diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/SCsub | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/SCsub | 17 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl) | 50 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl) | 139 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_mobile/SCsub | 17 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl) | 8 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl) | 73 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_data_inc.glsl | 69 |
8 files changed, 182 insertions, 193 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index d352743908..5405985741 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -18,3 +18,5 @@ if "RD_GLSL" in env["BUILDERS"]: SConscript("effects/SCsub") SConscript("environment/SCsub") +SConscript("forward_clustered/SCsub") +SConscript("forward_mobile/SCsub") diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub new file mode 100644 index 0000000000..741da8fe69 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 8e8ec6883a..d41474118d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -326,10 +326,6 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime vertex_interp = vertex; -#ifdef MOTION_VECTORS - screen_pos = projection_matrix * vec4(vertex_interp, 1.0); -#endif - #ifdef NORMAL_USED normal_interp = normal; #endif @@ -367,6 +363,10 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime gl_Position = projection_matrix * vec4(vertex_interp, 1.0); #endif +#ifdef MOTION_VECTORS + screen_pos = gl_Position; +#endif + #ifdef MODE_RENDER_DEPTH if (scene_data.pancake_shadows) { if (gl_Position.z <= 0.00001) { @@ -553,7 +553,7 @@ layout(location = 0) out vec4 frag_color; layout(location = 2) out vec2 motion_vector; #endif -#include "scene_forward_aa_inc.glsl" +#include "../scene_forward_aa_inc.glsl" #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) @@ -562,20 +562,20 @@ layout(location = 2) out vec2 motion_vector; #define SPECULAR_SCHLICK_GGX #endif -#include "scene_forward_lights_inc.glsl" +#include "../scene_forward_lights_inc.glsl" -#include "scene_forward_gi_inc.glsl" +#include "../scene_forward_gi_inc.glsl" #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_block.data.volumetric_fog_inv_length); + vec3 fog_pos = vec3(screen_uv, z * implementation_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_block.data.volumetric_fog_detail_spread); + fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); } return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); @@ -821,7 +821,7 @@ void fragment_shader(in SceneData scene_data) { fog = fog_process(vertex); } - if (scene_data.volumetric_fog_enabled) { + if (implementation_data.volumetric_fog_enabled) { vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z); if (scene_data.fog_enabled) { //must use the full blending equation here to blend fogs @@ -849,8 +849,8 @@ void fragment_shader(in SceneData scene_data) { #ifndef MODE_RENDER_DEPTH - uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> scene_data.cluster_shift; - uint cluster_offset = (scene_data.cluster_width * cluster_pos.y + cluster_pos.x) * (scene_data.max_cluster_element_count_div_32 + 32); + uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift; + uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32); uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0)); @@ -860,14 +860,14 @@ void fragment_shader(in SceneData scene_data) { { // process decals - uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2; + uint cluster_decal_offset = cluster_offset + implementation_data.cluster_type_size * 2; uint item_min; uint item_max; uint item_from; uint item_to; - cluster_get_item_range(cluster_decal_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_decal_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -1256,7 +1256,7 @@ void fragment_shader(in SceneData scene_data) { vec2 coord; - if (scene_data.gi_upscale_for_msaa) { + if (implementation_data.gi_upscale_for_msaa) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; #ifdef USE_MULTIVIEW @@ -1298,10 +1298,10 @@ void fragment_shader(in SceneData scene_data) { } #endif // !USE_LIGHTMAP - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { + if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ao = min(ao, ssao); - ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); + ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect); } { // process reflections @@ -1309,14 +1309,14 @@ void fragment_shader(in SceneData scene_data) { vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); - uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3; + uint