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-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub6
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur.glsl294
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur_inc.glsl35
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl234
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl68
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl72
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl805
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl49
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl13
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl198
11 files changed, 1281 insertions, 507 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index ade0418bd2..a454d144aa 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -5,14 +5,15 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("canvas.glsl")
env.RD_GLSL("canvas_occlusion.glsl")
- env.RD_GLSL("blur.glsl")
+ env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("copy_to_fb.glsl")
env.RD_GLSL("cubemap_roughness.glsl")
env.RD_GLSL("cubemap_downsampler.glsl")
env.RD_GLSL("cubemap_filter.glsl")
env.RD_GLSL("scene_high_end.glsl")
env.RD_GLSL("sky.glsl")
env.RD_GLSL("tonemap.glsl")
- env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("cube_to_dp.glsl")
env.RD_GLSL("giprobe.glsl")
env.RD_GLSL("giprobe_debug.glsl")
env.RD_GLSL("giprobe_sdf.glsl")
@@ -25,4 +26,5 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("screen_space_reflection.glsl")
env.RD_GLSL("screen_space_reflection_filter.glsl")
env.RD_GLSL("screen_space_reflection_scale.glsl")
+ env.RD_GLSL("subsurface_scattering.glsl")
env.RD_GLSL("specular_merge.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/blur.glsl b/servers/rendering/rasterizer_rd/shaders/blur.glsl
deleted file mode 100644
index 87c20ebaef..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur.glsl
+++ /dev/null
@@ -1,294 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
-
-void main() {
-
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
- uv_interp = blur.section.xy + uv_interp * blur.section.zw;
- }
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-
- if (bool(blur.flags & FLAG_FLIP_Y)) {
- uv_interp.y = 1.0 - uv_interp.y;
- }
-}
-
-/* clang-format off */
-[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
-
-layout(set = 0, binding = 0) uniform sampler2D source_color;
-
-#ifdef MODE_SSAO_MERGE
-layout(set = 1, binding = 0) uniform sampler2D source_ssao;
-#endif
-
-#ifdef GLOW_USE_AUTO_EXPOSURE
-layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-//DOF
-#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
-
-layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
-
-#ifdef DOF_NEAR_BLUR_MERGE
-layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
-#endif
-
-#ifdef DOF_QUALITY_LOW
-const int dof_kernel_size = 5;
-const int dof_kernel_from = 2;
-const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
-#endif
-
-#ifdef DOF_QUALITY_MEDIUM
-const int dof_kernel_size = 11;
-const int dof_kernel_from = 5;
-const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
-
-#endif
-
-#ifdef DOF_QUALITY_HIGH
-const int dof_kernel_size = 21;
-const int dof_kernel_from = 10;
-const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
-#endif
-
-#endif
-
-void main() {
-
-#ifdef MODE_MIPMAP
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
- frag_color = color / 4.0;
-
-#endif
-
-#ifdef MODE_GAUSSIAN_BLUR
-
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
-#endif
-
-#ifdef MODE_GAUSSIAN_GLOW
-
- //Glow uses larger sigma 1 for a more rounded blur effect
-
-#define GLOW_ADD(m_ofs, m_mult) \
- { \
- vec2 ofs = uv_interp + m_ofs * pix_size; \
- vec4 c = texture(source_color, ofs) * m_mult; \
- if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
- c *= 0.0; \
- } \
- color += c; \
- }
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
- GLOW_ADD(vec2(1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(3.0, 0.0), 0.106595);
- GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
