +// Therefore, we will compress our normals into 16 bits using signed-normalized +// fixed point precision. This works well, because we know that each normal +// is no larger than |1| so we can normalize by dividing by the number of blend +// shapes. +uvec2 vec4_to_vec2(vec4 p_vec) { + return uvec2(packSnorm2x16(p_vec.xy), packSnorm2x16(p_vec.zw)); +} + +vec4 vec2_to_vec4(uvec2 p_vec) { + return vec4(unpackSnorm2x16(p_vec.x), unpackSnorm2x16(p_vec.y)); +} + +void main() { +#ifdef MODE_2D + out_vertex = in_vertex; + +#ifdef USE_BLEND_SHAPES +#ifdef MODE_BLEND_PASS + out_vertex = in_vertex + blend_vertex * blend_weight; +#else + out_vertex = in_vertex * blend_weight; +#endif +#ifdef FINAL_PASS + out_vertex = normalize(out_vertex); +#endif +#endif // USE_BLEND_SHAPES + +#ifdef USE_SKELETON + +#define TEX(m) texelFetch(skeleton_texture, ivec2(m % 256u, m / 256u), 0) +#define GET_BONE_MATRIX(a, b, w) mat2x4(TEX(a), TEX(b)) * w + + uvec4 bones = in_bone_attrib * uvec4(2u); + uvec4 bones_a = bones + uvec4(1u); + + highp mat2x4 m = GET_BONE_MATRIX(bones.x, bones_a.x, in_weight_attrib.x); + m += GET_BONE_MATRIX(bones.y, bones_a.y, in_weight_attrib.y); + m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z); + m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w); + + mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + + //reverse order because its transposed + out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy; +#endif // USE_SKELETON + +#else // MODE_2D + +#ifdef USE_BLEND_SHAPES +#ifdef MODE_BLEND_PASS + out_vertex = in_vertex + blend_vertex * blend_weight; + +#ifdef USE_NORMAL + vec3 normal = vec2_to_vec4(in_normal).xyz * blend_shape_count; + vec3 normal_blend = oct_to_vec3(blend_normal) * blend_weight; +#ifdef FINAL_PASS + out_normal = vec3_to_oct(normalize(normal + normal_blend)); +#else + out_normal = vec4_to_vec2(vec4(normal + normal_blend, 0.0) / blend_shape_count); +#endif +#endif // USE_NORMAL + +#ifdef USE_TANGENT + vec4 tangent = vec2_to_vec4(in_tangent) * blend_shape_count; + vec4 tangent_blend = oct_to_tang(blend_tangent) * blend_weight; +#ifdef FINAL_PASS + out_tangent = tang_to_oct(vec4(normalize(tangent.xyz + tangent_blend.xyz), tangent.w)); +#else + out_tangent = vec4_to_vec2(vec4((tangent.xyz + tangent_blend.xyz) / blend_shape_count, tangent.w)); +#endif +#endif // USE_TANGENT + +#else // MODE_BLEND_PASS + out_vertex = in_vertex * blend_weight; + +#ifdef USE_NORMAL + vec3 normal = oct_to_vec3(in_normal); + out_normal = vec4_to_vec2(vec4(normal * blend_weight / blend_shape_count, 0.0)); +#endif +#ifdef USE_TANGENT + vec4 tangent = oct_to_tang(in_tangent); + out_tangent = vec4_to_vec2(vec4(tangent.rgb * blend_weight / blend_shape_count, tangent.w)); +#endif +#endif // MODE_BLEND_PASS +#else // USE_BLEND_SHAPES + + // Make attributes available to the skeleton shader if not written by blend shapes. + out_vertex = in_vertex; +#ifdef USE_NORMAL + out_normal = in_normal; +#endif +#ifdef USE_TANGENT + out_tangent = in_tangent; +#endif +#endif // USE_BLEND_SHAPES + +#ifdef USE_SKELETON + +#define TEX(m) texelFetch(skeleton_texture, ivec2(m % 256u, m / 256u), 0) +#define GET_BONE_MATRIX(a, b, c, w) mat4(TEX(a), TEX(b), TEX(c), vec4(0.0, 0.0, 0.0, 