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-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub5
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl237
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl102
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl95
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl127
-rw-r--r--servers/rendering/rasterizer_rd/shaders/gi.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles.glsl549
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles_copy.glsl82
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl252
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl151
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl10
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl16
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl8
-rw-r--r--servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl105
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl88
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sort.glsl203
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl60
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl530
20 files changed, 2251 insertions, 387 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 67f4edc626..9d531d63ad 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -35,3 +35,8 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("sdfgi_direct_light.glsl")
env.RD_GLSL("sdfgi_debug.glsl")
env.RD_GLSL("sdfgi_debug_probes.glsl")
+ env.RD_GLSL("volumetric_fog.glsl")
+ env.RD_GLSL("shadow_reduce.glsl")
+ env.RD_GLSL("particles.glsl")
+ env.RD_GLSL("particles_copy.glsl")
+ env.RD_GLSL("sort.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index e33b3face9..2a0f94e733 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -26,7 +26,7 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -101,7 +101,7 @@ void main() {
offset += 1;
} else {
instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
- offser += 4;
+ offset += 4;
}
color *= instance_color;
@@ -144,7 +144,7 @@ VERTEX_SHADER_CODE
color_interp = color;
- if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
+ if (canvas_data.use_pixel_snap) {
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
// offset uv by a small amount to avoid
@@ -226,7 +226,7 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
+layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -249,7 +249,7 @@ vec4 light_compute(
inout vec4 shadow_modulate,
vec2 screen_uv,
vec2 uv,
- vec4 color) {
+ vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
@@ -302,6 +302,99 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
#endif
+#ifdef USE_LIGHTING
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+//float distance = length(shadow_pos);
+vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ vec3 shadow_modulate
+#endif
+) {
+ float shadow;
+ uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
+
+ if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
+ shadow = textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow /= 5.0;
+ } else { //PCF13
+ vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
+ shadow = 0.0;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 6.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv - shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 2.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 3.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 4.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 5.0, 0.0).x;
+ shadow += textureProjLod(sampler2DShadow(shadow_atlas_texture, shadow_sampler), shadow_uv + shadow_pixel_size * 6.0, 0.0).x;
+ shadow /= 13.0;
+ }
+
+ vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
+#ifdef LIGHT_SHADER_CODE_USED
+ shadow_color *= 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.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
+
void main() {
vec4 color = color_interp;
vec2 uv = uv_interp;
@@ -332,6 +425,7 @@ void main() {
color *= texture(sampler2D(color_texture, texture_sampler), uv);
uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
+ bool using_light = light_count > 0 || canvas_data.directional_light_count > 0;
vec3 normal;
@@ -341,7 +435,7 @@ void main() {
bool normal_used = false;
#endif
- if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
+ if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
@@ -358,7 +452,7 @@ void main() {
bool specular_shininess_used = false;
#endif
- if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
+ if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
specular_shininess_used = true;
@@ -401,14 +495,53 @@ FRAGMENT_SHADER_CODE
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
- vec4 base_color = color;
+ vec3 base_color = color.rgb;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //invisible by default due to using light mask
}
color *= canvas_data.canvas_modulation;
#ifdef USE_LIGHTING
- for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
+
+ // Directional Lights
+
+ for (uint i = 0; i < canvas_data.directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array.data[light_base].position;
+ vec4 light_color = light_array.data[light_base].color;
+
+#ifdef LIGHT_SHADER_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, direction, normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ }
+#endif
+
+ if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
+ vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[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.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
+
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
+#ifdef LIGHT_SHADER_CODE_USED
+ ,
+ shadow_modulate
+#endif
+ );
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0; i < MAX_LIGHTS_PER_ITEM; i++) {
if (i >= light_count) {
break;
}
@@ -430,7 +563,8 @@ FRAGMENT_SHADER_CODE
light_base &= 0xFF;
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_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 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
+ vec2 tex_uv_atlas = tex_uv * light_array.data[light_base].atlas_rect.zw + light_array.data[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
vec4 light_base_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
@@ -439,7 +573,7 @@ FRAGMENT_SHADER_CODE
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
@@ -450,24 +584,7 @@ FRAGMENT_SHADER_CODE
vec3 light_vec = normalize(light_pos - pos);
float cNdotL = max(0.0, dot(normal, light_vec));
- if (specular_shininess_used) {
- //blinn
- vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
- vec3 half_vec = normalize(view + light_vec);
-
- float cNdotV = max(dot(normal, view), 0.0);
- float cNdotH = max(dot(normal, half_vec), 0.0);
- float cVdotH = max(dot(view, half_vec), 0.0);
- float cLdotH = max(dot(light_vec, half_vec), 0.0);
- float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
- } else {
- light_color.rgb *= cNdotL;
- }
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
@@ -502,66 +619,20 @@ FRAGMENT_SHADER_CODE
}
}
+ distance *= light_array.data[light_base].shadow_zfar_inv;
+
//float distance = length(shadow_pos);
- float shadow;
- uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
-
- vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
-
- if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
- shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- } else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow /= 5.0;
- } else { //PCF13
- vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
- shadow = 0.0;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
- shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
- shadow /= 13.0;
- }
+ vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
- vec4 shadow_color = light_array.data[light_base].shadow_color;
+ light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
- shadow_color *= shadow_modulate;
+ ,
+ shadow_modulate
#endif
- light_color = mix(light_color, shadow_color, shadow);
+ );
}
- uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
-
- switch (blend_mode) {
- case LIGHT_FLAGS_BLEND_MODE_ADD: {
- color.rgb += light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_SUB: {
- color.rgb -= light_color.rgb * light_color.a;
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MIX: {
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- case LIGHT_FLAGS_BLEND_MODE_MASK: {
- light_color.a *= base_color.a;
- color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
- } break;
- }
+ light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
index 99e70a1976..421282cd4d 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_occlusion.glsl
@@ -8,7 +8,8 @@ layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
- vec2 pad;
+ float z_far;
+ float pad;
}
constants;
@@ -25,9 +26,18 @@ void main() {
#version 450
+layout(push_constant, binding = 0, std430) uniform Constants {
+ mat4 projection;
+ mat2x4 modelview;
+ vec2 direction;
+ float z_far;
+ float pad;
+}
+constants;
+
layout(location = 0) in highp float depth;
layout(location = 0) out highp float distance_buf;
void main() {
- distance_buf = depth;
+ distance_buf = depth / constants.z_far;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
index a39866004b..bb39584cbb 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
@@ -1,3 +1,6 @@
+
+#define MAX_LIGHTS_PER_ITEM 16
+
#define M_PI 3.14159265359
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
@@ -12,7 +15,6 @@
#define FLAGS_USING_LIGHT_MASK (1 << 11)
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
#define FLAGS_USING_PARTICLES (1 << 13)
-#define FLAGS_USE_PIXEL_SNAP (1 << 14)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
@@ -22,13 +24,7 @@
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
-// In vulkan, sets should always be ordered using the following logic:
-// Lower Sets: Sets that change format and layout less often
-// Higher sets: Sets that change format and layout very often
-// This is because changing a set for another with a different layout or format,
-// invalidates all the upper ones.
