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-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl58
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_sdf.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy_to_fb.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_debug.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl22
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/roughness_limiter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl63
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl182
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl32
-rw-r--r--servers/rendering/renderer_rd/shaders/sort.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/specular_merge.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_interleave.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl4
46 files changed, 106 insertions, 363 deletions
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
index 63f086a83d..b70e0b6bd5 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define BLOCK_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 3b39edc70e..8b97ec119f 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
@@ -26,17 +26,15 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
-/* clang-format off */
-VERTEX_SHADER_GLOBALS
-/* clang-format on */
+#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@@ -132,9 +130,7 @@ void main() {
float point_size = 1.0;
#endif
{
- /* clang-format off */
-VERTEX_SHADER_CODE
- /* clang-format on */
+#CODE : VERTEX
}
#ifdef USE_NINEPATCH
@@ -212,7 +208,7 @@ VERTEX_SHADER_CODE
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#include "canvas_uniforms_inc.glsl"
@@ -228,11 +224,11 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
@@ -260,11 +256,9 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
return p_sdf * canvas_data.sdf_to_screen;
}
-/* clang-format off */
-FRAGMENT_SHADER_GLOBALS
-/* clang-format on */
+#GLOBALS
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
vec4 light_compute(
vec3 light_vertex,
@@ -278,9 +272,9 @@ vec4 light_compute(
vec2 uv,
vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
- /* clang-format off */
-LIGHT_SHADER_CODE
- /* clang-format on */
+
+#CODE : LIGHT
+
return light;
}
@@ -356,7 +350,7 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
,
vec3 shadow_modulate
#endif
@@ -395,7 +389,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
}
vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
@@ -504,11 +498,7 @@ void main() {
normal_used = true;
#endif
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
+#CODE : FRAGMENT
#if defined(NORMAL_MAP_USED)
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_map_depth);
@@ -543,7 +533,7 @@ FRAGMENT_SHADER_CODE
vec2 direction = light_array.data[light_base].position;
vec4 light_color = light_array.data[light_base].color;
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
@@ -561,7 +551,7 @@ FRAGMENT_SHADER_CODE
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
+#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
@@ -599,7 +589,7 @@ FRAGMENT_SHADER_CODE
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
+#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
@@ -657,7 +647,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
-#ifdef LIGHT_SHADER_CODE_USED
+#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
index 5c25235c58..9f89f4b3b7 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in highp vec3 vertex;
@@ -32,7 +32,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
index 302ad03b41..65a554e839 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
index 70a875192c..40da2c6e5c 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 8723ea78e4..da7d189281 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec3 vertex_attrib;
@@ -63,9 +63,9 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
-#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic) && defined(GL_KHR_shader_subgroup_vote)
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
index 5be0893c4f..b0606efa94 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index cdd35dfb3f..4110a95ddb 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
index 9751e13b4e..8c68e2dc2f 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -37,7 +37,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index c3ac0bee57..dfbce29119 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
@@ -26,7 +26,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
index 7f269b7af3..9fa84657d1 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler.glsl
@@ -22,7 +22,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define BLOCK_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
index 987545fb76..2a774b0eb4 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter.glsl
@@ -22,7 +22,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define GROUP_SIZE 64
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index 5cbb00baa4..ce7c03c1d4 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define GROUP_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 92a5682572..bfd5c4c88d 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/giprobe.glsl
