diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/gi.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/gi.glsl | 60 |
1 files changed, 35 insertions, 25 deletions
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index c2965f9874..35522103df 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -97,13 +97,12 @@ layout(push_constant, binding = 0, std430) uniform Params { vec4 proj_info; + vec3 ao_color; uint max_giprobes; + bool high_quality_vct; - uint pad2; bool orthogonal; - - vec3 ao_color; - uint pad; + uint pad[2]; mat3x4 cam_rotation; } @@ -594,28 +593,16 @@ vec4 fetch_normal_and_roughness(ivec2 pos) { return normal_roughness; } -void main() { - // Pixel being shaded - ivec2 pos = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing - return; - } - - vec3 vertex = reconstruct_position(pos); - vertex.y = -vertex.y; - +void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 reflection_light) { vec4 normal_roughness = fetch_normal_and_roughness(pos); - vec3 normal = normal_roughness.xyz; - vec4 ambient_light = vec4(0.0), reflection_light = vec4(0.0); + vec3 normal = normal_roughness.xyz; if (normal.length() > 0.5) { //valid normal, can do GI float roughness = normal_roughness.w; - vertex = mat3(params.cam_rotation) * vertex; normal = normalize(mat3(params.cam_rotation) * normal); - vec3 reflection = normalize(reflect(normalize(vertex), normal)); #ifdef USE_SDFGI @@ -646,16 +633,39 @@ void main() { spec_accum /= blend_accum; } - if (params.use_sdfgi) { - reflection_light = blend_color(spec_accum, reflection_light); - ambient_light = blend_color(amb_accum, ambient_light); - } else { - reflection_light = spec_accum; - ambient_light = amb_accum; - } +#ifdef USE_SDFGI + reflection_light = blend_color(spec_accum, reflection_light); + ambient_light = blend_color(amb_accum, ambient_light); +#else + reflection_light = spec_accum; + ambient_light = amb_accum; +#endif } #endif } +} + +void main() { + ivec2 pos = ivec2(gl_GlobalInvocationID.xy); + +#ifdef MODE_HALF_RES + pos <<= 1; +#endif + if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing + return; + } + + vec4 ambient_light = vec4(0.0); + vec4 reflection_light = vec4(0.0); + + vec3 vertex = reconstruct_position(pos); + vertex.y = -vertex.y; + + process_gi(pos, vertex, ambient_light, reflection_light); + +#ifdef MODE_HALF_RES + pos >>= 1; +#endif imageStore(ambient_buffer, pos, ambient_light); imageStore(reflection_buffer, pos, reflection_light); |