-
-/* SET0: Draw Primitive */
+// Push Constant
layout(push_constant, binding = 0, std430) uniform DrawData {
vec2 world_x;
@@ -53,46 +49,31 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
}
draw_data;
-// The values passed per draw primitives are cached within it
-
-layout(set = 0, binding = 1) uniform texture2D color_texture;
-layout(set = 0, binding = 2) uniform texture2D normal_texture;
-layout(set = 0, binding = 3) uniform texture2D specular_texture;
-layout(set = 0, binding = 4) uniform sampler texture_sampler;
-
-layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
-
-/* SET1: Is reserved for the material */
-
-#ifdef USE_MATERIAL_SAMPLERS
-
-layout(set = 1, binding = 0) uniform sampler material_samplers[12];
+// In vulkan, sets should always be ordered using the following logic:
+// Lower Sets: Sets that change format and layout less often
+// Higher sets: Sets that change format and layout very often
+// This is because changing a set for another with a different layout or format,
+// invalidates all the upper ones (as likely internal base offset changes)
-#endif
+/* SET0: Globals */
-/* SET2: Canvas Item State (including lighting) */
+// The values passed per draw primitives are cached within it
-layout(set = 2, binding = 0, std140) uniform CanvasData {
+layout(set = 0, binding = 1, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
- float time_pad;
- //uint light_count;
-}
-canvas_data;
-
-layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
+ bool use_pixel_snap;
-layout(set = 2, binding = 2, std140) uniform SkeletonData {
- mat4 skeleton_transform; //in world coordinates
- mat4 skeleton_transform_inverse;
+ uint directional_light_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
}
-skeleton_data;
-
-#ifdef USE_LIGHTING
+canvas_data;
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
@@ -110,37 +91,52 @@ struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
- vec4 shadow_color;
- vec2 position;
+
+ uint shadow_color; // packed
uint flags; //index to light texture
- float height;
float shadow_pixel_size;
- float pad0;
- float pad1;
- float pad2;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
};
-layout(set = 2, binding = 3, std140) uniform LightData {
+layout(set = 0, binding = 2, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
-layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
-layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
+layout(set = 0, binding = 3) uniform texture2D atlas_texture;
+layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
-layout(set = 2, binding = 6) uniform sampler shadow_sampler;
+layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-#endif
+layout(set = 0, binding = 6) uniform texture2D screen_texture;
-layout(set = 2, binding = 7, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 7) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 8, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
-/* SET3: Render Target Data */
+/* SET1: Is reserved for the material */
+
+//
-#ifdef SCREEN_TEXTURE_USED
+/* SET2: Instancing and Skeleton */
-layout(set = 3, binding = 0) uniform texture2D screen_texture;
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ vec4 data[];
+}
+transforms;
-#endif
+/* SET3: Texture */
+
+layout(set = 3, binding = 0) uniform texture2D color_texture;
+layout(set = 3, binding = 1) uniform texture2D normal_texture;
+layout(set = 3, binding = 2) uniform texture2D specular_texture;
+layout(set = 3, binding = 3) uniform sampler texture_sampler;
diff --git a/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
new file mode 100644
index 0000000000..e723468dd8
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cluster_data_inc.glsl
@@ -0,0 +1,95 @@
+
+#define CLUSTER_COUNTER_SHIFT 20
+#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
+#define CLUSTER_COUNTER_MASK 0xfff
+
+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 shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
+ vec4 atlas_rect; // rect in the shadow atlas
+ 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
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ float shadow_volumetric_fog_fade;
+ uint pad;
+ vec4 projector_rect; //projector rect in srgb decal atlas
+};
+
+#define REFLECTION_AMBIENT_DISABLED 0
+#define REFLECTION_AMBIENT_ENVIRONMENT 1
+#define REFLECTION_AMBIENT_COLOR 2
+
+struct ReflectionData {
+ vec3 box_extents;
+ float index;
+ vec3 box_offset;
+ uint mask;
+ vec4 params; // intensity, 0, interior , boxproject
+ vec3 ambient; // ambient color
+ uint ambient_mode;
+ mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ float size;
+ float specular;
+ uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uvec3 pad;
+ float shadow_volumetric_fog_fade;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_z_range;
+ 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;
+};
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index eb39c28fa9..cdd35dfb3f 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -14,6 +14,8 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
+#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
+#define FLAG_ALPHA_TO_ONE (1 << 9)
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
@@ -34,6 +36,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
float camera_z_far;
float camera_z_near;
uint pad2[2];
+
+ vec4 set_color;
}
params;
@@ -41,7 +45,7 @@ params;
layout(set = 0, binding = 0) uniform samplerCubeArray source_color;
#elif defined(MODE_CUBEMAP_TO_PANORAMA)
layout(set = 0, binding = 0) uniform samplerCube source_color;
-#else
+#elif !defined(MODE_SET_COLOR)
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
@@ -57,12 +61,20 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
+#ifdef MODE_GAUSSIAN_GLOW
+shared vec4 local_cache[256];
+shared vec4 temp_cache[128];
+#endif
+
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
+#endif
#ifdef MODE_MIPMAP
@@ -103,45 +115,69 @@ void main() {
#ifdef MODE_GAUSSIAN_GLOW
- //Glow uses larger sigma 1 for a more rounded blur effect
+ // First pass copy texture into 16x16 local memory for every 8x8 thread block
+ vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
-#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; \
- } \
+ if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
+ vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+
+ local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
+ local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
+ local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
+ local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
+ } else {
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ memoryBarrierShared();
+ barrier();
+
+ // Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
+ uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
+ vec4 color_top = vec4(0.0);
+ color_top += local_cache[read_index] * 0.174938;
+ color_top += local_cache[read_index + 1] * 0.165569;
+ color_top += local_cache[read_index + 2] * 0.140367;
+ color_top += local_cache[read_index + 3] * 0.106595;
+ color_top += local_cache[read_index - 1] * 0.165569;
+ color_top += local_cache[read_index - 2] * 0.140367;
+ color_top += local_cache[read_index - 3] * 0.106595;
+
+ vec4 color_bottom = vec4(0.0);
+ color_bottom += local_cache[read_index + 16] * 0.174938;
+ color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
+ color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
+
+ // rotate samples to take advantage of cache coherency
+ uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
+
+ temp_cache[write_index] = color_top;
+ temp_cache[write_index + 1] = color_bottom;
+
+ memoryBarrierShared();
+ barrier();
+
+ // Vertical pass
+ uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
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 {
- ivec2 base_pos = pos + params.section.xy;
- ivec2 section_begin = params.section.xy;
- ivec2 section_end = section_begin + params.section.zw;
-
- 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;
- }
+ color += temp_cache[index] * 0.174938;
+ color += temp_cache[index + 1] * 0.165569;
+ color += temp_cache[index + 2] * 0.140367;
+ color += temp_cache[index + 3] * 0.106595;
+ color += temp_cache[index - 1] * 0.165569;
+ color += temp_cache[index - 2] * 0.140367;
+ color += temp_cache[index - 3] * 0.106595;
-#undef GLOW_ADD
+ color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
@@ -170,25 +206,24 @@ void main() {
}
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);