- color *= blur.glow_strength;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
- GLOW_ADD(vec2(0.0, 1.0), 0.233062);
- GLOW_ADD(vec2(0.0, 2.0), 0.122581);
- GLOW_ADD(vec2(0.0, -1.0), 0.233062);
- GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- color *= blur.glow_strength;
- frag_color = color;
- }
-
-#undef GLOW_ADD
-
- if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
-#endif
- frag_color *= blur.glow_exposure;
-
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
- float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
-
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
- }
-
-#endif
-
-#ifdef MODE_DOF_FAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float depth = texture(dof_source_depth, uv_interp, 0.0).r;
- depth = depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
- depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
- float k_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
-
- float tap_k = dof_kernel[i];
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
-
- k_accum += tap_k * tap_amount;
- color_accum += tap_color * tap_amount;
- }
-
- if (k_accum > 0.0) {
- color_accum /= k_accum;
- }
-
- frag_color = color_accum; ///k_accum;
-
-#endif
-
-#ifdef MODE_DOF_NEAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float max_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
- float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
-
- float tap_k = dof_kernel[i];
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0);
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
- float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- }
-
- max_accum = max(max_accum, tap_amount * ofs_influence);
-
- color_accum += tap_color * tap_k;
- }
-
- color_accum.a = max(color_accum.a, sqrt(max_accum));
-
-#ifdef DOF_NEAR_BLUR_MERGE
- {
- vec4 original = texture(source_dof_original, uv_interp, 0.0);
- color_accum = mix(original, color_accum, color_accum.a);
- }
-#endif
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- frag_color = color_accum;
- }
-#endif
-
-#ifdef MODE_SIMPLE_COPY
- vec4 color = texture(source_color, uv_interp, 0.0);
- if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
- frag_color = color;
-#endif
-
-#ifdef MODE_SSAO_MERGE
- vec4 color = texture(source_color, uv_interp, 0.0);
- float ssao = texture(source_ssao, uv_interp, 0.0).r;
- frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl b/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
deleted file mode 100644
index 33ba9de7bb..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_BLUR_SECTION (1 << 1)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
-#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
-#define FLAG_GLOW_FIRST_PASS (1 << 4)
-#define FLAG_FLIP_Y (1 << 5)
-#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
-
-layout(push_constant, binding = 1, std430) uniform Blur {
- vec4 section;
- vec2 pixel_size;
- uint flags;
- uint pad;
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
- // DOF.
- float dof_begin;
- float dof_end;
- float dof_radius;
- float dof_pad;
-
- vec2 dof_dir;
- float camera_z_far;
- float camera_z_near;
-
- vec4 ssao_color;
-}
-blur;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index cbb9b546a3..48c49ff7de 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -1,86 +1,220 @@
/* clang-format off */
-[vertex]
+[compute]
#version 450
VERSION_DEFINES
-layout(location = 0) out vec2 uv_interp;
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
-void main() {
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_BLUR_SECTION (1 << 1)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
+#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
+#define FLAG_GLOW_FIRST_PASS (1 << 4)
+#define FLAG_FLIP_Y (1 << 5)
+#define FLAG_FORCE_LUMINANCE (1 << 6)
+#define FLAG_COPY_ALL_SOURCE (1 << 7)
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec4 section;
+ ivec2 target;
+ uint flags;
+ uint pad;
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ // DOF.