index b931461b31..49a493cdc7 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#ifdef MODE_DYNAMIC
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl b/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl
index 515cc35507..7d4d72967a 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
struct CellData {
uint position; // xyz 10 bits
@@ -172,7 +172,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec4 color_interp;
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
index 5b3dec0ee7..e20b3f680d 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 56b3b7ccb4..5dc2d08a3b 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
index 8a11c35b78..466442b67a 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define BLOCK_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index cb6d8dc7f6..c438352c05 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
@@ -146,11 +146,11 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
/* SET 3: MATERIAL */
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
@@ -196,11 +196,7 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
-/* clang-format off */
-
-COMPUTE_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
void main() {
uint particle = gl_GlobalInvocationID.x;
@@ -540,10 +536,6 @@ void main() {
}
if (PARTICLE.is_active) {
- /* clang-format off */
-
-COMPUTE_SHADER_CODE
-
- /* clang-format on */
+#CODE : PROCESS
}
}
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 6c782b6045..80adb49619 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index e83c4ca93b..2286a26485 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
index 464895928a..7b964675ca 100644
--- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 7b86dac143..fce17c47e8 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@@ -81,11 +81,11 @@ layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
+
+#MATERIAL_UNIFORMS
+
} material;
#endif
@@ -99,11 +99,7 @@ layout(location = 8) out float dp_clip;
layout(location = 9) out flat uint instance_index;
-/* clang-format off */
-
-VERTEX_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@@ -230,11 +226,7 @@ void main() {
mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
{
- /* clang-format off */
-
-VERTEX_SHADER_CODE
-
- /* clang-format on */
+#CODE : VERTEX
}
// using local coordinates (default)
@@ -325,7 +317,7 @@ VERTEX_SHADER_CODE
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@@ -372,19 +364,15 @@ layout(location = 9) in flat uint instance_index;
#define LIGHT_TRANSMITTANCE_USED
#endif
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-MATERIAL_UNIFORMS
- /* clang-format on */
-} material;
-#endif
-/* clang-format off */
+#MATERIAL_UNIFORMS
-FRAGMENT_SHADER_GLOBALS
+} material;
+#endif
-/* clang-format on */
+#GLOBALS
#ifdef MODE_RENDER_DEPTH
@@ -581,18 +569,14 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
-#if defined(USE_LIGHT_SHADER_CODE)
+#if defined(LIGHT_CODE_USED)
// light is written by the light shader
vec3 normal = N;
vec3 light = L;
vec3 view = V;
- /* clang-format off */
-
-LIGHT_SHADER_CODE
-
- /* clang-format on */
+#CODE : LIGHT
#else
@@ -794,7 +778,7 @@ LIGHT_SHADER_CODE
alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
#endif
-#endif //defined(USE_LIGHT_SHADER_CODE)
+#endif //defined(LIGHT_CODE_USED)
}
#ifndef USE_NO_SHADOWS
@@ -1735,8 +1719,6 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
#ifndef MODE_RENDER_DEPTH
-#ifndef LOW_END_MODE
-
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) {
@@ -1747,7 +1729,6 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
-#endif
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
@@ -1928,11 +1909,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
{
- /* clang-format off */
-
-FRAGMENT_SHADER_CODE
-
- /* clang-format on */
+#CODE : FRAGMENT
}
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -2019,7 +1996,6 @@ FRAGMENT_SHADER_CODE
fog = fog_process(vertex);
}
-#ifndef LOW_END_MODE
if (scene_data.volumetric_fog_enabled) {
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
if (scene_data.fog_enabled) {
@@ -2037,7 +2013,6 @@ FRAGMENT_SHADER_CODE
fog = volumetric_fog;
}
}
-#endif //!LOW_END_MODE
#endif //!CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg);
@@ -2377,7 +2352,7 @@ FRAGMENT_SHADER_CODE
specular_light = spec_accum.rgb;
ambient_light = amb_accum.rgb;
}
-#elif !defined(LOW_END_MODE)
+#else
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
@@ -2412,13 +2387,11 @@ FRAGMENT_SHADER_CODE
}
#endif
-#ifndef LOW_END_MODE
if (scene_data.ssao_enabled) {
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);
}
-#endif //LOW_END_MODE
{ // process reflections
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index d78890fa9e..e064a90ae0 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -3,7 +3,7 @@
#define MAX_GI_PROBES 8
-#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
@@ -122,8 +122,6 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat
}
global_variables;
-#ifndef LOW_END_MODE
-
struct SDFGIProbeCascadeData {
vec3 position;
float to_probe;
@@ -159,8 +157,6 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
}
sdfgi;
-#endif //LOW_END_MODE
-
/* Set 2: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
