diff options
Diffstat (limited to 'drivers/gles3/shaders')
| -rw-r--r-- | drivers/gles3/shaders/SCsub | 5 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 202 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas_occlusion.glsl | 68 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas_sdf.glsl | 205 | ||||
| -rw-r--r-- | drivers/gles3/shaders/canvas_shadow.glsl | 60 | ||||
| -rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 4 | ||||
| -rw-r--r-- | drivers/gles3/shaders/particles.glsl | 501 | ||||
| -rw-r--r-- | drivers/gles3/shaders/particles_copy.glsl | 122 | ||||
| -rw-r--r-- | drivers/gles3/shaders/scene.glsl | 101 | ||||
| -rw-r--r-- | drivers/gles3/shaders/skeleton.glsl | 269 | ||||
| -rw-r--r-- | drivers/gles3/shaders/stdlib_inc.glsl | 18 |
11 files changed, 1390 insertions, 165 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index 83ffe8b1e1..34713e7e29 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -17,3 +17,8 @@ if "GLES3_GLSL" in env["BUILDERS"]: env.GLES3_GLSL("scene.glsl") env.GLES3_GLSL("sky.glsl") env.GLES3_GLSL("cubemap_filter.glsl") + env.GLES3_GLSL("canvas_occlusion.glsl") + 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 23db41802e..c1c26ed963 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -10,6 +10,7 @@ mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING #[specializations] DISABLE_LIGHTING = false +USE_RGBA_SHADOWS = false #[vertex] @@ -18,9 +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; @@ -43,8 +41,6 @@ layout(std140) uniform MaterialUniforms{ //ubo:4 #include "canvas_uniforms_inc.glsl" #include "stdlib_inc.glsl" -uniform sampler2D transforms_texture; //texunit:-1 - out vec2 uv_interp; out vec4 color_interp; out vec2 vertex_interp; @@ -80,8 +76,6 @@ 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; @@ -92,9 +86,6 @@ 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; @@ -109,7 +100,6 @@ 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 @@ -152,48 +142,6 @@ void main() { uv += 1e-5; } -#ifdef USE_ATTRIBUTES -#if 0 - if (bool(draw_data[draw_data_instance].flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone - //skeleton transform - ivec4 bone_indicesi = ivec4(bone_indices); - - uvec2 tex_ofs = bone_indicesi.x * 2; - - mat2x4 m; - m = mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.x; - - tex_ofs = bone_indicesi.y * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.y; - - tex_ofs = bone_indicesi.z * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.z; - - tex_ofs = bone_indicesi.w * 2; - - m += mat2x4( - texelFetch(skeleton_buffer, tex_ofs + 0), - texelFetch(skeleton_buffer, tex_ofs + 1)) * - bone_weights.w; - - mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse; - - //outvec = bone_matrix * outvec; - } -#endif -#endif - vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy; vertex_interp = vertex; @@ -213,8 +161,8 @@ void main() { #ifndef DISABLE_LIGHTING uniform sampler2D atlas_texture; //texunit:-2 +uniform sampler2D shadow_atlas_texture; //texunit:-3 #endif // DISABLE_LIGHTING -//uniform sampler2D shadow_atlas_texture; //texunit:-3 uniform sampler2D screen_texture; //texunit:-4 uniform sampler2D sdf_texture; //texunit:-5 uniform sampler2D normal_texture; //texunit:-6 @@ -245,6 +193,35 @@ layout(std140) uniform MaterialUniforms{ #endif #GLOBALS + +float vec4_to_float(vec4 p_vec) { + return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0; +} + +vec2 screen_uv_to_sdf(vec2 p_uv) { + return screen_to_sdf * p_uv; +} + +float texture_sdf(vec2 p_sdf) { + vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw; + float d = vec4_to_float(texture(sdf_texture, uv)); + d *= SDF_MAX_LENGTH; + return d * tex_to_sdf; +} + +vec2 texture_sdf_normal(vec2 p_sdf) { + vec2 uv = p_sdf * sdf_to_tex.xy + sdf_to_tex.zw; + + const float EPSILON = 0.001; + return normalize(vec2( + vec4_to_float(texture(sdf_texture, uv + vec2(EPSILON, 0.0))) - vec4_to_float(texture(sdf_texture, uv - vec2(EPSILON, 0.0))), + vec4_to_float(texture(sdf_texture, uv + vec2(0.0, EPSILON))) - vec4_to_float(texture(sdf_texture, uv - vec2(0.0, EPSILON))))); +} + +vec2 sdf_to_screen_uv(vec2 p_sdf) { + return p_sdf * sdf_to_screen; +} + #ifndef DISABLE_LIGHTING #ifdef LIGHT_CODE_USED @@ -299,6 +276,68 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig } } +#ifdef USE_RGBA_SHADOWS + +#define SHADOW_DEPTH(m_uv) (dot(textureLod(shadow_atlas_texture, (m_uv), 0.0), vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0) + +#else + +#define SHADOW_DEPTH(m_uv) (textureLod(shadow_atlas_texture, (m_uv), 0.0).r) + +#endif + +/* 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 +#ifdef LIGHT_CODE_USED + , + vec3 shadow_modulate +#endif +) { + float shadow = 0.0; + uint shadow_mode = light_array[light_base].flags & LIGHT_FLAGS_FILTER_MASK; + + if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) { + SHADOW_TEST(shadow_uv.xy); + } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) { + vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0); + shadow /= 5.0; + } else { //PCF13 + vec2 shadow_pixel_size = vec2(light_array[light_base].shadow_pixel_size, 0.