+ float camera_z_far;
+ float camera_z_near;
+ uvec2 pad2;
+}
+params;
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
+layout(set = 0, binding = 0) uniform sampler2D source_color;
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
-/* clang-format off */
-[fragment]
+#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
+layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#elif defined(DST_IMAGE_8BIT)
+layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#else
+layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#endif
-#version 450
+void main() {
-VERSION_DEFINES
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
+ return;
+ }
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
+#ifdef MODE_MIPMAP
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos, 0);
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
+ color /= 4.0;
-#ifdef MODE_CUBE_TO_DP
+ imageStore(dest_buffer, pos + params.target, color);
+#endif
-layout(set = 0, binding = 0) uniform samplerCube source_cube;
+#ifdef MODE_GAUSSIAN_BLUR
-layout(push_constant, binding = 0, std430) uniform Params {
- float bias;
- float z_far;
- float z_near;
- bool z_flip;
-}
-params;
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-layout(location = 0) out float depth_buffer;
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
+ color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
+ imageStore(dest_buffer, pos + params.target, color);
+ } else {
+
+ ivec2 base_pos = (pos + params.section.xy);
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
+ color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
+ imageStore(dest_buffer, pos + params.target, color);
+ }
#endif
-void main() {
+#ifdef MODE_GAUSSIAN_GLOW
-#ifdef MODE_CUBE_TO_DP
+ //Glow uses larger sigma 1 for a more rounded blur effect
- vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ ivec2 ofs = base_pos + m_ofs; \
+ if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
+ color += texelFetch(source_color, ofs, 0) * m_mult; \
+ } \
+ }
+
+ vec4 color = vec4(0.0);
+
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ ivec2 section_begin = params.section.xy << 1;
+ ivec2 section_end = section_begin + (params.section.zw << 1);
+
+ GLOW_ADD(ivec2(0, 0), 0.174938);
+ GLOW_ADD(ivec2(1, 0), 0.165569);
+ GLOW_ADD(ivec2(2, 0), 0.140367);
+ GLOW_ADD(ivec2(3, 0), 0.106595);
+ GLOW_ADD(ivec2(-1, 0), 0.165569);
+ GLOW_ADD(ivec2(-2, 0), 0.140367);
+ GLOW_ADD(ivec2(-3, 0), 0.106595);
+ color *= params.glow_strength;
+ } else {
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
- normal = normalize(normal);
+ ivec2 base_pos = pos + params.section.xy;
+ ivec2 section_begin = params.section.xy;
+ ivec2 section_end = section_begin + params.section.zw;
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
- normal.z = -normal.z;
+ GLOW_ADD(ivec2(0, 0), 0.288713);
+ GLOW_ADD(ivec2(0, 1), 0.233062);
+ GLOW_ADD(ivec2(0, 2), 0.122581);
+ GLOW_ADD(ivec2(0, -1), 0.233062);
+ GLOW_ADD(ivec2(0, -2), 0.122581);
+ color *= params.glow_strength;
}
- float depth = texture(source_cube, normal).r;
+#undef GLOW_ADD
- // absolute values for direction cosines, bigger value equals closer to basis axis
- vec3 unorm = abs(normal);
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+#endif
+ color *= params.glow_exposure;
+
+ float luminance = max(color.r, max(color.g, color.b));
+ float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
+
+ color = min(color * feedback, vec4(params.glow_luminance_cap));
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY
+
+ vec4 color;
+ if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
+ vec2 uv = vec2(pos) / vec2(params.section.zw);
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
+ color = textureLod(source_color, uv, 0.0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ imageStore(dest_buffer, pos + params.target, color);
- if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
- // x code
- unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
- } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
- // y code
- unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
- } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
- // z code
- unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
- // oh-no we messed up code
- // has to be
- unorm = vec3(1.0, 0.0, 0.0);
+ color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+ }
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY_DEPTH
+
+ vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
}
- float depth_fix = 1.0 / dot(normal, unorm);
+ imageStore(dest_buffer, pos + params.target, vec4(color.r));
+
+#endif
+
+#ifdef MODE_LINEARIZE_DEPTH_COPY
+
+ float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
+ depth = depth * 2.0 - 1.0;
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ vec4 color = vec4(depth / params.camera_z_far);
- depth = 2.0 * depth - 1.0;
- float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+ imageStore(dest_buffer, pos + params.target, color);
#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
new file mode 100644