1.0)) * w + + uvec4 bones = in_bone_attrib * uvec4(3); + uvec4 bones_a = bones + uvec4(1); + uvec4 bones_b = bones + uvec4(2); + + highp mat4 m; + m = GET_BONE_MATRIX(bones.x, bones_a.x, bones_b.x, in_weight_attrib.x); + m += GET_BONE_MATRIX(bones.y, bones_a.y, bones_b.y, in_weight_attrib.y); + m += GET_BONE_MATRIX(bones.z, bones_a.z, bones_b.z, in_weight_attrib.z); + m += GET_BONE_MATRIX(bones.w, bones_a.w, bones_b.w, in_weight_attrib.w); + +#ifdef USE_EIGHT_WEIGHTS + bones = in_bone_attrib2 * uvec4(3); + bones_a = bones + uvec4(1); + bones_b = bones + uvec4(2); + + m += GET_BONE_MATRIX(bones.x, bones_a.x, bones_b.x, in_weight_attrib2.x); + m += GET_BONE_MATRIX(bones.y, bones_a.y, bones_b.y, in_weight_attrib2.y); + m += GET_BONE_MATRIX(bones.z, bones_a.z, bones_b.z, in_weight_attrib2.z); + m += GET_BONE_MATRIX(bones.w, bones_a.w, bones_b.w, in_weight_attrib2.w); +#endif + + // Reverse order because its transposed. + out_vertex = (vec4(out_vertex, 1.0) * m).xyz; +#ifdef USE_NORMAL + vec3 vertex_normal = oct_to_vec3(out_normal); + out_normal = vec3_to_oct(normalize((vec4(vertex_normal, 0.0) * m).xyz)); +#endif // USE_NORMAL +#ifdef USE_TANGENT + vec4 vertex_tangent = oct_to_tang(out_tangent); + out_tangent = tang_to_oct(vec4(normalize((vec4(vertex_tangent.xyz, 0.0) * m).xyz), vertex_tangent.w)); +#endif // USE_TANGENT +#endif // USE_SKELETON +#endif // MODE_2D +} + +/* clang-format off */ +#[fragment] + +void main() { + +} +/* clang-format on */ diff --git a/drivers/gles3/shaders/stdlib_inc.glsl b/drivers/gles3/shaders/stdlib_inc.glsl index d5051760d7..8d4a24cc1f 100644 --- a/drivers/gles3/shaders/stdlib_inc.glsl +++ b/drivers/gles3/shaders/stdlib_inc.glsl @@ -38,23 +38,33 @@ vec2 unpackSnorm2x16(uint p) { vec2 v = vec2(float(p & uint(0xffff)), float(p >> uint(16))); return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0)); } + #endif -uint packUnorm4x8(vec4 v) { +// Compatibility renames. These are exposed with the "godot_" prefix +// to work around an Adreno bug which was exposing these ES310 functions +// in ES300 shaders. Internally, we must use the "godot_" prefix, but user shaders +// will be mapped automatically. +uint godot_packUnorm4x8(vec4 v) { uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0)); return uv.x | (uv.y << uint(8)) | (uv.z << uint(16)) | (uv.w << uint(24)); } -vec4 unpackUnorm4x8(uint p) { +vec4 godot_unpackUnorm4x8(uint p) { return vec4(float(p & uint(0xff)), float((p >> uint(8)) & uint(0xff)), float((p >> uint(16)) & uint(0xff)), float(p >> uint(24))) * 0.00392156862; // 1.0 / 255.0 } -uint packSnorm4x8(vec4 v) { +uint godot_packSnorm4x8(vec4 v) { uvec4 uv = uvec4(round(clamp(v, vec4(-1.0), vec4(1.0)) * 127.0) + 127.0); return uv.x | uv.y << uint(8) | uv.z << uint(16) | uv.w << uint(24); } -vec4 unpackSnorm4x8(uint p) { +vec4 godot_unpackSnorm4x8(uint p) { vec4 v = vec4(float(p & uint(0xff)), float((p >> uint(8)) & uint(0xff)), float((p >> uint(16)) & uint(0xff)), float(p >> uint(24))); return clamp((v - vec4(127.0)) * vec4(0.00787401574), vec4(-1.0), vec4(1.0)); } + +#define packUnorm4x8 godot_packUnorm4x8 +#define unpackUnorm4x8 godot_unpackUnorm4x8 +#define packSnorm4x8 godot_packSnorm4x8 +#define unpackSnorm4x8 godot_unpackSnorm4x8 |