cluster_reflection_offset = cluster_offset + implementation_data.cluster_type_size * 3; uint item_min; uint item_max; uint item_from; uint item_to; - cluster_get_item_range(cluster_reflection_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_reflection_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -1380,7 +1380,7 @@ void fragment_shader(in SceneData scene_data) { // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); ambient_light *= 1.0 - ssil.a; ambient_light += ssil.rgb * albedo.rgb; @@ -1748,7 +1748,7 @@ void fragment_shader(in SceneData scene_data) { uint item_from; uint item_to; - cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -1812,14 +1812,14 @@ void fragment_shader(in SceneData scene_data) { { //spot lights - uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size; + uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size; uint item_min; uint item_max; uint item_from; uint item_to; - cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); #ifdef USE_SUBGROUPS item_from = subgroupBroadcastFirst(subgroupMin(item_from)); @@ -1909,8 +1909,8 @@ void fragment_shader(in SceneData scene_data) { #ifdef MODE_RENDER_SDF { - vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; - ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size)); + vec3 local_pos = (implementation_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; + ivec3 grid_pos = implementation_data.sdf_offset + ivec3(local_pos * vec3(implementation_data.sdf_size)); uint albedo16 = 0x1; //solid flag albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index d97da0c571..e8e2dce990 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -17,8 +17,9 @@ #extension GL_EXT_multiview : enable #endif -#include "cluster_data_inc.glsl" -#include "decal_data_inc.glsl" +#include "../cluster_data_inc.glsl" +#include "../decal_data_inc.glsl" +#include "../scene_data_inc.glsl" #if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) #ifndef NORMAL_USED @@ -38,7 +39,7 @@ draw_call; /* Set 0: Base Pass (never changes) */ -#include "light_data_inc.glsl" +#include "../light_data_inc.glsl" #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 @@ -175,62 +176,27 @@ sdfgi; /* Set 1: Render Pass (changes per render pass) */ -struct SceneData { - mat4 projection_matrix; - mat4 inv_projection_matrix; - mat4 inv_view_matrix; - mat4 view_matrix; - - // only used for multiview - mat4 projection_matrix_view[MAX_VIEWS]; - mat4 inv_projection_matrix_view[MAX_VIEWS]; - vec4 eye_offset[MAX_VIEWS]; - - vec2 viewport_size; - vec2 screen_pixel_size; +layout(set = 1, binding = 0, std140) uniform SceneDataBlock { + SceneData data; + SceneData prev_data; +} +scene_data_block; +struct ImplementationData { uint cluster_shift; uint cluster_width; uint cluster_type_size; uint max_cluster_element_count_div_32; - // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. - vec4 directional_penumbra_shadow_kernel[32]; - vec4 directional_soft_shadow_kernel[32]; - vec4 penumbra_shadow_kernel[32]; - vec4 soft_shadow_kernel[32]; - - vec4 ambient_light_color_energy; - - float ambient_color_sky_mix; - bool use_ambient_light; - bool use_ambient_cubemap; - bool use_reflection_cubemap; - - mat3 radiance_inverse_xform; - - vec2 shadow_atlas_pixel_size; - vec2 directional_shadow_pixel_size; - - uint directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - uint ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; - bool roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint roughness_limiter_pad; + uint pad1; mat4 sdf_to_bounds; ivec3 sdf_offset; - bool material_uv2_mode; + uint pad2; ivec3 sdf_size; bool gi_upscale_for_msaa; @@ -239,31 +205,14 @@ struct SceneData { float volumetric_fog_inv_length; float volumetric_fog_detail_spread; uint volumetric_fog_pad; - - bool fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - 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; - vec2 taa_jitter; - float emissive_exposure_normalization; - float IBL_exposure_normalization; }; -layout(set = 1, binding = 0, std140) uniform SceneDataBlock { - SceneData data; - SceneData prev_data; +layout(set = 1, binding = 1, std140) uniform ImplementationDataBlock { + ImplementationData data; } -scene_data_block; +implementation_data_block; + +#define implementation_data implementation_data_block.data struct InstanceData { mat4 transform; @@ -275,42 +224,42 @@ struct InstanceData { vec4 lightmap_uv_scale; }; -layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer { +layout(set = 1, binding = 2, std430) buffer restrict readonly InstanceDataBuffer { InstanceData