index 0000000000..1f499cf372
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+ bool force_luminance;
+ uint pad[3];
+}
+params;
+
+void main() {
+
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ if (params.use_section) {
+ uv_interp = params.section.xy + uv_interp * params.section.zw;
+ }
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+
+ if (params.flip_y) {
+ uv_interp.y = 1.0 - uv_interp.y;
+ }
+}
+
+/* clang-format off */
+[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+ bool force_luminance;
+ uint pad[3];
+} params;
+
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ vec4 color = texture(source_color, uv_interp, 0.0);
+ if (params.force_luminance) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ frag_color = color;
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..02ebe1a53b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
@@ -0,0 +1,72 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 screen_size;
+ ivec2 offset;
+ float bias;
+ float z_far;
+ float z_near;
+ bool z_flip;
+}
+params;
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
+
+void main() {
+
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+
+ vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+
+ normal.y = -normal.y; //needs to be flipped to match projection matrix
+ if (!params.z_flip) {
+ normal.z = -normal.z;
+ }
+
+ float depth = texture(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ depth = (linear_depth * depth_fix) / params.z_far;
+
+ imageStore(depth_buffer, pos + params.offset, vec4(depth));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 07f4770b14..70ce8d61e4 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -244,19 +244,13 @@ VERTEX_SHADER_CODE
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- vec3 vtx = vertex_interp + normalize(vertex_interp) * scene_data.z_offset;
+ vec3 vtx = vertex_interp;
float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy /= 1.0 - vtx.z;
vtx.z = (distance / scene_data.z_far);
vtx.z = vtx.z * 2.0 - 1.0;
-
vertex_interp = vtx;
-#else
-
- float z_ofs = scene_data.z_offset;
- z_ofs += max(0.0, 1.0 - abs(normalize(normal_interp).z)) * scene_data.z_slope_scale;
- vertex_interp.z -= z_ofs;
#endif
@@ -267,6 +261,14 @@ VERTEX_SHADER_CODE
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif
}
/* clang-format off */
@@ -315,6 +317,11 @@ layout(location = 8) in float dp_clip;
#define world_normal_matrix instances.data[instance_index].normal_transform
#define projection_matrix scene_data.projection_matrix
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -434,9 +441,16 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, vec3 attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -467,7 +481,7 @@ LIGHT_SHADER_CODE
/* clang-format on */
#else
- float NdotL = dot(N, L);
+ float NdotL = min(A + dot(N, L), 1.0);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
@@ -477,11 +491,11 @@ LIGHT_SHADER_CODE
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cNdotH = max(dot(N, H), 0.0);
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cLdotH = max(dot(L, H), 0.0);
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
#endif
if (metallic < 1.0) {
@@ -538,16 +552,48 @@ LIGHT_SHADER_CODE
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
- diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
-#if defined(LIGHT_TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
#endif
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
}
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
@@ -562,18 +608,18 @@ LIGHT_SHADER_CODE
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(0.0, dot(R, V));
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -582,7 +628,7 @@ LIGHT_SHADER_CODE
float mid = 1.0 - roughness;
mid *= mid;
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+ diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
// none..
@@ -613,7 +659,7 @@ LIGHT_SHADER_CODE
vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
#if defined(LIGHT_CLEARCOAT_USED)
@@ -627,12 +673,12 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
@@ -640,53 +686,119 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
+const vec2 shadow_poisson_disk[16] = vec2[](
+ vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- //todo optimize
vec2 pos = coord.xy;
float depth = coord.z;
-#ifdef SHADOW_MODE_PCF_13
+ switch (scene_data.shadow_filter_mode) {
+ case SHADOW_MODE_NO_FILTER: {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ };
+ case SHADOW_MODE_PCF5: {
+ float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ return avg * (1.0 / 5.0);
+ };
+ case SHADOW_MODE_PCF13: {
+
+ float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
+ return avg * (1.0 / 13.0);
+ };
+ }
- float avg = textureProj(shadow, vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
- return avg * (1.0 / 13.0);
-#endif
+ return 0;
+}
-#ifdef SHADOW_MODE_PCF_5
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
- float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- return avg * (1.0 / 5.0);
+ //find blocker
