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-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub3
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl99
-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.glsl68
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl15
-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.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl8
-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.glsl32
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl2
15 files changed, 1073 insertions, 94 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 3aa863be98..9d531d63ad 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -37,3 +37,6 @@ if "RD_GLSL" in env["BUILDERS"]:
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..4a40584e16 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -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;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index eb39c28fa9..355a2b9d75 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -14,6 +14,7 @@ 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)
layout(push_constant, binding = 1, std430) uniform Params {
ivec4 section;
@@ -57,12 +58,20 @@ 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 +112,69 @@ 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;
+
+ 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));
-#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; \
- } \
+ 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
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 5993e68317..455a3d4a3a 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -681,9 +681,13 @@ 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) {
@@ -1617,6 +1621,22 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
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;
@@ -1672,6 +1692,15 @@ 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;
@@ -1889,6 +1918,10 @@ 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) {
@@ -1906,7 +1939,9 @@ 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
@@ -2722,18 +2757,24 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ // 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.fog_enabled) {
- vec4 fog = fog_process(vertex);
+ 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
@@ -2743,16 +2784,21 @@ FRAGMENT_SHADER_CODE
//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ // 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.fog_enabled) {
- vec4 fog = fog_process(vertex);
+ 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 66bfefbe89..e29a490ca1 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -43,12 +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];
@@ -108,6 +102,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec3 fog_light_color;
float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
}
scene_data;
@@ -252,7 +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;
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 1ec471d204..d516ab22c3 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
@@ -336,7 +336,7 @@ void main() {
#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
@@ -512,7 +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/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 c4d15878c4..a464048ebd 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -37,12 +37,14 @@ 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;
@@ -186,32 +188,32 @@ 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;
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
index cb19fb0b69..13b162f0c9 100644
--- a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
@@ -485,7 +485,7 @@ void main() {
//get depth at cell pos
float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previos pos
+ //get distance from previous pos
float d = abs(prev_z - z);
//compute exinction based on beer's
float extinction = t * exp(-d * fog.a);