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 6.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 5.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 4.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 3.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy - shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 2.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 3.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 4.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 5.0); + SHADOW_TEST(shadow_uv.xy + shadow_pixel_size * 6.0); + shadow /= 13.0; + } + + vec4 shadow_color = godot_unpackUnorm4x8(light_array[light_base].shadow_color); +#ifdef LIGHT_CODE_USED + shadow_color.rgb *= shadow_modulate; +#endif + + shadow_color.a *= light_color.a; //respect light alpha + + return mix(light_color, shadow_color, shadow); +} + void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) { uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK; @@ -456,7 +495,7 @@ 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); @@ -527,6 +566,19 @@ void main() { } #endif + if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + + vec4 shadow_uv = vec4(shadow_pos.x, light_array[light_base].shadow_y_ofs, shadow_pos.y * light_array[light_base].shadow_zfar_inv, 1.0); + + light_color = light_shadow_compute(light_base, light_color, shadow_uv +#ifdef LIGHT_CODE_USED + , + shadow_modulate.rgb +#endif + ); + } + light_blend_compute(light_base, light_color, color.rgb); } @@ -584,6 +636,46 @@ void main() { light_color.a = 0.0; } + if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) { + vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations. + + vec2 pos_norm = normalize(shadow_pos); + vec2 pos_abs = abs(pos_norm); + vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y); + vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot? + float tex_ofs; + float dist; + if (pos_rot.y > 0.0) { + if (pos_rot.x > 0.0) { + tex_ofs = pos_box.y * 0.125 + 0.125; + dist = shadow_pos.x; + } else { + tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125); + dist = shadow_pos.y; + } + } else { + if (pos_rot.x < 0.0) { + tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125); + dist = -shadow_pos.x; + } else { + tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125); + dist = -shadow_pos.y; + } + } + + dist *= light_array[light_base].shadow_zfar_inv; + + //float distance = length(shadow_pos); + vec4 shadow_uv = vec4(tex_ofs, light_array[light_base].shadow_y_ofs, dist, 1.0); + + light_color = light_shadow_compute(light_base, light_color, shadow_uv +#ifdef LIGHT_CODE_USED + , + shadow_modulate.rgb +#endif + ); + } + light_blend_compute(light_base, light_color, color.rgb); } #endif diff --git a/drivers/gles3/shaders/canvas_occlusion.glsl b/drivers/gles3/shaders/canvas_occlusion.glsl new file mode 100644 index 0000000000..512800839a --- /dev/null +++ b/drivers/gles3/shaders/canvas_occlusion.glsl @@ -0,0 +1,68 @@ +/* clang-format off */ +#[modes] + +mode_sdf = +mode_shadow = #define MODE_SHADOW +mode_shadow_RGBA = #define MODE_SHADOW \n#define USE_RGBA_SHADOWS + +#[specializations] + +#[vertex] + +layout(location = 0) in vec3 vertex; + +uniform highp mat4 projection; +uniform highp vec4 modelview1; +uniform highp vec4 modelview2; +uniform highp vec2 direction; +uniform highp float z_far; + +#ifdef MODE_SHADOW +out float depth; +#endif + +void main() { + highp vec4 vtx = vec4(vertex, 1.0) * mat4(modelview1, modelview2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + +#ifdef MODE_SHADOW + depth = dot(direction, vtx.xy); +#endif + gl_Position = projection * vtx; +} + +#[fragment] + + +uniform highp mat4 projection; +uniform highp vec4 modelview1; +uniform highp vec4 modelview2; +uniform highp vec2 direction; +uniform highp float z_far; + +#ifdef MODE_SHADOW +in highp float depth; +#endif + +#ifdef USE_RGBA_SHADOWS +layout(location = 0) out lowp vec4 out_buf; +#else +layout(location = 0) out highp float out_buf; +#endif + +void main() { + float out_depth = 1.0; + +#ifdef MODE_SHADOW + out_depth = depth / z_far; +#endif + +#ifdef USE_RGBA_SHADOWS + out_depth = clamp(out_depth, -1.0, 1.0); + out_depth = out_depth * 0.5 + 0.5; + highp vec4 comp = fract(out_depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); + comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); + out_buf = comp; +#else + out_buf = out_depth; +#endif +} diff --git a/drivers/gles3/shaders/canvas_sdf.glsl b/drivers/gles3/shaders/canvas_sdf.glsl new file mode 100644 index 0000000000..424ec22457 --- /dev/null +++ b/drivers/gles3/shaders/canvas_sdf.glsl @@ -0,0 +1,205 @@ +/* clang-format off */ +#[modes] + +mode_load = #define MODE_LOAD +mode_load_shrink = #define MODE_LOAD_SHRINK +mode_process = #define MODE_PROCESS +mode_store = #define MODE_STORE +mode_store_shrink = #define MODE_STORE_SHRINK + +#[specializations] + +#[vertex] + +layout(location = 0) in vec2 vertex_attrib; + +/* clang-format on */ + +uniform ivec2 size; +uniform int stride; +uniform int shift; +uniform ivec2 base_size; + +void main() { + gl_Position = vec4(vertex_attrib, 1.0, 1.0); +} + +/* clang-format off */ +#[fragment] + +#define SDF_MAX_LENGTH 16384.0 + +#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) +uniform lowp sampler2D src_pixels;//texunit:0 +#else +uniform highp isampler2D src_process;//texunit:0 +#endif + +uniform ivec2 size; +uniform int stride; +uniform int shift; +uniform ivec2 base_size; + +#if defined(MODE_LOAD) || defined(MODE_LOAD_SHRINK) || defined(MODE_PROCESS) +layout(location = 0) out ivec4 distance_field; +#else +layout(location = 0) out vec4 distance_field; +#endif + +vec4 float_to_vec4(float p_float) { + highp vec4 comp = fract(p_float * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); + comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); + return comp; +} + +void main() { + ivec2 pos = ivec2(gl_FragCoord.xy); + +#ifdef MODE_LOAD + + bool solid = texelFetch(src_pixels, pos, 0).r > 0.5; + distance_field = solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0); +#endif + +#ifdef MODE_LOAD_SHRINK + + int s = 1 << shift; + ivec2 base = pos << shift; + ivec2 center = base + ivec2(shift); + + ivec2 rel = ivec2(32767); + float d = 1e20; + int found = 0; + int solid_found = 0; + for (int i = 0; i < s; i++) { + for (int j = 0; j < s; j++) { + ivec2 src_pos = base + ivec2(i, j); + if (any(greaterThanEqual(src_pos, base_size))) { + continue; + } + bool solid = texelFetch(src_pixels, src_pos, 0).r > 0.5; + if (solid) { + float dist = length(vec2(src_pos - center)); + if (dist < d) { + d = dist; + rel = src_pos; + } + solid_found++; + } + found++; + } + } + + if (solid_found == found) { + //mark solid only if all are solid + rel = ivec2(-32767); + } + + distance_field = ivec4(rel, 0, 0); +#endif + +#ifdef MODE_PROCESS + + ivec2 base = pos << shift; + ivec2 center = base + ivec2(shift); + + ivec2 rel = texelFetch(src_process, pos, 0).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + + if (center != rel) { + //only process if it does not point to itself + const int ofs_table_size = 8; + const ivec2 ofs_table[ofs_table_size] = ivec2[]( + ivec2(-1, -1), + ivec2(0, -1), + ivec2(+1, -1), + + ivec2(-1, 0), + ivec2(+1, 0), + + ivec2(-1, +1), + ivec2(0, +1), + ivec2(+1, +1)); + + float dist = length(vec2(rel - center)); + for (int i = 0; i < ofs_table_size; i++) { + ivec2 src_pos = pos + ofs_table[i] * stride; + if (any(lessThan(src_pos, ivec2(0))) || any(greaterThanEqual(src_pos, size))) { + continue; + } + ivec2 src_rel = texelFetch(src_process, src_pos, 0).xy; + bool src_solid = src_rel.x < 0; + if (src_solid) { + src_rel = -src_rel - ivec2(1); + } + + if (src_solid != solid) { + src_rel = ivec2(src_pos << shift); //point to itself if of different type + } + + float src_dist = length(vec2(src_rel - center)); + if (src_dist < dist) { + dist = src_dist; + rel = src_rel; + } + } + } + + if (solid) { + rel = -rel - ivec2(1); + } + + distance_field = ivec4(rel, 0, 0); +#endif + +#ifdef MODE_STORE + + ivec2 rel = texelFetch(src_process, pos, 0).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + + float d = length(vec2(rel - pos)); + + if (solid) { + d = -d; + } + + d /= SDF_MAX_LENGTH; + d = clamp(d, -1.0, 1.0); + distance_field = float_to_vec4(d*0.5+0.5); + +#endif + +#ifdef MODE_STORE_SHRINK + + ivec2 base = pos << shift; + ivec2 center = base + ivec2(shift); + + ivec2 rel = texelFetch(src_process, pos, 0).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + + float d = length(vec2(rel - center)); + + if (solid) { + d = -d; + } + d /= SDF_MAX_LENGTH; + d = clamp(d, -1.0, 1.0); + distance_field = float_to_vec4(d*0.5+0.5); + +#endif +} diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl deleted file mode 100644 index 94485abd11..0000000000 --- a/drivers/gles3/shaders/canvas_shadow.glsl +++ /dev/null @@ -1,60 +0,0 @@ -/* clang-format off */ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -layout(location = 0) in highp vec3 vertex; - -uniform highp mat4 projection_matrix; -/* clang-format on */ -uniform highp mat4 light_matrix; -uniform highp mat4 model_matrix; -uniform highp float distance_norm; - -out highp vec4 position_interp; - -void main() { - gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0))); - position_interp = gl_Position; -} - -/* clang-format off */ -[fragment] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -#if defined(USE_HIGHP_PRECISION) -precision highp float; -precision highp int; -#else -precision mediump float; -precision mediump int; -#endif -#endif - -in highp vec4 position_interp; -/* clang-format on */ - -void main() { - highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias - -#ifdef USE_RGBA_SHADOWS - - highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0)); - comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0); - frag_color = comp; -#else - - frag_color = vec4(depth); -#endif -} diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 88464876f1..6fcb23204d 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -31,7 +31,7 @@ uniform samplerCube source_cube; //texunit:0 uniform int face_id; #ifndef MODE_DIRECT_WRITE -uniform int sample_count; +uniform uint sample_count; uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT]; uniform float weight; #endif @@ -105,7 +105,7 @@ void main() { T[1] = cross(N, T[0]); T[2] = N; - for (int sample_num = 0; sample_num < sample_count; sample_num++) { + for (uint sample_num = 0u; sample_num < sample_count; sample_num++) { vec4 sample_direction_mip = sample_directions_mip[sample_num]; vec3 L = T * sample_direction_mip.xyz; vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb; diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl new file mode 100644 index 0000000000..f8741a22ab --- /dev/null +++ b/drivers/gles3/shaders/particles.glsl @@ -0,0 +1,501 @@ +/* clang-format off */ +#[modes] + +mode_default = + +#[specializations] + +MODE_3D = false +USERDATA1_USED = false +USERDATA2_USED = false +USERDATA3_USED = false +USERDATA4_USED = false +USERDATA5_USED = false +USERDATA6_USED = false + +#[vertex] + +#define SDF_MAX_LENGTH 16384.0 + +layout(std140) uniform GlobalShaderUniformData { //ubo:1 + vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS]; +}; + +// This needs to be outside clang-format so the ubo comment is in the right place +#ifdef MATERIAL_UNIFORMS_USED +layout(std140) uniform MaterialUniforms{ //ubo:2 + +#MATERIAL_UNIFORMS + +}; +#endif + +/* clang-format on */ + +#define MAX_ATTRACTORS 32 + +#define ATTRACTOR_TYPE_SPHERE uint(0) +#define ATTRACTOR_TYPE_BOX uint(1) +#define ATTRACTOR_TYPE_VECTOR_FIELD uint(2) + +struct Attractor { + mat4 transform; + vec4 extents; // Extents or radius. w-channel is padding. + + uint type; + float strength; + float attenuation; + float directionality; +}; + +#define MAX_COLLIDERS 32 + +#define COLLIDER_TYPE_SPHERE uint(0) +#define COLLIDER_TYPE_BOX uint(1) +#define COLLIDER_TYPE_SDF uint(2) +#define COLLIDER_TYPE_HEIGHT_FIELD uint(3) +#define COLLIDER_TYPE_2D_SDF uint(4) + +struct Collider { + mat4 transform; + vec4 extents; // Extents or radius. w-channel is padding. + + uint type; + float scale; + float pad0; + float pad1; +}; + +layout(std140) uniform FrameData { //ubo:0 + bool emitting; + uint cycle; + float system_phase; + float prev_system_phase; + + float explosiveness; + float randomness; + float time; + float delta; + + float particle_size; + float pad0; + float pad1; + float pad2; + + uint random_seed; + uint attractor_count; + uint collider_count; + uint frame; + + mat4 emission_transform; + + Attractor attractors[MAX_ATTRACTORS]; + Collider colliders[MAX_COLLIDERS]; +}; + +#define PARTICLE_FLAG_ACTIVE uint(1) +#define PARTICLE_FLAG_STARTED uint(2) +#define PARTICLE_FLAG_TRAILED uint(4) +#define PARTICLE_FRAME_MASK uint(0xFFFF) +#define PARTICLE_FRAME_SHIFT uint(16) + +// ParticleData +layout(location = 0) in highp vec4 color; +layout(location = 1) in highp vec4 velocity_flags; +layout(location = 2) in highp vec4 custom; +layout(location = 3) in highp vec4 xform_1; +layout(location = 4) in highp vec4 xform_2; +#ifdef MODE_3D +layout(location = 5) in highp vec4 xform_3; +#endif +#ifdef USERDATA1_USED +layout(location = 6) in highp vec4 userdata1; +#endif +#ifdef USERDATA2_USED +layout(location = 7) in highp vec4 userdata2; +#endif +#ifdef USERDATA3_USED +layout(location = 8) in highp vec4 userdata3; +#endif +#ifdef USERDATA4_USED +layout(location = 9) in highp vec4 userdata4; +#endif +#ifdef USERDATA5_USED +layout(location = 10) in highp vec4 userdata5; +#endif +#ifdef USERDATA6_USED +layout(location = 11) in highp vec4 userdata6; +#endif + +out highp vec4 out_color; //tfb: +out highp vec4 out_velocity_flags; //tfb: +out highp vec4 out_custom; //tfb: +out highp vec4 out_xform_1; //tfb: +out highp vec4 out_xform_2; //tfb: +#ifdef MODE_3D +out highp vec4 out_xform_3; //tfb:MODE_3D +#endif +#ifdef USERDATA1_USED +out highp vec4 out_userdata1; //tfb:USERDATA1_USED +#endif +#ifdef USERDATA2_USED +out highp vec4 out_userdata2; //tfb:USERDATA2_USED +#endif +#ifdef USERDATA3_USED +out highp vec4 out_userdata3; //tfb:USERDATA3_USED +#endif +#ifdef USERDATA4_USED +out highp vec4 out_userdata4; //tfb:USERDATA4_USED +#endif +#ifdef USERDATA5_USED +out highp vec4 out_userdata5; //tfb:USERDATA5_USED +#endif +#ifdef USERDATA6_USED +out highp vec4 out_userdata6; //tfb:USERDATA6_USED +#endif + +uniform sampler2D height_field_texture; //texunit:0 + +uniform float lifetime; +uniform bool clear; +uniform uint total_particles; +uniform bool use_fractional_delta; + +uint hash(uint x) { + x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); + x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b); + x = (x >> uint(16)) ^ x; + return x; +} + +vec3 safe_normalize(vec3 direction) { + const float EPSILON = 0.001; + if (length(direction) < EPSILON) { + return vec3(0.0); + } + return normalize(direction); +} + +// Needed whenever 