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
-#endif
+ mat2 poisson_rotate;
-#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+ {
+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+ float sr = sin(r);
+ float cr = cos(r);
+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
+ float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < pssm_coord.z) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
-#endif
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+ tex_scale *= penumbra;
+
+ float s = 0.0;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
+ s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
+ }
+
+ return s / float(scene_data.shadow_blocker_count);
+
+ } else {
+ //no blockers found, so no shadow
+ return 1.0;
+ }
}
#endif //USE_NO_SHADOWS
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -707,45 +819,203 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
- vec3 light_attenuation = vec3(omni_attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+ float size_A = 0.0;
+
+ if (lights.data[idx].size > 0.0) {
+
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+#endif
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
// there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- float shadow_len = length(splane);
- splane = normalize(splane);
- vec4 clamp_rect = lights.data[idx].atlas_rect;
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ {
+ vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (lights.data[idx].shadow_matrix * v);
+ }
+
+ float shadow;
+
+ if (lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
- if (splane.z >= 0.0) {
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
- splane.z += 1.0;
+ mat2 poisson_rotate;
- clamp_rect.y += clamp_rect.w;
+ {
+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+ float sr = sin(r);
+ float cr = cos(r);
+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ vec3 normal = normalize(splane.xyz);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ float z_norm = shadow_len * lights.data[idx].inv_radius;
+
+ tangent *= lights.data[idx].soft_shadow_size;
+ bitangent *= lights.data[idx].soft_shadow_size;
+
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
+ vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ tangent *= penumbra;
+ bitangent *= penumbra;
+
+ z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+
+ vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
+ vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.shadow_blocker_count);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
} else {
- splane.z = 1.0 - splane.z;
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = lights.data[idx].atlas_rect;
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+ shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
}
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane);
+ splane = normalize(splane);
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ } else {
+
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ }
+#endif
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * omni_attenuation, rim_tint,
@@ -764,8 +1034,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -792,31 +1068,135 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- vec3 light_attenuation = vec3(spot_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+ float size_A = 0.0;
+
+ if (lights.data[idx].size > 0.0) {
+
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
/*
if (lights.data[idx].atlas_rect!=vec4(0.0)) {
//use projector texture
}
*/
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
+
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
//there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * lights.data[idx].shadow_bias;
+
+ float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
+ v.xyz += normal_bias;
+
+ //adjust with bias
+ z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
+
+ float shadow;
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
splane /= splane.w;
- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ if (lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 poisson_rotate;
+
+ {
+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+ float sr = sin(r);
+ float cr = cos(r);
+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float uv_size = lights.data[idx].soft_shadow_size * z_norm;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ uv_size *= penumbra;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.shadow_blocker_count);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+
+ } else {
+ //hard shadow
+ splane.z = z_norm;
+ shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+ }
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z / lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * spot_attenuation, rim_tint,
@@ -1185,7 +1565,11 @@ void main() {
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
- vec3 transmission = vec3(0.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
vec3 emission = vec3(0.0);
@@ -1254,6 +1638,14 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if defined(LIGHT_TRANSMITTANCE_USED)