data[]; } instances; #ifdef USE_RADIANCE_CUBEMAP_ARRAY -layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap; +layout(set = 1, binding = 3) uniform textureCubeArray radiance_cubemap; #else -layout(set = 1, binding = 2) uniform textureCube radiance_cubemap; +layout(set = 1, binding = 3) uniform textureCube radiance_cubemap; #endif -layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas; +layout(set = 1, binding = 4) uniform textureCubeArray reflection_atlas; -layout(set = 1, binding = 4) uniform texture2D shadow_atlas; +layout(set = 1, binding = 5) uniform texture2D shadow_atlas; -layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas; +layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas; -layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; +layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; -layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; +layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; -layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer { +layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer { uint data[]; } cluster_buffer; #ifdef MODE_RENDER_SDF -layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid; -layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid; -layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid; -layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid; +layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid; +layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid; +layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid; +layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid; //still need to be present for shaders that use it, so remap them to something #define depth_buffer shadow_atlas @@ -319,21 +268,21 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid; #else -layout(set = 1, binding = 9) uniform texture2D depth_buffer; -layout(set = 1, binding = 10) uniform texture2D color_buffer; +layout(set = 1, binding = 10) uniform texture2D depth_buffer; +layout(set = 1, binding = 11) uniform texture2D color_buffer; #ifdef USE_MULTIVIEW -layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer; -layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer; +layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer; +layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer; +layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer; #else // USE_MULTIVIEW -layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2D ambient_buffer; -layout(set = 1, binding = 14) uniform texture2D reflection_buffer; +layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer; +layout(set = 1, binding = 14) uniform texture2D ambient_buffer; +layout(set = 1, binding = 15) uniform texture2D reflection_buffer; #endif -layout(set = 1, binding = 12) uniform texture2D ao_buffer; -layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; -layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; +layout(set = 1, binding = 13) uniform texture2D ao_buffer; +layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture; +layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades; struct VoxelGIData { mat4 xform; // 64 - 64 @@ -350,14 +299,14 @@ struct VoxelGIData { float exposure_normalization; // 4 - 112 }; -layout(set = 1, binding = 17, std140) uniform VoxelGIs { +layout(set = 1, binding = 18, std140) uniform VoxelGIs { VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; } voxel_gi_instances; -layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture; -layout(set = 1, binding = 19) uniform texture2D ssil_buffer; +layout(set = 1, binding = 20) uniform texture2D ssil_buffer; #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub new file mode 100644 index 0000000000..741da8fe69 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 5a5ada7231..a109fd4d75 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -101,7 +101,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) out highp float dp_clip; +layout(location = 9) out highp float dp_clip; #endif @@ -450,7 +450,7 @@ layout(location = 6) mediump in vec3 binormal_interp; #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) highp in float dp_clip; +layout(location = 9) highp in float dp_clip; #endif @@ -519,7 +519,7 @@ layout(location = 0) out mediump vec4 frag_color; #endif // RENDER DEPTH -#include "scene_forward_aa_inc.glsl" +#include "../scene_forward_aa_inc.glsl" #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) @@ -528,7 +528,7 @@ layout(location = 0) out mediump vec4 frag_color; #define SPECULAR_SCHLICK_GGX #endif -#include "scene_forward_lights_inc.glsl" +#include "../scene_forward_lights_inc.glsl" #endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index 3a9c52f5bc..5e4999fa0f 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -5,7 +5,8 @@ #extension GL_EXT_multiview : enable #endif -#include "decal_data_inc.glsl" +#include "../decal_data_inc.glsl" +#include "../scene_data_inc.glsl" #if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) #ifndef NORMAL_USED @@ -32,7 +33,7 @@ draw_call; /* Set 0: Base Pass (never changes) */ -#include "light_data_inc.glsl" +#include "../light_data_inc.glsl" #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 @@ -127,75 +128,9 @@ global_shader_uniforms; /* Set 1: Render Pass (changes per render pass) */ -struct SceneData { - highp mat4 projection_matrix; - highp mat4 inv_projection_matrix; - highp mat4 inv_view_matrix; - highp mat4 view_matrix; - - // only used for multiview - highp mat4 projection_matrix_view[MAX_VIEWS]; - highp mat4 inv_projection_matrix_view[MAX_VIEWS]; - highp vec4 eye_offset[MAX_VIEWS]; - - highp vec2 viewport_size; - highp vec2 screen_pixel_size; - - // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. - highp vec4 directional_penumbra_shadow_kernel[32]; - highp vec4 directional_soft_shadow_kernel[32]; - highp vec4 penumbra_shadow_kernel[32]; - highp vec4 soft_shadow_kernel[32]; - - mediump vec4 ambient_light_color_energy; - - mediump float ambient_color_sky_mix; - bool use_ambient_light; - bool use_ambient_cubemap; - bool use_reflection_cubemap; - - mediump mat3 radiance_inverse_xform; - - highp vec2 shadow_atlas_pixel_size; - highp vec2 directional_shadow_pixel_size; - - uint directional_light_count; - mediump float dual_paraboloid_side; - highp float z_far; - highp float z_near; - - bool ssao_enabled; - mediump float ssao_light_affect; - mediump float ssao_ao_affect; - bool roughness_limiter_enabled; - - mediump float roughness_limiter_amount; - mediump float roughness_limiter_limit; - mediump float opaque_prepass_threshold; - uint roughness_limiter_pad; - - bool fog_enabled; - highp float fog_density; - highp float fog_height; - highp float fog_height_density; - - mediump vec3 fog_light_color; - mediump float fog_sun_scatter; - - mediump float fog_aerial_perspective; - bool material_uv2_mode; - - highp float time; - mediump float reflection_multiplier; // one normally, zero when rendering reflections - - bool pancake_shadows; - float emissive_exposure_normalization; - float IBL_exposure_normalization; - uint pad3; -}; - layout(set = 1, binding = 0, std140) uniform SceneDataBlock { SceneData data; + SceneData prev_data; } scene_data_block; diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl new file mode 100644 index 0000000000..048257e9ef --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl @@ -0,0 +1,69 @@ +// Scene data stores all our 3D rendering globals for a frame such as our matrices +// where this information is independent of the different RD implementations. +// This enables us to use this UBO in our main scene render shaders but also in +// effects that need access to this data. + +struct SceneData { + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; + + // only used for multiview + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; + + highp vec2 viewport_size; + highp vec2 screen_pixel_size; + + // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. + highp vec4 directional_penumbra_shadow_kernel[32]; + highp vec4 directional_soft_shadow_kernel[32]; + highp vec4 penumbra_shadow_kernel[32]; + highp vec4 soft_shadow_kernel[32]; + + mediump mat3 radiance_inverse_xform; + + mediump vec4 ambient_light_color_energy; + + mediump float ambient_color_sky_mix; + bool use_ambient_light; + bool use_ambient_cubemap; + bool use_reflection_cubemap; + + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; + + uint directional_light_count; + mediump float dual_paraboloid_side; + highp float z_far; + highp float z_near; + + bool roughness_limiter_enabled; + mediump float roughness_limiter_amount; + mediump float roughness_limiter_limit; + mediump float opaque_prepass_threshold; + + bool fog_enabled; + highp float fog_density; + highp float fog_height; + highp float fog_height_density; + + mediump vec3 fog_light_color; + mediump float fog_sun_scatter; + + mediump float fog_aerial_perspective; + highp float time; + mediump float reflection_multiplier; // one normally, zero when rendering reflections + bool material_uv2_mode; + + vec2 taa_jitter; + float emissive_exposure_normalization; + float IBL_exposure_normalization; + + bool pancake_shadows; + uint pad1; + uint pad2; + uint pad3; +}; |