-
} else {
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);
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
}
+ if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
+ color.a = 1.0;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
#endif
#ifdef MODE_SIMPLE_COPY_DEPTH
@@ -237,4 +272,8 @@ void main() {
#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
+
+#ifdef MODE_SET_COLOR
+ imageStore(dest_buffer, pos + params.target, params.set_color);
+#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/gi.glsl b/servers/rendering/rasterizer_rd/shaders/gi.glsl
index a1939f75ad..8011dadc72 100644
--- a/servers/rendering/rasterizer_rd/shaders/gi.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/gi.glsl
@@ -80,7 +80,7 @@ struct GIProbeData {
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
- uint pad2;
+ uint mipmaps;
};
layout(set = 0, binding = 16, std140) uniform GIProbes {
diff --git a/servers/rendering/rasterizer_rd/shaders/particles.glsl b/servers/rendering/rasterizer_rd/shaders/particles.glsl
new file mode 100644
index 0000000000..926c7ef9fc
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/particles.glsl
@@ -0,0 +1,549 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+/* SET 0: GLOBAL DATA */
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: FRAME AND PARTICLE DATA */
+
+// a frame history is kept for trail deterministic behavior
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE 0
+#define ATTRACTOR_TYPE_BOX 1
+#define ATTRACTOR_TYPE_VECTOR_FIELD 2
+
+struct Attractor {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+ uint texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE 0
+#define COLLIDER_TYPE_BOX 1
+#define COLLIDER_TYPE_SDF 2
+#define COLLIDER_TYPE_HEIGHT_FIELD 3
+
+struct Collider {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+
+ uint texture_index; //texture index for vector field
+ float scale;
+ uint pad[2];
+};
+
+struct FrameParams {
+ bool emitting;
+ float system_phase;
+ float prev_system_phase;
+ uint cycle;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ uint random_seed;
+ uint attractor_count;
+ uint collider_count;
+ float particle_size;
+
+ mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+};
+
+layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
+ FrameParams data[];
+}
+frame_history;
+
+struct ParticleData {
+ mat4 xform;
+ vec3 velocity;
+ bool is_active;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 1, std430) restrict buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+#define EMISSION_FLAG_HAS_POSITION 1
+#define EMISSION_FLAG_HAS_ROTATION_SCALE 2
+#define EMISSION_FLAG_HAS_VELOCITY 4
+#define EMISSION_FLAG_HAS_COLOR 8
+#define EMISSION_FLAG_HAS_CUSTOM 16
+
+struct ParticleEmission {
+ mat4 xform;
+ vec3 velocity;
+ uint flags;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
+ int particle_count;
+ uint pad0;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+src_particles;
+
+layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
+ int particle_count;
+ int particle_max;
+ uint pad1;
+ uint pad2;
+ ParticleEmission data[];
+}
+dst_particles;
+
+/* SET 2: COLLIDER/ATTRACTOR TEXTURES */
+
+#define MAX_3D_TEXTURES 7
+
+layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
+layout(set = 2, binding = 1) uniform texture2D height_field_texture;
+
+/* SET 3: MATERIAL */
+
+#ifdef USE_MATERIAL_UNIFORMS
+layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
+ /* clang-format off */
+MATERIAL_UNIFORMS
+ /* clang-format on */
+} material;
+#endif
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ float lifetime;
+ bool clear;
+ uint total_particles;
+ uint trail_size;
+ bool use_fractional_delta;
+ bool sub_emitter_mode;
+ bool can_emit;
+ uint pad;
+}
+params;
+
+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;
+}
+
+bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, uint p_flags) {
+ if (!params.can_emit) {
+ return false;
+ }
+
+ bool valid = false;
+
+ int dst_index = atomicAdd(dst_particles.particle_count, 1);
+
+ if (dst_index >= dst_particles.particle_max) {
+ atomicAdd(dst_particles.particle_count, -1);
+ return false;
+ }
+
+ dst_particles.data[dst_index].xform = p_xform;
+ dst_particles.data[dst_index].velocity = p_velocity;
+ dst_particles.data[dst_index].color = p_color;
+ dst_particles.data[dst_index].custom = p_custom;
+ dst_particles.data[dst_index].flags = p_flags;
+
+ return true;
+}
+
+/* clang-format off */
+
+COMPUTE_SHADER_GLOBALS
+
+/* clang-format on */
+
+void main() {
+ uint particle = gl_GlobalInvocationID.x;
+
+ if (particle >= params.total_particles * params.trail_size) {
+ return; //discard
+ }
+
+ uint index = particle / params.trail_size;
+ uint frame = (particle % params.trail_size);
+
+#define FRAME frame_history.data[frame]
+#define PARTICLE particles.data[particle]
+
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = FRAME.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;
+
+ if (params.clear) {
+ PARTICLE.color = vec4(1.0);
+ PARTICLE.custom = vec4(0.0);
+ PARTICLE.velocity = vec3(0.0);
+ PARTICLE.is_active = false;
+ PARTICLE.xform = mat4(
+ vec4(1.0, 0.0, 0.0, 0.0),
+ vec4(0.0, 1.0, 0.0, 0.0),
+ vec4(0.0, 0.0, 1.0, 0.0),
+ vec4(0.0, 0.0, 0.0, 1.0));
+ }
+
+ 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 (PARTICLE.is_active) {
+ PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
+ }
+#endif
+
+ /* Process physics if active */
+
+ if (PARTICLE.is_active) {
+ for (uint i = 0; i < FRAME.attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
+
+ switch (FRAME.attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = normalize(rel_vec);
+ float d = length(local_pos) / FRAME.attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
+ 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: {
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
+ continue;
+ }
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
+ dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
+ amount = length(s);
+
+ } break;
+ }
+ amount = pow(amount, FRAME.attractors[i].attenuation);
+ dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
+ attractor_force -= amount * dir * FRAME.attractors[i].strength;
+ }
+
+ float particle_size = FRAME.particle_size;
+
+#ifdef USE_COLLISON_SCALE
+
+ particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ for (uint i = 0; i < FRAME.collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
+
+ switch (FRAME.colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + FRAME.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, FRAME.colliders[i].extents))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = FRAME.colliders[i].extents - 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(FRAME.colliders[i].transform) * (normal * sgn_pos);
+ }
+
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ vec3 apos = abs(local_pos);
+ float extra_dist = 0.0;
+ if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
+ vec3 mpos = min(apos, FRAME.colliders[i].extents);
+ extra_dist = distance(mpos, apos);
+ }
+
+ if (extra_dist > particle_size) {
+ continue;
+ }
+
+ vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
+ float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
+ s *= FRAME.colliders[i].scale;
+ s += extra_dist;
+ if (s < particle_size) {
+ col = true;
+ depth = particle_size - s;
+ const float EPSILON = 0.001;
+ normal = mat3(FRAME.colliders[i].transform) *
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ }
+
+ } 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), FRAME.colliders[i].extents))) {
+ continue;
+ }
+
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), 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) * FRAME.colliders[i].extents;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 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 (params.sub_emitter_mode) {
+ if (!PARTICLE.is_active) {
+ int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
+
+ if (src_index >= 0) {
+ PARTICLE.is_active = true;
+ restart = true;
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_POSITION)) {
+ PARTICLE.xform[3] = src_particles.data[src_index].xform[3];
+ } else {
+ PARTICLE.xform[3] = vec4(0, 0, 0, 1);
+ restart_position = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_ROTATION_SCALE)) {
+ PARTICLE.xform[0] = src_particles.data[src_index].xform[0];
+ PARTICLE.xform[1] = src_particles.data[src_index].xform[1];
+ PARTICLE.xform[2] = src_particles.data[src_index].xform[2];