2D sdf texture is read from as it is packed in RGBA8. +float vec4_to_float(vec4 p_vec) { + return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0; +} + +#GLOBALS + +void main() { + bool apply_forces = true; + bool apply_velocity = true; + float local_delta = delta; + + float mass = 1.0; + + bool restart = false; + + bool restart_position = false; + bool restart_rotation_scale = false; + bool restart_velocity = false; + bool restart_color = false; + bool restart_custom = false; + + mat4 xform = mat4(1.0); + uint flags = 0u; + + if (clear) { + out_color = vec4(1.0); + out_custom = vec4(0.0); + out_velocity_flags = vec4(0.0); + } else { + out_color = color; + out_velocity_flags = velocity_flags; + out_custom = custom; + xform[0] = xform_1; + xform[1] = xform_2; +#ifdef MODE_3D + xform[2] = xform_3; +#endif + xform = transpose(xform); + flags = floatBitsToUint(velocity_flags.w); + } + + //clear started flag if set + flags &= ~PARTICLE_FLAG_STARTED; + + bool collided = false; + vec3 collision_normal = vec3(0.0); + float collision_depth = 0.0; + + vec3 attractor_force = vec3(0.0); + +#if !defined(DISABLE_VELOCITY) + + if (bool(flags & PARTICLE_FLAG_ACTIVE)) { + xform[3].xyz += out_velocity_flags.xyz * local_delta; + } +#endif + uint index = uint(gl_VertexID); + if (emitting) { + float restart_phase = float(index) / float(total_particles); + + if (randomness > 0.0) { + uint seed = cycle; + if (restart_phase >= system_phase) { + seed -= uint(1); + } + seed *= uint(total_particles); + seed += index; + float random = float(hash(seed) % uint(65536)) / 65536.0; + restart_phase += randomness * random * 1.0 / float(total_particles); + } + + restart_phase *= (1.0 - explosiveness); + + if (system_phase > prev_system_phase) { + // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed + + if (restart_phase >= prev_system_phase && restart_phase < system_phase) { + restart = true; + if (use_fractional_delta) { + local_delta = (system_phase - restart_phase) * lifetime; + } + } + + } else if (delta > 0.0) { + if (restart_phase >= prev_system_phase) { + restart = true; + if (use_fractional_delta) { + local_delta = (1.0 - restart_phase + system_phase) * lifetime; + } + + } else if (restart_phase < system_phase) { + restart = true; + if (use_fractional_delta) { + local_delta = (system_phase - restart_phase) * lifetime; + } + } + } + + if (restart) { + flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u; + restart_position = true; + restart_rotation_scale = true; + restart_velocity = true; + restart_color = true; + restart_custom = true; + } + } + + bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE); + + uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index; + + if (restart && particle_active) { +#CODE : START + } + + if (particle_active) { + for (uint i = 0u; i < attractor_count; i++) { + vec3 dir; + float amount; + vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz; + vec3 local_pos = rel_vec * mat3(attractors[i].transform); + + switch (attractors[i].type) { + case ATTRACTOR_TYPE_SPHERE: { + dir = safe_normalize(rel_vec); + float d = length(local_pos) / attractors[i].extents.x; + if (d > 1.0) { + continue; + } + amount = max(0.0, 1.0 - d); + } break; + case ATTRACTOR_TYPE_BOX: { + dir = safe_normalize(rel_vec); + + vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz); + float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z)); + if (d > 1.0) { + continue; + } + amount = max(0.0, 1.0 - d); + + } break; + case ATTRACTOR_TYPE_VECTOR_FIELD: { + } break; + } + amount = pow(amount, attractors[i].attenuation); + dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality)); + attractor_force -= amount * dir * attractors[i].strength; + } + + float particle_size = particle_size; + +#ifdef USE_COLLISION_SCALE + + particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333)); + +#endif + + if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) { + //2D collision + + vec2 pos = xform[3].xy; + vec4 to_sdf_x = colliders[0].transform[0]; + vec4 to_sdf_y = colliders[0].transform[1]; + vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y)); + + vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale); + + vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw; + + if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) { + vec2 pos2 = pos + vec2(0, particle_size); + vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y)); + float sdf_particle_size = distance(sdf_pos, sdf_pos2); + + float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH; + + d -= sdf_particle_size; + + if (d < 0.0) { + const float EPSILON = 0.001; + vec2 n = normalize(vec2( + vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))), + vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON))))); + + collided = true; + sdf_pos2 = sdf_pos + n * d; + pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3])); + + n = pos - pos2; + + collision_normal = normalize(vec3(n, 0.0)); + collision_depth = length(n); + } + } + + } else { + for (uint