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
#if !defined(USE_SHADOW_TO_OPACITY)
#if defined(ALPHA_SCISSOR_USED)
@@ -1462,58 +1854,250 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
- vec3 light_attenuation = vec3(1.0);
+ vec3 shadow_attenuation = vec3(1.0);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ float shadow = 0.0;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
} else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
- }
- pssm_coord /= pssm_coord.w;
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
- float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ }
if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
+ float shadow2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
- pssm_coord /= pssm_coord.w;
+ pssm_blend = sqrt(pssm_blend);
- float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
}
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
- light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+
+#undef BIAS_FUNC
}
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, light_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim, rim_tint,
@@ -1546,8 +2130,14 @@ FRAGMENT_SHADER_CODE
}
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1579,8 +2169,14 @@ FRAGMENT_SHADER_CODE
}
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1697,6 +2293,9 @@ FRAGMENT_SHADER_CODE
#else
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
specular_buffer = vec4(specular_light, metallic);
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index baef1e060f..59f326bc9b 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -22,6 +22,10 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+#define SHADOW_MODE_NO_FILTER 0
+#define SHADOW_MODE_PCF5 1
+#define SHADOW_MODE_PCF13 2
+
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@@ -37,13 +41,17 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- //used for shadow mapping only
- float z_offset;
- float z_slope_scale;
-
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
+ bool pancake_shadows;
+ uint shadow_filter_mode;
+
+ uint shadow_blocker_count;
+ uint shadow_pad0;
+ uint shadow_pad1;
+ uint shadow_pad2;
+
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
@@ -134,21 +142,27 @@ layout(set = 0, binding = 4, std430) buffer Instances {
}
instances;
-struct LightData { //this structure needs to be 128 bits
+struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
vec3 direction;
+ float size;
uint attenuation_energy; //attenuation
uint color_specular; //rgb color, a specular (8 bit unorm)
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint mask;
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
+ vec4 atlas_rect; // used for spot
mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ uint mask;
+ uint pad[3];
};
-layout(set = 0, binding = 5, std140) uniform Lights {
- LightData data[MAX_LIGHT_DATA_STRUCTS];
+layout(set = 0, binding = 5, std430) buffer Lights {
+ LightData data[];
}
lights;
@@ -173,18 +187,33 @@ struct DirectionalLightData {
vec3 direction;
float energy;
vec3 color;
+ float size;
float specular;
- vec3 shadow_color;
uint mask;
+ float softshadow_angle;
+ uint pad1;
bool blend_splits;
bool shadow_enabled;
float fade_from;
float fade_to;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_transmittance_z_scale;
+ vec4 shadow_range_begin;
vec4 shadow_split_offsets;
mat4 shadow_matrix1;
mat4 shadow_matrix2;
mat4 shadow_matrix3;
mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
};
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
index 671e289ed0..1a5dd5ab55 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
@@ -69,8 +69,6 @@ float gauss_weight(float p_val) {
return mix(gauss_table[idx], gauss_table[idx + 1], c);
}
-#define GAUSS_WEIGHT(m_val) gauss_table[clamp(int(m_val * float(GAUSS_TABLE_SIZE - 1)), 0, GAUSS_TABLE_SIZE - 1)]
-
#define M_PI 3.14159265359
vec3 reconstructCSPosition(vec2 S, float z) {
@@ -105,17 +103,14 @@ void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor,
break;
}
- float contrib = 0.0;
if (d < radius) {
- contrib += gauss_weight(d / radius);
- }
- if (contrib > 0.0) {
- accum += imageLoad(source_ssr, tc) * contrib;
+ float w = gauss_weight(d / radius);
+ accum += imageLoad(source_ssr, tc) * w;
#ifndef VERTICAL_PASS
- accum_radius += r * contrib;
+ accum_radius += r * w;
#endif
- divisor += contrib;
+ divisor += w;
}
}
}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 3f433eb2ee..c6c863ec60 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -141,15 +141,15 @@ void main() {
vec4 quarter_res_color = vec4(1.0);
#ifdef USE_CUBEMAP_PASS
- float using_cubemap = 1.0;
+ vec3 inverted_cube_normal = cube_normal;
+ inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
#endif
#else
- float using_cubemap = 0.0;
#ifdef USES_HALF_RES_COLOR
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
@@ -178,4 +178,10 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+
+ // Blending is disabled for Sky, so alpha doesn't blend
+ // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
+ frag_color.a = 0.0;
+ }