+ } else {
+ PARTICLE.xform[0] = vec4(1, 0, 0, 0);
+ PARTICLE.xform[1] = vec4(0, 1, 0, 0);
+ PARTICLE.xform[2] = vec4(0, 0, 1, 0);
+ restart_rotation_scale = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_VELOCITY)) {
+ PARTICLE.velocity = src_particles.data[src_index].velocity;
+ } else {
+ PARTICLE.velocity = vec3(0);
+ restart_velocity = true;
+ }
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_COLOR)) {
+ PARTICLE.color = src_particles.data[src_index].color;
+ } else {
+ PARTICLE.color = vec4(1);
+ restart_color = true;
+ }
+
+ if (bool(src_particles.data[src_index].flags & EMISSION_FLAG_HAS_CUSTOM)) {
+ PARTICLE.custom = src_particles.data[src_index].custom;
+ } else {
+ PARTICLE.custom = vec4(0);
+ restart_custom = true;
+ }
+ }
+ }
+
+ } else if (FRAME.emitting) {
+ float restart_phase = float(index) / float(params.total_particles);
+
+ if (FRAME.randomness > 0.0) {
+ uint seed = FRAME.cycle;
+ if (restart_phase >= FRAME.system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(params.total_particles);
+ seed += uint(index);
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += FRAME.randomness * random * 1.0 / float(params.total_particles);
+ }
+
+ restart_phase *= (1.0 - FRAME.explosiveness);
+
+ if (FRAME.system_phase > FRAME.prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= FRAME.prev_system_phase && restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+
+ } else if (FRAME.delta > 0.0) {
+ if (restart_phase >= FRAME.prev_system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + FRAME.system_phase) * params.lifetime;
+ }
+
+ } else if (restart_phase < FRAME.system_phase) {
+ restart = true;
+ if (params.use_fractional_delta) {
+ local_delta = (FRAME.system_phase - restart_phase) * params.lifetime;
+ }
+ }
+ }
+
+ uint current_cycle = FRAME.cycle;
+
+ if (FRAME.system_phase < restart_phase) {
+ current_cycle -= uint(1);
+ }
+
+ uint particle_number = current_cycle * uint(params.total_particles) + particle;
+
+ if (restart) {
+ PARTICLE.is_active = FRAME.emitting;
+ restart_position = true;
+ restart_rotation_scale = true;
+ restart_velocity = true;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ if (PARTICLE.is_active) {
+ /* clang-format off */
+
+COMPUTE_SHADER_CODE
+
+ /* clang-format on */
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
new file mode 100644
index 0000000000..6c782b6045
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/particles_copy.glsl
@@ -0,0 +1,82 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+struct ParticleData {
+ mat4 xform;
+ vec3 velocity;
+ bool is_active;
+ vec4 color;
+ vec4 custom;
+};
+
+layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
+ ParticleData data[];
+}
+particles;
+
+layout(set = 0, binding = 2, std430) restrict writeonly buffer Transforms {
+ vec4 data[];
+}
+instances;
+
+#ifdef USE_SORT_BUFFER
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+sort_buffer;
+
+#endif // USE_SORT_BUFFER
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec3 sort_direction;
+ uint total_particles;
+}
+params;
+
+void main() {
+#ifdef MODE_FILL_SORT_BUFFER
+
+ uint particle = gl_GlobalInvocationID.x;
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+ sort_buffer.data[particle].x = dot(params.sort_direction, particles.data[particle].xform[3].xyz);
+ sort_buffer.data[particle].y = float(particle);
+#endif
+
+#ifdef MODE_FILL_INSTANCES
+
+ uint particle = gl_GlobalInvocationID.x;
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+
+ if (particle >= params.total_particles) {
+ return; //discard
+ }
+
+#ifdef USE_SORT_BUFFER
+ particle = uint(sort_buffer.data[particle].y); //use index from sort buffer
+#endif
+
+ mat4 txform;
+
+ if (particles.data[particle].is_active) {
+ txform = transpose(particles.data[particle].xform);
+ } else {
+ txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
+ }
+
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = txform[2];
+ instances.data[write_offset + 3] = particles.data[particle].color;
+ instances.data[write_offset + 4] = particles.data[particle].custom;
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 792a1aa05f..da3c60af04 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -361,6 +361,65 @@ layout(location = 0) out vec4 frag_color;
#endif // RENDER DEPTH
+#ifdef ALPHA_HASH_USED
+
+float hash_2d(vec2 p) {
+ return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
+}
+
+float hash_3d(vec3 p) {
+ return hash_2d(vec2(hash_2d(p.xy), p.z));
+}
+
+float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
+ vec3 dx = dFdx(pos);
+ vec3 dy = dFdx(pos);
+ float delta_max_sqr = max(length(dx), length(dy));
+ float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
+
+ vec2 pix_scales =
+ vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
+
+ vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
+ hash_3d(floor(pix_scales.y * pos.xyz)));
+
+ float lerp_factor = fract(log2(pix_scale));
+
+ float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
+
+ float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
+
+ vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
+ (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
+ (2.0 * min_lerp * (1.0 - min_lerp))));
+
+ float alpha_hash_threshold =
+ (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+
+ return clamp(alpha_hash_threshold, 0.0, 1.0);
+}
+
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+
+float calc_mip_level(vec2 texture_coord) {
+ vec2 dx = dFdx(texture_coord);
+ vec2 dy = dFdy(texture_coord);
+ float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
+ return max(0.0, 0.5 * log2(delta_max_sqr));
+}
+
+float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
+ input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
+ input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
+ return clamp(input_alpha, 0.0, 1.0);
+}
+
+#endif // ALPHA_ANTIALIASING_USED
+
// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
// We're dividing this factor off because the overall term we'll end up looks like
// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
@@ -681,9 +740,13 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-// Produces cheap but low-quality white noise, nothing special
+// Produces cheap white noise, optimized for window-space
+// Comes from: https://www.shadertoy.com/view/4djSRW
+// Copyright: Dave Hoskins, MIT License
float quick_hash(vec2 pos) {
- return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
+ vec3 p3 = fract(vec3(pos.xyx) * .1031);
+ p3 += dot(p3, p3.yzx + 33.33);
+ return fract((p3.x + p3.y) * p3.z);
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
@@ -1237,7 +1300,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
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;
+ shadow_z /= lights.data[idx].inv_radius;
//distance to light plane
float z = dot(spot_dir, -light_rel_vec);
transmittance_z = z - shadow_z;
@@ -1601,6 +1664,67 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+#ifndef MODE_RENDER_DEPTH
+
+vec4 volumetric_fog_process(vec2 screen_uv, float z) {
+ vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
+ if (fog_pos.z < 0.0) {
+ return vec4(0.0);
+ } else if (fog_pos.z < 1.0) {
+ fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread);
+ }
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ }
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
+
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(vertex.z * scene_data.fog_density);
+
+ if (abs(scene_data.fog_height_density) > 0.001) {
+ float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = scene_data.fog_height - y;
+
+ float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif
+
void main() {
#ifdef MODE_DUAL_PARABOLOID
@@ -1627,6 +1751,15 @@ void main() {
float clearcoat_gloss = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
+#if defined(CUSTOM_FOG_USED)
+ vec4 custom_fog = vec4(0.0);
+#endif
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
#if defined(AO_USED)
float ao = 1.0;
@@ -1635,10 +1768,6 @@ void main() {
float alpha = 1.0;
-#if defined(ALPHA_SCISSOR_USED)
- float alpha_scissor = 0.5;
-#endif
-
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
vec3 tangent = normalize(tangent_interp);
@@ -1675,6 +1804,19 @@ void main() {
float sss_strength = 0.0;
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor_threshold = 1.0;
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef ALPHA_HASH_USED
+ float alpha_hash_scale = 1.0;