i = 0u; i < collider_count; i++) { + vec3 normal; + float depth; + bool col = false; + + vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz; + vec3 local_pos = rel_vec * mat3(colliders[i].transform); + + switch (colliders[i].type) { + case COLLIDER_TYPE_SPHERE: { + float d = length(rel_vec) - (particle_size + colliders[i].extents.x); + + if (d < 0.0) { + col = true; + depth = -d; + normal = normalize(rel_vec); + } + + } break; + case COLLIDER_TYPE_BOX: { + vec3 abs_pos = abs(local_pos); + vec3 sgn_pos = sign(local_pos); + + if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) { + //point outside box + + vec3 closest = min(abs_pos, colliders[i].extents.xyz); + vec3 rel = abs_pos - closest; + depth = length(rel) - particle_size; + if (depth < 0.0) { + col = true; + normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos); + depth = -depth; + } + } else { + //point inside box + vec3 axis_len = colliders[i].extents.xyz - abs_pos; + // there has to be a faster way to do this? + if (all(lessThan(axis_len.xx, axis_len.yz))) { + normal = vec3(1, 0, 0); + } else if (all(lessThan(axis_len.yy, axis_len.xz))) { + normal = vec3(0, 1, 0); + } else { + normal = vec3(0, 0, 1); + } + + col = true; + depth = dot(normal * axis_len, vec3(1)) + particle_size; + normal = mat3(colliders[i].transform) * (normal * sgn_pos); + } + + } break; + case COLLIDER_TYPE_SDF: { + } break; + case COLLIDER_TYPE_HEIGHT_FIELD: { + vec3 local_pos_bottom = local_pos; + local_pos_bottom.y -= particle_size; + + if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) { + continue; + } + const float DELTA = 1.0 / 8192.0; + + vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5; + + float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r; + + if (y > uvw_pos.y) { + //inside heightfield + + vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz; + vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz; + vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz; + + normal = normalize(cross(pos1 - pos2, pos1 - pos3)); + float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y; + + col = true; + depth = dot(normal, pos1) - dot(normal, local_pos_bottom); + } + + } break; + } + + if (col) { + if (!collided) { + collided = true; + collision_normal = normal; + collision_depth = depth; + } else { + vec3 c = collision_normal * collision_depth; + c += normal * max(0.0, depth - dot(normal, c)); + collision_normal = normalize(c); + collision_depth = length(c); + } + } + } + } + } + + if (particle_active) { +#CODE : PROCESS + } + + flags &= ~PARTICLE_FLAG_ACTIVE; + if (particle_active) { + flags |= PARTICLE_FLAG_ACTIVE; + } + + xform = transpose(xform); + out_xform_1 = xform[0]; + out_xform_2 = xform[1]; +#ifdef MODE_3D + out_xform_3 = xform[2]; +#endif + out_velocity_flags.w = uintBitsToFloat(flags); +} + +/* clang-format off */ +#[fragment] + +void main() { +} +/* clang-format on */ diff --git a/drivers/gles3/shaders/particles_copy.glsl b/drivers/gles3/shaders/particles_copy.glsl new file mode 100644 index 0000000000..f273cb7b64 --- /dev/null +++ b/drivers/gles3/shaders/particles_copy.glsl @@ -0,0 +1,122 @@ +/* clang-format off */ +#[modes] + +mode_default = + +#[specializations] + +MODE_3D = false + +#[vertex] + +#include "stdlib_inc.glsl" + +// ParticleData +layout(location = 0) in highp vec4 color; +layout(location = 1) in highp vec4 velocity_flags; +layout(location = 2) in highp vec4 custom; +layout(location = 3) in highp vec4 xform_1; +layout(location = 4) in highp vec4 xform_2; +#ifdef MODE_3D +layout(location = 5) in highp vec4 xform_3; +#endif + +/* clang-format on */ +out highp vec4 out_xform_1; //tfb: +out highp vec4 out_xform_2; //tfb: +#ifdef MODE_3D +out highp vec4 out_xform_3; //tfb:MODE_3D +#endif +flat out highp uvec4 instance_color_custom_data; //tfb: + +uniform lowp vec3 sort_direction; +uniform highp float frame_remainder; + +uniform highp vec3 align_up; +uniform highp uint align_mode; + +uniform highp mat4 inv_emission_transform; + +#define TRANSFORM_ALIGN_DISABLED uint(0) +#define TRANSFORM_ALIGN_Z_BILLBOARD uint(1) +#define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2) +#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3) + +#define PARTICLE_FLAG_ACTIVE uint(1) + +void main() { + mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); // zero scale, becomes invisible. + if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) { +#ifdef MODE_3D + txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0))); +#else + txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))); +#endif + + switch (align_mode) { + case TRANSFORM_ALIGN_DISABLED: { + } break; //nothing + case TRANSFORM_ALIGN_Z_BILLBOARD: { + mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction); + local = local * mat3(txform); + txform[0].xyz = local[0]; + txform[1].xyz = local[1]; + txform[2].xyz = local[2]; + + } break; + case TRANSFORM_ALIGN_Y_TO_VELOCITY: { + vec3 v = velocity_flags.xyz; + float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; + if (length(v) > 0.0) { + txform[1].xyz = normalize(v); + } else { + txform[1].xyz = normalize(txform[1].xyz); + } + + txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz)); + txform[2].xyz = vec3(0.0, 0.0, 1.0) * s; + txform[0].xyz *= s; + txform[1].xyz *= s; + } break; + case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: { + vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity + float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0; + + if (length(sv) == 0.0) { + sv = align_up; + } + + sv = normalize(sv); + + txform[0].xyz = normalize(cross(sv, sort_direction)) * s; + txform[1].xyz = sv * s; + txform[2].xyz = sort_direction * s; + + } break; + } + + txform[3].xyz += velocity_flags.xyz * frame_remainder; + +#ifndef MODE_3D + // In global mode, bring 2D particles to local coordinates + // as they will be drawn with the node position as origin. + txform = inv_emission_transform * txform; +#endif + + txform = transpose(txform); + } + + instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw)); + out_xform_1 = txform[0]; + out_xform_2 = txform[1]; +#ifdef MODE_3D + out_xform_3 = txform[2]; +#endif +} + +/* clang-format off */ +#[fragment] + +void main() { +} +/* clang-format on */ diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 2bd93796bd..1b922fa726 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -102,7 +102,7 @@ vec3 oct_to_vec3(vec2 e) { vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); float t = max(-v.z, 0.0); v.xy += t * -sign(v.xy); - return v; + return normalize(v); } #ifdef USE_INSTANCING @@ -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; @@ -197,7 +201,7 @@ out vec3 tangent_interp; out vec3 binormal_interp; #endif -#if defined(MATERIAL_UNIFORMS_USED) +#ifdef MATERIAL_UNIFORMS_USED /* clang-format off */ layout(std140) uniform MaterialUniforms { // ubo:3 @@ -366,7 +370,9 @@ void main() { #endif #endif +#ifndef MODE_RENDER_DEPTH #include "tonemap_inc.glsl" +#endif #include "stdlib_inc.glsl" /* texture unit usage, N is max_texture_unity-N @@ -428,7 +434,7 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1 /* Material Uniforms */ -#if defined(MATERIAL_UNIFORMS_USED) +#ifdef MATERIAL_UNIFORMS_USED /* clang-format off */ layout(std140) uniform MaterialUniforms { // ubo:3 @@ -453,7 +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; @@ -466,7 +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; @@ -475,6 +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; @@ -493,8 +503,7 @@ multiview_data; /* clang-format on */ -//directional light data - +// Directional light data. #ifndef DISABLE_LIGHT_DIRECTIONAL struct DirectionalLightData { @@ -510,11 +519,12 @@ layout(std140) uniform DirectionalLights { // ubo:7 DirectionalLightData directional_lights[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; }; -#endif +#endif // !DISABLE_LIGHT_DIRECTIONAL -// omni and spot -#if !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) -struct LightData { //this structure needs to be as packed as possible +// Omni and spot light data. +#if !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) + +struct LightData { // This structure needs to be as packed as possible. highp vec3 position; highp float inv_radius; @@ -529,30 +539,28 @@ struct LightData { //this structure needs to be as packed as possible mediump float specular_amount; mediump float shadow_opacity; }; + #ifndef DISABLE_LIGHT_OMNI layout(std140) uniform OmniLightData { // ubo:5 - LightData omni_lights[MAX_LIGHT_DATA_STRUCTS]; }; uniform uint omni_light_indices[MAX_FORWARD_LIGHTS]; -uniform int omni_light_count; +uniform uint omni_light_count; #endif #ifndef DISABLE_LIGHT_SPOT - layout(std140) uniform SpotLightData { // ubo:6 - LightData spot_lights[MAX_LIGHT_DATA_STRUCTS]; }; uniform uint spot_light_indices[MAX_FORWARD_LIGHTS]; -uniform int spot_light_count; +uniform uint spot_light_count; #endif #ifdef USE_ADDITIVE_LIGHTING uniform highp samplerCubeShadow positional_shadow; // texunit:-4 #endif -#endif // !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) +#endif // !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) #ifdef USE_MULTIVIEW uniform highp sampler2DArray depth_buffer; // texunit:-6 @@ -575,6 +583,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) { } #if !