}
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
new file mode 100644
index 0000000000..41f8fde3ca
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
@@ -0,0 +1,198 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+/* clang-format on */
+
+#ifdef USE_25_SAMPLES
+const int kernel_size = 13;
+
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.530605, 0.0),
+ vec2(0.0211412, 0.0208333),
+ vec2(0.0402784, 0.0833333),
+ vec2(0.0493588, 0.1875),
+ vec2(0.0410172, 0.333333),
+ vec2(0.0263642, 0.520833),
+ vec2(0.017924, 0.75),
+ vec2(0.0128496, 1.02083),
+ vec2(0.0094389, 1.33333),
+ vec2(0.00700976, 1.6875),
+ vec2(0.00500364, 2.08333),
+ vec2(0.00333804, 2.52083),
+ vec2(0.000973794, 3.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+ vec4(0.530605, 0.613514, 0.739601, 0),
+ vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
+ vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
+ vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
+ vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
+ vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
+ vec4(0.017924, 0.00711691, 0.00347194, 0.75),
+ vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
+ vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
+ vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
+ vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
+ vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
+ vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3));
+
+#endif //USE_25_SAMPLES
+
+#ifdef USE_17_SAMPLES
+const int kernel_size = 9;
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.536343, 0.0),
+ vec2(0.0324462, 0.03125),
+ vec2(0.0582416, 0.125),
+ vec2(0.0571056, 0.28125),
+ vec2(0.0347317, 0.5),
+ vec2(0.0216301, 0.78125),
+ vec2(0.0144609, 1.125),
+ vec2(0.0100386, 1.53125),
+ vec2(0.00317394, 2.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+ vec4(0.536343, 0.624624, 0.748867, 0),
+ vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
+ vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
+ vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
+ vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
+ vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
+ vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
+ vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
+ vec4(0.00317394, 0.000134823, 3.77269e-005, 2));
+#endif //USE_17_SAMPLES
+
+#ifdef USE_11_SAMPLES
+const int kernel_size = 6;
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.560479, 0.0),
+ vec2(0.0771802, 0.08),
+ vec2(0.0821904, 0.32),
+ vec2(0.03639, 0.72),
+ vec2(0.0192831, 1.28),
+ vec2(0.00471691, 2.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+
+ vec4(0.560479, 0.669086, 0.784728, 0),
+ vec4(0.0771802, 0.113491, 0.0793803, 0.08),
+ vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
+ vec4(0.03639, 0.0130999, 0.00643685, 0.72),
+ vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
+ vec4(0.00471691, 0.000184771, 5.07565e-005, 2));
+
+#endif //USE_11_SAMPLES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+
+ ivec2 screen_size;
+ float camera_z_far;
+ float camera_z_near;
+
+ bool vertical;
+ bool orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint pad[3];
+}
+params;
+
+layout(set = 0, binding = 0) uniform sampler2D source_image;
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 2, binding = 0) uniform sampler2D source_depth;
+
+void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
+
+ // Accumulate the other samples:
+ for (int i = 1; i < kernel_size; i++) {
+ // Fetch color and depth for current sample:
+ vec2 offset = uv + kernel[i].y * step;
+ vec4 color = texture(source_image, offset);
+
+ if (abs(color.a) < 0.001) {
+ break; //mix no more
+ }
+
+ vec3 w;
+ if (p_skin) {
+ //skin
+ w = skin_kernel[i].rgb;
+ } else {
+ w = vec3(kernel[i].x);
+ }
+
+ color_accum += color.rgb * w;
+ divisor += w;
+ }
+}
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size);
+
+ // Fetch color of current pixel:
+ vec4 base_color = texture(source_image, uv);
+ float strength = abs(base_color.a);
+
+ if (strength > 0.0) {
+
+ vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
+
+ // Fetch linear depth of current pixel:
+ float depth = texture(source_depth, uv).r * 2.0 - 1.0;
+ float depth_scale;
+
+ if (params.orthogonal) {
+ depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
+ } else {
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
+ }
+
+ float scale = mix(params.scale, depth_scale, params.depth_scale);
+
+ // Calculate the final step to fetch the surrounding pixels:
+ vec2 step = scale * dir;
+ step *= strength;
+ step /= 3.0;
+ // Accumulate the center sample:
+
+ vec3 divisor;
+ bool skin = bool(base_color.a < 0.0);
+
+ if (skin) {
+ //skin
+ divisor = skin_kernel[0].rgb;
+ } else {
+ divisor = vec3(kernel[0].x);
+ }
+
+ vec3 color = base_color.rgb * divisor;
+
+ do_filter(color, divisor, uv, step, skin);
+ do_filter(color, divisor, uv, -step, skin);
+
+ base_color.rgb = color / divisor;
+ }
+
+ imageStore(dest_image, ssC, base_color);
+}