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+ float alpha_antialiasing_edge = 0.0;
+ vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
{
/* clang-format off */
@@ -1683,7 +1825,7 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
-#if defined(LIGHT_TRANSMITTANCE_USED)
+#ifdef LIGHT_TRANSMITTANCE_USED
#ifdef SSS_MODE_SKIN
transmittance_color.a = sss_strength;
#else
@@ -1691,25 +1833,43 @@ FRAGMENT_SHADER_CODE
#endif
#endif
-#if !defined(USE_SHADOW_TO_OPACITY)
+#ifndef USE_SHADOW_TO_OPACITY
-#if defined(ALPHA_SCISSOR_USED)
- if (alpha < alpha_scissor) {
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor_threshold) {
discard;
}
#endif // ALPHA_SCISSOR_USED
-#ifdef USE_OPAQUE_PREPASS
+// alpha hash can be used in unison with alpha antialiasing
+#ifdef ALPHA_HASH_USED
+ if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ discard;
+ }
+#endif // ALPHA_HASH_USED
+// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+ alpha = 1.0;
+#endif
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+#ifdef ALPHA_SCISSOR_USED
+ alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
+#endif
+ alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+#ifdef USE_OPAQUE_PREPASS
if (alpha < opaque_prepass_threshold) {
discard;
}
-
#endif // USE_OPAQUE_PREPASS
#endif // !USE_SHADOW_TO_OPACITY
-#if defined(NORMALMAP_USED)
+#ifdef NORMALMAP_USED
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
@@ -1718,7 +1878,7 @@ FRAGMENT_SHADER_CODE
#endif
-#if defined(LIGHT_ANISOTROPY_USED)
+#ifdef LIGHT_ANISOTROPY_USED
if (anisotropy > 0.01) {
//rotation matrix
@@ -1844,6 +2004,10 @@ FRAGMENT_SHADER_CODE
specular_light *= scene_data.ambient_light_color_energy.a;
}
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif
+
#ifndef USE_LIGHTMAP
//lightmap overrides everything
if (scene_data.use_ambient_light) {
@@ -1861,7 +2025,9 @@ FRAGMENT_SHADER_CODE
}
}
#endif // USE_LIGHTMAP
-
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -2187,8 +2353,8 @@ FRAGMENT_SHADER_CODE
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;
+ shadow_z *= directional_lights.data[i].shadow_z_range.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
transmittance_z = z - shadow_z;
}
@@ -2219,8 +2385,8 @@ FRAGMENT_SHADER_CODE
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;
+ shadow_z *= directional_lights.data[i].shadow_z_range.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
transmittance_z = z - shadow_z;
}
@@ -2251,8 +2417,8 @@ FRAGMENT_SHADER_CODE
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;
+ shadow_z *= directional_lights.data[i].shadow_z_range.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
transmittance_z = z - shadow_z;
}
@@ -2285,8 +2451,8 @@ FRAGMENT_SHADER_CODE
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;
+ shadow_z *= directional_lights.data[i].shadow_z_range.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
transmittance_z = z - shadow_z;
}
@@ -2662,8 +2828,6 @@ FRAGMENT_SHADER_CODE
diffuse_light *= 1.0 - metallic; // TODO: avoid all diffuse and ambient light calculations when metallic == 1 up to this point
ambient_light *= 1.0 - metallic;
- //fog
-
#ifdef MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2679,16 +2843,48 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+ }
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+ }
+
+#if defined(CUSTOM_FOG_USED)
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), custom_fog.a);
+#endif //CUSTOM_FOG_USED
+
#else //MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);;;
-
+ //frag_color = vec4(1.0);
#endif //USE_NO_SHADING
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+#if defined(CUSTOM_FOG_USED)
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
+#endif //CUSTOM_FOG_USED
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
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 c4dc7bd675..e29a490ca1 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -3,6 +3,8 @@
#define MAX_GI_PROBES 8
+#include "cluster_data_inc.glsl"
+
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
uint pad; //16 bits minimum size
@@ -41,12 +43,6 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- uint pad;
-
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
@@ -94,40 +90,25 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
ivec3 sdf_size;
bool gi_upscale_for_msaa;
-#if 0
- vec4 ambient_light_color;
- vec4 bg_color;
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+ uint volumetric_fog_pad;
- vec4 fog_color_enabled;
- vec4 fog_sun_color_amount;
-
- float ambient_energy;
- float bg_energy;
-#endif
+ bool fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
-#if 0
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
+ vec3 fog_light_color;
+ float fog_sun_scatter;
- float z_far;
+ float fog_aerial_perspective;
- float subsurface_scatter_width;
- float ambient_occlusion_affect_light;
- float ambient_occlusion_affect_ao_channel;
- float opaque_prepass_threshold;
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
- bool fog_depth_enabled;
- float fog_depth_begin;
- float fog_depth_end;
- float fog_density;
- float fog_depth_curve;
- bool fog_transmit_enabled;
- float fog_transmit_curve;
- bool fog_height_enabled;
- float fog_height_min;
- float fog_height_max;
- float fog_height_curve;
-#endif
+ bool pancake_shadows;
}
scene_data;
@@ -163,86 +144,16 @@ layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
}
instances;
-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 shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; // rect in the shadow atlas
- 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
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
- uint mask;
- uint pad[2];
- vec4 projector_rect; //projector rect in srgb decal atlas
-};
-
layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
LightData data[];
}
lights;
-#define REFLECTION_AMBIENT_DISABLED 0
-#define REFLECTION_AMBIENT_ENVIRONMENT 1
-#define REFLECTION_AMBIENT_COLOR 2
-
-struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
- uint mask;
- vec4 params; // intensity, 0, interior , boxproject
- vec3 ambient; // ambient color
- uint ambient_mode;
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
- // notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
ReflectionData data[];
}
reflections;
-struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
- uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
- 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 {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
@@ -271,31 +182,9 @@ layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures
}
lightmap_captures;
-#define CLUSTER_COUNTER_SHIFT 20
-#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
-#define CLUSTER_COUNTER_MASK 0xfff
-
layout(set = 0, binding = 13) uniform texture2D decal_atlas;
layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
-struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
- uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
-};
-
layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
DecalData data[];
}
@@ -364,7 +253,7 @@ layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
#endif
-/* Set 2, Reflection and Shadow Atlases (view dependant) */
+/* Set 2, Reflection and Shadow Atlases (view dependent) */
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
@@ -394,9 +283,7 @@ layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer;
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
layout(set = 3, binding = 5) uniform texture2D ambient_buffer;
layout(set = 3, binding = 6) uniform texture2D reflection_buffer;
-
layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture;
-
layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
@@ -412,7 +299,7 @@ struct GIProbeData {
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
- uint pad2;
+ uint mipmaps;
};
layout(set = 3, binding = 9, std140) uniform GIProbes {
@@ -420,6 +307,8 @@ layout(set = 3, binding = 9, std140) uniform GIProbes {
}
gi_probes;
+layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture;
+
#endif
/* Set 4 Skeleton & Instancing (Multimesh) */
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
index a8ee33a664..06dc4b13de 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
@@ -155,18 +155,14 @@ void main() {
depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
- if (-depth >= params.camera_z_far) { //went beyond camera
- break;
- }
-
z_from = z_to;
z_to = z / w;
if (depth > z_to) {
// if depth was surpassed