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) + float D_GGX(float cos_theta_m, float alpha) { float a = cos_theta_m * alpha; float k = alpha / (1.0 - cos_theta_m * cos_theta_m + a * a); @@ -631,7 +640,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte /* clang-format off */ - #CODE : LIGHT /* clang-format on */ @@ -662,11 +670,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI); #elif defined(DIFFUSE_TOON) - diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI); - #elif defined(DIFFUSE_BURLEY) - { float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5; float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV); @@ -674,7 +679,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL; } #else - // lambert + // Lambert diffuse_brdf_NL = cNdotL * (1.0 / M_PI); #endif @@ -710,7 +715,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte // shlick+ggx as default float alpha_ggx = roughness * roughness; #if defined(LIGHT_ANISOTROPY_USED) - float aspect = sqrt(1.0 - anisotropy * 0.9); float ax = alpha_ggx / aspect; float ay = alpha_ggx * aspect; @@ -718,7 +722,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float YdotH = dot(B, H); float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL); -#else // LIGHT_ANISOTROPY_USED +#else float D = D_GGX(cNdotH, alpha_ggx); float G = V_GGX(cNdotL, cNdotV, alpha_ggx); #endif // LIGHT_ANISOTROPY_USED @@ -758,10 +762,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0)); #endif -#endif //defined(LIGHT_CODE_USED) +#endif // LIGHT_CODE_USED } -float get_omni_attenuation(float distance, float inv_range, float decay) { +float get_omni_spot_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; nd *= nd; nd *= nd; // nd^4 @@ -770,6 +774,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { return nd * pow(max(distance, 0.0001), -decay); } +#ifndef DISABLE_LIGHT_OMNI void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, @@ -786,7 +791,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights[idx].position - vertex; float light_length = length(light_rel_vec); - float omni_attenuation = get_omni_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation); + float omni_attenuation = get_omni_spot_attenuation(light_length, omni_lights[idx].inv_radius, omni_lights[idx].attenuation); vec3 color = omni_lights[idx].color; float size_A = 0.0; @@ -811,7 +816,9 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f diffuse_light, specular_light); } +#endif // !DISABLE_LIGHT_OMNI +#ifndef DISABLE_LIGHT_SPOT void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f0, float roughness, float metallic, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, @@ -830,7 +837,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f vec3 light_rel_vec = spot_lights[idx].position - vertex; float light_length = length(light_rel_vec); - float spot_attenuation = get_omni_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation); + float spot_attenuation = get_omni_spot_attenuation(light_length, spot_lights[idx].inv_radius, spot_lights[idx].attenuation); vec3 spot_dir = spot_lights[idx].direction; float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights[idx].cone_angle); float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights[idx].cone_angle)); @@ -859,7 +866,9 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f #endif diffuse_light, specular_light); } -#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) && !defined(DISABLE_LIGHT_SPOT) +#endif // !DISABLE_LIGHT_SPOT + +#endif // !defined(DISABLE_LIGHT_DIRECTIONAL) || !defined(DISABLE_LIGHT_OMNI) || !defined(DISABLE_LIGHT_SPOT) #ifndef MODE_RENDER_DEPTH vec4 fog_process(vec3 vertex) { @@ -918,6 +927,7 @@ void main() { #else vec3 view = -normalize(vertex_interp); #endif + highp mat4 model_matrix = world_transform; vec3 albedo = vec3(1.0); vec3 backlight = vec3(0.0); vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); @@ -1056,15 +1066,11 @@ void main() { fog = fog_process(vertex); } #endif // !DISABLE_FOG -#endif //!CUSTOM_FOG_USED +#endif // !CUSTOM_FOG_USED uint fog_rg = packHalf2x16(fog.rg); uint fog_ba = packHalf2x16(fog.ba); -#endif //!MODE_RENDER_DEPTH - -#ifndef MODE_RENDER_DEPTH - // Convert colors to linear albedo = srgb_to_linear(albedo); emission = srgb_to_linear(emission); @@ -1097,7 +1103,7 @@ 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; @@ -1129,9 +1135,15 @@ void main() { #if defined(CUSTOM_IRRADIANCE_USED) ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); #endif // CUSTOM_IRRADIANCE_USED - ambient_light *= albedo.rgb; - ambient_light *= ao; + { +#if defined(AMBIENT_LIGHT_DISABLED) + ambient_light = vec3(0.0, 0.0, 0.0); +#else + ambient_light *= albedo.rgb; + ambient_light *= ao; +#endif // AMBIENT_LIGHT_DISABLED + } // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); @@ -1153,7 +1165,7 @@ 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 } @@ -1179,10 +1191,10 @@ void main() { diffuse_light, specular_light); } -#endif //!DISABLE_LIGHT_DIRECTIONAL +#endif // !DISABLE_LIGHT_DIRECTIONAL #ifndef DISABLE_LIGHT_OMNI - for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) { + for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) { if (i >= omni_light_count) { break; } @@ -1205,7 +1217,7 @@ void main() { #endif // !DISABLE_LIGHT_OMNI #ifndef DISABLE_LIGHT_SPOT - for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) { + for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) { if (i >= spot_light_count) { break; } @@ -1226,9 +1238,10 @@ void main() { #endif diffuse_light, specular_light); } - #endif // !DISABLE_LIGHT_SPOT + #endif // !MODE_UNSHADED + #endif // !MODE_RENDER_DEPTH #if defined(USE_SHADOW_TO_OPACITY) 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 |