- if (depth <= max(z_to, z_from) + params.depth_tolerance) {
- // check the depth tolerance
- //check that normal is valid
+ if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
+ // check the depth tolerance and far clip
+ // check that normal is valid
found = true;
}
break;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
index c4b29216d5..61e4bf5e18 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
@@ -22,7 +22,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
index e4779aafaf..d516ab22c3 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
@@ -37,6 +37,8 @@ layout(rgba32i, set = 0, binding = 12) uniform restrict iimage2D lightprobe_aver
layout(rgba32i, set = 0, binding = 13) uniform restrict iimage2D lightprobe_average_parent_texture;
+layout(rgba16f, set = 0, binding = 14) uniform restrict writeonly image2DArray lightprobe_ambient_texture;
+
layout(set = 1, binding = 0) uniform textureCube sky_irradiance;
layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
@@ -68,6 +70,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec3 sky_color;
float y_mult;
+
+ bool store_ambient_texture;
+ uint pad[3];
}
params;
@@ -319,12 +324,19 @@ void main() {
imageStore(lightprobe_history_texture, prev_pos, ivalue);
imageStore(lightprobe_average_texture, average_pos, average);
+
+ if (params.store_ambient_texture && i == 0) {
+ ivec3 ambient_pos = ivec3(pos, int(params.cascade));
+ vec4 ambient_light = (vec4(average) / float(params.history_size)) / float(1 << HISTORY_BITS);
+ ambient_light *= 0.88622; // SHL0
+ imageStore(lightprobe_ambient_texture, ambient_pos, ambient_light);
+ }
}
#endif // MODE PROCESS
#ifdef MODE_STORE
- // converting to octahedral in this step is requiered because
+ // converting to octahedral in this step is required because
// octahedral is much faster to read from the screen than spherical harmonics,
// despite the very slight quality loss
@@ -500,7 +512,7 @@ void main() {
imageStore(lightprobe_average_scroll_texture, dst_pos, value);
}
} else if (params.cascade < params.max_cascades - 1) {
- //cant scroll, must look for position in parent cascade
+ //can't scroll, must look for position in parent cascade
//to global coords
float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
index d7d19897e3..916c60ac89 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
@@ -103,7 +103,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
@@ -136,7 +136,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
@@ -274,7 +274,7 @@ void main() {
#ifdef MODE_JUMPFLOOD
- //regular jumpflood, efficent for large steps, inefficient for small steps
+ //regular jumpflood, efficient for large steps, inefficient for small steps
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
vec3 posf = vec3(pos);
@@ -338,7 +338,7 @@ void main() {
continue; //was not initialized yet, ignore
}
- float q_dist = distance(posf, vec3(p.xyz));
+ float q_dist = distance(posf, vec3(q.xyz));
if (p.w == 0 || q_dist < p_dist) {
p = q; //just replace because current is unused
p_dist = q_dist;
diff --git a/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
new file mode 100644
index 0000000000..29443ae7db
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/shadow_reduce.glsl
@@ -0,0 +1,105 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#define BLOCK_SIZE 8
+
+layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
+
+#ifdef MODE_REDUCE
+
+shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
+const uint swizzle_table[BLOCK_SIZE] = uint[](0, 4, 2, 6, 1, 5, 3, 7);
+const uint unswizzle_table[BLOCK_SIZE] = uint[](0, 0, 0, 1, 0, 2, 1, 3);
+
+#endif
+
+layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_depth;
+layout(r32f, set = 0, binding = 1) uniform restrict writeonly image2D dst_depth;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 source_size;
+ ivec2 source_offset;
+ uint min_size;
+ uint gaussian_kernel_version;
+ ivec2 filter_dir;
+}
+params;
+
+void main() {
+#ifdef MODE_REDUCE
+
+ uvec2 pos = gl_LocalInvocationID.xy;
+
+ ivec2 image_offset = params.source_offset;
+ ivec2 image_pos = image_offset + ivec2(gl_GlobalInvocationID.xy);
+ uint dst_t = swizzle_table[pos.y] * BLOCK_SIZE + swizzle_table[pos.x];
+ tmp_data[dst_t] = imageLoad(source_depth, min(image_pos, params.source_size - ivec2(1))).r;
+ ivec2 image_size = params.source_size;
+
+ uint t = pos.y * BLOCK_SIZE + pos.x;
+
+ //neighbours
+ uint size = BLOCK_SIZE;
+
+ do {
+ groupMemoryBarrier();
+ barrier();
+
+ size >>= 1;
+ image_size >>= 1;
+ image_offset >>= 1;
+
+ if (all(lessThan(pos, uvec2(size)))) {
+ uint nx = t + size;
+ uint ny = t + (BLOCK_SIZE * size);
+ uint nxy = ny + size;
+
+ tmp_data[t] += tmp_data[nx];
+ tmp_data[t] += tmp_data[ny];
+ tmp_data[t] += tmp_data[nxy];
+ tmp_data[t] /= 4.0;
+ }
+
+ } while (size > params.min_size);
+
+ if (all(lessThan(pos, uvec2(size)))) {
+ image_pos = ivec2(unswizzle_table[size + pos.x], unswizzle_table[size + pos.y]);
+ image_pos += image_offset + ivec2(gl_WorkGroupID.xy) * int(size);
+
+ image_size = max(ivec2(1), image_size); //in case image size became 0
+
+ if (all(lessThan(image_pos, uvec2(image_size)))) {
+ imageStore(dst_depth, image_pos, vec4(tmp_data[t]));
+ }
+ }
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec2 image_pos = params.source_offset + ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(image_pos, params.source_size))) {
+ return;
+ }
+
+ ivec2 clamp_min = ivec2(params.source_offset);
+ ivec2 clamp_max = ivec2(params.source_size) - 1;
+
+ //gaussian kernel, size 9, sigma 4
+ const int kernel_size = 9;
+ const float gaussian_kernel[kernel_size * 3] = float[](
+ 0.000229, 0.005977, 0.060598, 0.241732, 0.382928, 0.241732, 0.060598, 0.005977, 0.000229,
+ 0.028532, 0.067234, 0.124009, 0.179044, 0.20236, 0.179044, 0.124009, 0.067234, 0.028532,
+ 0.081812, 0.101701, 0.118804, 0.130417, 0.134535, 0.130417, 0.118804, 0.101701, 0.081812);
+ float accum = 0.0;
+ for (int i = 0; i < kernel_size; i++) {
+ ivec2 ofs = clamp(image_pos + params.filter_dir * (i - kernel_size / 2), clamp_min, clamp_max);
+ accum += imageLoad(source_depth, ofs).r * gaussian_kernel[params.gaussian_kernel_version + i];
+ }
+
+ imageStore(dst_depth, image_pos, vec4(accum));
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 9c59be6841..6c985e1f5c 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -58,6 +58,36 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
+layout(set = 0, binding = 2, std140) uniform SceneData {
+ bool volumetric_fog_enabled;
+ float volumetric_fog_inv_length;
+ float volumetric_fog_detail_spread;
+
+ float fog_aerial_perspective;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ bool fog_enabled;
+ float fog_density;
+
+ float z_far;
+ uint directional_light_count;
+}
+scene_data;
+
+struct DirectionalLightData {
+ vec4 direction_energy;
+ vec4 color_size;
+ bool enabled;
+};
+
+layout(set = 0, binding = 3, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+
+directional_lights;
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -77,6 +107,8 @@ layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
#endif
+layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
+
#ifdef USE_CUBEMAP_PASS
#define AT_CUBEMAP_PASS true
#else
@@ -95,18 +127,6 @@ layout(set = 2, binding = 2) uniform texture2D quarter_res;
#define AT_QUARTER_RES_PASS false
#endif
-struct DirectionalLightData {
- vec4 direction_energy;
- vec4 color_size;
- bool enabled;
-};
-
-layout(set = 3, binding = 0, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-}
-
-directional_lights;
-
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
@@ -115,6 +135,30 @@ FRAGMENT_SHADER_GLOBALS
layout(location = 0) out vec4 frag_color;
+vec4 volumetric_fog_process(vec2 screen_uv) {
+ vec3 fog_pos = vec3(screen_uv, 1.0);
+
+ return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
+}
+
+vec4 fog_process(vec3 view, vec3 sky_color) {
+ vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
+
+ return vec4(fog_color, fog_amount);
+}
+
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -138,6 +182,7 @@ void main() {
float alpha = 1.0; // Only available to subpasses
vec4 half_res_color = vec4(1.0);
vec4 quarter_res_color = vec4(1.0);
+ vec4 custom_fog = vec4(0.0);
#ifdef USE_CUBEMAP_PASS
vec3 inverted_cube_normal = cube_normal;
@@ -178,6 +223,25 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal, frag_color.rgb);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(uv);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
+ if (custom_fog.a > 0.0) {
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
+ }
+
+#endif // DISABLE_FOG
+
// 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) {
diff --git a/servers/rendering/rasterizer_rd/shaders/sort.glsl b/servers/rendering/rasterizer_rd/shaders/sort.glsl
new file mode 100644
index 0000000000..e5ebb9c64b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/sort.glsl
@@ -0,0 +1,203 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+// Original version here:
+// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders
+
+//
+// Copyright (c) 2016 Advanced Micro Devices, Inc. All rights reserved.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#define SORT_SIZE 512
+#define NUM_THREADS (SORT_SIZE / 2)
+#define INVERSION (16 * 2 + 8 * 3)
+#define ITERATIONS 1
+
+layout(local_size_x = NUM_THREADS, local_size_y = 1, local_size_z = 1) in;
+
+#ifndef MODE_SORT_STEP
+
+shared vec2 g_LDS[SORT_SIZE];
+
+#endif
+
+layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
+ vec2 data[];
+}
+sort_buffer;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ uint total_elements;
+ uint pad[3];
+ ivec4 job_params;
+}
+params;
+
+void main() {
+#ifdef MODE_SORT_BLOCK
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 DTid = gl_GlobalInvocationID;
+ uvec3 GTid = gl_LocalInvocationID;
+ uint GI = gl_LocalInvocationIndex;
+
+ int GlobalBaseIndex = int((Gid.x * SORT_SIZE) + GTid.x);
+ int LocalBaseIndex = int(GI);
+ int numElementsInThreadGroup = int(min(SORT_SIZE, params.total_elements - (Gid.x * SORT_SIZE)));
+
+ // Load shared data
+
+ int i;
+ for (i = 0; i < 2 * ITERATIONS; ++i) {
+ if (GI + i * NUM_THREADS < numElementsInThreadGroup)
+ g_LDS[LocalBaseIndex + i * NUM_THREADS] = sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS];
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // Bitonic sort
+ for (int nMergeSize = 2; nMergeSize <= SORT_SIZE; nMergeSize = nMergeSize * 2) {
+ for (int nMergeSubSize = nMergeSize >> 1; nMergeSubSize > 0; nMergeSubSize = nMergeSubSize >> 1) {
+ for (i = 0; i < ITERATIONS; ++i) {
+ int tmp_index = int(GI + NUM_THREADS * i);
+ int index_low = tmp_index & (nMergeSubSize - 1);
+ int index_high = 2 * (tmp_index - index_low);
+ int index = index_high + index_low;
+
+ int nSwapElem = nMergeSubSize == nMergeSize >> 1 ? index_high + (2 * nMergeSubSize - 1) - index_low : index_high + nMergeSubSize + index_low;
+ if (nSwapElem < numElementsInThreadGroup) {
+ vec2 a = g_LDS[index];
+ vec2 b = g_LDS[nSwapElem];
+
+ if (a.x > b.x) {
+ g_LDS[index] = b;
+ g_LDS[nSwapElem] = a;
+ }
+ }
+ groupMemoryBarrier();
+ barrier();
+ }
+ }
+ }
+
+ // Store shared data
+ for (i = 0; i < 2 * ITERATIONS; ++i) {
+ if (GI + i * NUM_THREADS < numElementsInThreadGroup) {
+ sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS] = g_LDS[LocalBaseIndex + i * NUM_THREADS];
+ }
+ }
+
+#endif
+
+#ifdef MODE_SORT_STEP
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 GTid = gl_LocalInvocationID;
+
+ ivec4 tgp;
+
+ tgp.x = int(Gid.x) * 256;
+ tgp.y = 0;
+ tgp.z = int(params.total_elements);
+ tgp.w = min(512, max(0, tgp.z - int(Gid.x) * 512));
+
+ uint localID = int(tgp.x) + GTid.x; // calculate threadID within this sortable-array
+
+ uint index_low = localID & (params.job_params.x - 1);
+ uint index_high = 2 * (localID - index_low);
+
+ uint index = tgp.y + index_high + index_low;
+ uint nSwapElem = tgp.y + index_high + params.job_params.y + params.job_params.z * index_low;
+
+ if (nSwapElem < tgp.y + tgp.z) {
+ vec2 a = sort_buffer.data[index];
+ vec2 b = sort_buffer.data[nSwapElem];
+
+ if (a.x > b.x) {
+ sort_buffer.data[index] = b;
+ sort_buffer.data[nSwapElem] = a;
+ }
+ }
+
+#endif
+
+#ifdef MODE_SORT_INNER
+
+ uvec3 Gid = gl_WorkGroupID;
+ uvec3 DTid = gl_GlobalInvocationID;
+ uvec3 GTid = gl_LocalInvocationID;
+ uint GI = gl_LocalInvocationIndex;
+
+ ivec4 tgp;
+
+ tgp.x = int(Gid.x * 256);
+ tgp.y = 0;
+ tgp.z = int(params.total_elements.x);
+ tgp.w = int(min(512, max(0, params.total_elements - Gid.x * 512)));
+
+ int GlobalBaseIndex = int(tgp.y + tgp.x * 2 + GTid.x);
+ int LocalBaseIndex = int(GI);
+ int i;
+
+ // Load shared data
+ for (i = 0; i < 2; ++i) {
+ if (GI + i * NUM_THREADS < tgp.w)
+ g_LDS[LocalBaseIndex + i * NUM_THREADS] = sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS];
+ }
+
+ groupMemoryBarrier();
+ barrier();
+
+ // sort threadgroup shared memory
+ for (int nMergeSubSize = SORT_SIZE >> 1; nMergeSubSize > 0; nMergeSubSize = nMergeSubSize >> 1) {
+ int tmp_index = int(GI);
+ int index_low = tmp_index & (nMergeSubSize - 1);
+ int index_high = 2 * (tmp_index - index_low);
+ int index = index_high + index_low;
+
+ int nSwapElem = index_high + nMergeSubSize + index_low;
+
+ if (nSwapElem < tgp.w) {
+ vec2 a = g_LDS[index];
+ vec2 b = g_LDS[nSwapElem];
+
+ if (a.x > b.x) {
+ g_LDS[index] = b;
+ g_LDS[nSwapElem] = a;
+ }
+ }
+ groupMemoryBarrier();
+ barrier();
+ }
+
+ // Store shared data
+ for (i = 0; i < 2; ++i) {
+ if (GI + i * NUM_THREADS < tgp.w) {
+ sort_buffer.data[GlobalBaseIndex + i * NUM_THREADS] = g_LDS[LocalBaseIndex + i * NUM_THREADS];
+ }
+ }
+
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index b7c46a7d0e..4cc4fd3f64 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -37,16 +37,18 @@ layout(push_constant, binding = 1, std430) uniform Params {
uvec2 glow_texture_size;
float glow_intensity;
- uint glow_level_flags;
+ uint pad3;
uint glow_mode;
+ float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
+ uint pad2;
vec2 pixel_size;
bool use_fxaa;
- uint pad;
+ bool use_debanding;
}
params;
@@ -155,6 +157,10 @@ vec3 tonemap_aces(vec3 color, float white) {
}
vec3 tonemap_reinhard(vec3 color, float white) {
+ // Ensure color values are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
+ color = max(vec3(0.0), color);
+
return (white * color + color) / (color * white + white);
}
@@ -186,32 +192,32 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
vec3 glow = vec3(0.0f);
- if (bool(params.glow_level_flags & (1 << 0))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
+ if (params.glow_levels[0] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0];
}
- if (bool(params.glow_level_flags & (1 << 1))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
+ if (params.glow_levels[1] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1];
}
- if (bool(params.glow_level_flags & (1 << 2))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
+ if (params.glow_levels[2] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2];
}
- if (bool(params.glow_level_flags & (1 << 3))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
+ if (params.glow_levels[3] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3];
}
- if (bool(params.glow_level_flags & (1 << 4))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
+ if (params.glow_levels[4] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4];
}
- if (bool(params.glow_level_flags & (1 << 5))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
+ if (params.glow_levels[5] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5];
}
- if (bool(params.glow_level_flags & (1 << 6))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
+ if (params.glow_levels[6] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6];
}
return glow;
@@ -287,9 +293,8 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir * rcpDirMin)) *
params.pixel_size;
- vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
- vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
- textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz);
float lumaB = dot(rgbB, luma);
if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
@@ -299,6 +304,18 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
}
}
+// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
+// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
+// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
+vec3 screen_space_dither(vec2 frag_coord) {
+ // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
+ vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
+ dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
+
+ // Subtract 0.5 to avoid slightly brightening the whole viewport.
+ return (dither.rgb - 0.5) / 255.0;
+}
+
void main() {
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
@@ -322,6 +339,11 @@ void main() {
if (params.use_fxaa) {
color = do_fxaa(color, exposure, uv_interp);
}
+ if (params.use_debanding) {
+ // For best results, debanding should be done before tonemapping.
+ // Otherwise, we're adding noise to an already-quantized image.
+ color += screen_space_dither(gl_FragCoord.xy);
+ }
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
new file mode 100644
index 0000000000..13b162f0c9
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
@@ -0,0 +1,530 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+#if defined(MODE_FOG) || defined(MODE_FILTER)
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#endif
+
+#if defined(MODE_DENSITY)
+
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+
+#endif
+
+#include "cluster_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer Lights {
+ LightData data[];
+}
+lights;
+
+layout(set = 0, binding = 4, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 5) uniform utexture3D cluster_texture;
+
+layout(set = 0, binding = 6, std430) restrict readonly buffer ClusterData {
+ uint indices[];
+}
+cluster_data;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#define MAX_GI_PROBES 8
+
+struct GIProbeData {
+ mat4 xform;
+ vec3 bounds;
+ float dynamic_range;
+
+ float bias;
+ float normal_bias;
+ bool blend_ambient;
+ uint texture_slot;
+
+ float anisotropy_strength;
+ float ambient_occlusion;
+ float ambient_occlusion_size;
+ uint mipmaps;
+};
+
+layout(set = 0, binding = 11, std140) uniform GIProbes {
+ GIProbeData data[MAX_GI_PROBES];
+}
+gi_probes;
+
+layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFGIProbeCascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, std140) uniform SDFGI {
+ vec3 grid_size;
+ uint max_cascades;
+
+ bool use_occlusion;
+ int probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ vec3 lightprobe_tex_pixel_size;
+ float energy;
+
+ vec3 lightprobe_uv_offset;
+ float y_mult;
+
+ vec3 occlusion_clamp;
+ uint pad3;
+
+ vec3 occlusion_renormalize;
+ uint pad4;
+
+ vec3 cascade_probe_size;
+ uint pad5;
+
+ SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float z_near;
+ float z_far;
+ int filter_axis;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 light_color;
+ float base_density;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_gi_probes;
+ uint pad;
+
+ mat3x4 cam_rotation;
+}
+params;
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec3 total_light = params.light_color;
+
+ float total_density = params.base_density;
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ /*
+ //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
+ float shadow = 0.0;
+ for(float xi=-1;xi<=1;xi++) {
+ for(float yi=-1;yi<=1;yi++) {
+ vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
+ shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
+ }
+
+ }
+
+ shadow /= 3.0 * 3.0;
+
+*/
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
+ }
+
+ //compute lights from cluster
+
+ vec3 cluster_pos;
+ cluster_pos.xy = fog_unit_pos.xy;
+ cluster_pos.z = clamp((abs(view_pos.z) - params.z_near) / (params.z_far - params.z_near), 0.0, 1.0);
+
+ uvec4 cluster_cell = texture(usampler3D(cluster_texture, linear_sampler), cluster_pos);
+
+ uint omni_light_count = cluster_cell.x >> CLUSTER_COUNTER_SHIFT;
+ uint omni_light_pointer = cluster_cell.x & CLUSTER_POINTER_MASK;
+
+ for (uint i = 0; i < omni_light_count; i++) {
+ uint light_index = cluster_data.indices[omni_light_pointer + i];
+
+ vec3 light_pos = lights.data[i].position;
+ float d = distance(lights.data[i].position, view_pos) * lights.data[i].inv_radius;
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (d < 1.0) {
+ vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
+ vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+
+ float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+
+ vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+
+ vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+
+ if (shadow_color_enabled.a > 0.5) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (lights.data[i].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = lights.data[i].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[i].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 depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ }
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+
+ uint spot_light_count = cluster_cell.y >> CLUSTER_COUNTER_SHIFT;
+ uint spot_light_pointer = cluster_cell.y & CLUSTER_POINTER_MASK;
+
+ for (uint i = 0; i < spot_light_count; i++) {
+ uint light_index = cluster_data.indices[spot_light_pointer + i];
+
+ vec3 light_pos = lights.data[i].position;
+ vec3 light_rel_vec = lights.data[i].position - view_pos;
+ float d = length(light_rel_vec) * lights.data[i].inv_radius;
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (d < 1.0) {
+ vec2 attenuation_energy = unpackHalf2x16(lights.data[i].attenuation_energy);
+ vec4 color_specular = unpackUnorm4x8(lights.data[i].color_specular);
+
+ float attenuation = pow(max(1.0 - d, 0.0), attenuation_energy.x);
+
+ vec3 spot_dir = lights.data[i].direction;
+ vec2 spot_att_angle = unpackHalf2x16(lights.data[i].cone_attenuation_angle);
+ 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));
+ attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
+
+ vec3 light = attenuation_energy.y * color_specular.rgb / M_PI;
+
+ vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[i].shadow_color_enabled);
+
+ if (shadow_color_enabled.a > 0.5) {
+ //has shadow
+ vec4 v = vec4(view_pos, 1.0);
+
+ vec4 splane = (lights.data[i].shadow_matrix * v);
+ splane /= splane.w;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
+ float shadow = exp(min(0.0, (depth - splane.z)) / lights.data[i].inv_radius * lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ }
+
+ total_light += light * attenuation * shadow_attenuation;
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_gi_probes; i++) {
+ vec3 position = (gi_probes.data[i].xform * vec4(world_pos, 1.0)).xyz;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, gi_probes.data[i].bounds))))) {
+ position /= gi_probes.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject;
+
+ total_light += light.rgb;
+ }
+ }
+
+ //sdfgi
+#ifdef ENABLE_SDFGI
+
+ {
+ float blend = -1.0;
+ vec3 ambient_total = vec3(0.0);
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ vec3 base_pos = floor(cascade_pos);
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 ambient_accum = vec4(0.0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(i);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute ambient texture position
+
+ ivec3 uvw = tex_pos;
+ uvw.xy += offset.xy;
+ uvw.x += offset.z * sdfgi.probe_axis_size;
+
+ vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
+
+ ambient_accum.rgb += ambient * weight;
+ ambient_accum.a += weight;
+ }
+
+ if (ambient_accum.a > 0) {
+ ambient_accum.rgb /= ambient_accum.a;
+ }
+ ambient_total = ambient_accum.rgb;
+ break;
+ }
+
+ total_light += ambient_total * params.gi_inject;
+ }
+
+#endif
+
+ imageStore(density_map, pos, vec4(total_light, total_density));
+#endif
+
+#ifdef MODE_FOG
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
+
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec4 fog_accum = vec4(0.0);
+ float prev_z = 0.0;
+
+ float t = 1.0;
+
+ for (int i = 0; i < params.fog_volume_size.z; i++) {
+ //compute fog position
+ ivec3 fog_pos = pos + ivec3(0, 0, i);
+ //get fog value
+ vec4 fog = imageLoad(density_map, fog_pos);
+
+ //get depth at cell pos
+ float z = get_depth_at_pos(fog_cell_size.z, i);
+ //get distance from previous pos
+ float d = abs(prev_z - z);
+ //compute exinction based on beer's
+ float extinction = t * exp(-d * fog.a);
+ //compute alpha based on different of extinctions
+ float alpha = t - extinction;
+ //update extinction
+ t = extinction;
+
+ fog_accum += vec4(fog.rgb * alpha, alpha);
+ prev_z = z;
+
+ vec4 fog_value;
+
+ if (fog_accum.a > 0.0) {
+ fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
+ } else {
+ fog_value = vec4(0.0);
+ }
+
+ imageStore(fog_map, fog_pos, fog_value);
+ }
+
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
+
+ const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
+ ivec3 offset = filter_dir[params.filter_axis];
+
+ vec4 accum = vec4(0.0);
+ for (int i = -3; i <= 3; i++) {
+ accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
+ }
+
+ imageStore(dest_map, pos, accum);
+
+#endif
+}