@@ -280,9 +276,7 @@ layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-#ifndef LOW_END_MOD
layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
-#endif
layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
uint data[];
@@ -306,8 +300,6 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
layout(set = 1, binding = 10) uniform texture2D color_buffer;
-#ifndef LOW_END_MODE
-
layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 12) uniform texture2D ao_buffer;
layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
@@ -338,8 +330,6 @@ gi_probes;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
-#endif // LOW_END_MODE
-
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index 06dc4b13de..78e0a85341 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
index a5afe74cb2..62d1cffb0a 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 218605a962..7e06516d90 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index e4c3f3a84b..8b58796962 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 08da283dad..0eacbc5363 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define MAX_CASCADES 8
@@ -153,7 +153,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index dc7238abed..99db35bb34 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
deleted file mode 100644
index 69d8824d8a..0000000000
--- a/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
+++ /dev/null
@@ -1,182 +0,0 @@
-/* clang-format off */
-[compute]
-
-#version 450
-
-VERSION_DEFINES
-
-layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
-
-/* clang-format on */
-
-#define MAX_CASCADES 8
-
-layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
-layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
-
-layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
-layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
-
-struct CascadeData {
- vec3 offset; //offset of (0,0,0) in world coordinates
- float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 0, binding = 5, std140) uniform Cascades {
- CascadeData data[MAX_CASCADES];
-}
-cascades;
-
-#define DEPTH_HISTORY_BITS 24
-#define IRRADIANCE_HISTORY_BITS 16
-
-layout(push_constant, binding = 0, std430) uniform Params {
- vec3 grid_size;
- uint max_cascades;
-
- uint probe_axis_size;
- uint cascade;
- uint history_size;
- uint pad0;
-
- ivec3 scroll; //scroll in probes
- uint pad1;
-}
-params;
-
-void main() {
- ivec2 local = ivec2(gl_LocalInvocationID.xy);
- ivec2 probe = ivec2(gl_WorkGroupID.xy);
-
- ivec3 probe_cell;
- probe_cell.x = probe.x % int(params.probe_axis_size);
- probe_cell.y = probe.y;
- probe_cell.z = probe.x / int(params.probe_axis_size);
-
-#ifdef MODE_SCROLL_BEGIN
-
- ivec3 read_cell = probe_cell - params.scroll;
-
- uint src_layer = (params.history_size + 1) * params.cascade;
- uint dst_layer = (params.history_size + 1) * params.max_cascades;
-
- for (uint i = 0; i <= params.history_size; i++) {
- ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
-
- if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
- // nowhere to read from for scrolling, try finding the value from upper probes
-
-#ifdef MODE_IRRADIANCE
- imageStore(irradiance_history_texture, write_pos, uvec4(0));
-#endif
-#ifdef MODE_DEPTH
- imageStore(depth_history_texture, write_pos, uvec4(0));
-#endif
- } else {
- ivec3 read_pos;
- read_pos.xy = read_cell.xy;
- read_pos.x += read_cell.z * params.probe_axis_size;
- read_pos.xy = read_pos.xy * OCT_RES + local;
- read_pos.z = int(i);
-
-#ifdef MODE_IRRADIANCE
- uvec4 value = imageLoad(irradiance_history_texture, read_pos);
- imageStore(irradiance_history_texture, write_pos, value);
-#endif
-#ifdef MODE_DEPTH
- uvec2 value = imageLoad(depth_history_texture, read_pos);
- imageStore(depth_history_texture, write_pos, value);
-#endif
- }
- }
-
-#endif // MODE_SCROLL_BEGIN
-
-#ifdef MODE_SCROLL_END
-
- uint src_layer = (params.history_size + 1) * params.max_cascades;
- uint dst_layer = (params.history_size + 1) * params.cascade;
-
- for (uint i = 0; i <= params.history_size; i++) {
- ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
-
-#ifdef MODE_IRRADIANCE
- uvec4 value = imageLoad(irradiance_history_texture, read_pos);
- imageStore(irradiance_history_texture, write_pos, value);
-#endif
-#ifdef MODE_DEPTH
- uvec2 value = imageLoad(depth_history_texture, read_pos);
- imageStore(depth_history_texture, write_pos, value);
-#endif
- }
-
-#endif //MODE_SCROLL_END
-
-#ifdef MODE_STORE
-
- uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
- ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
-
- ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
-
- ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
-
-#ifdef MODE_IRRADIANCE
- uvec4 average = imageLoad(irradiance_history_texture, read_pos);
- vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
-
-#endif
-#ifdef MODE_DEPTH
- uvec2 value = imageLoad(depth_history_texture, read_pos);
- vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
-
- float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
- float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
- max_depth /= probe_cell_size;
-
- depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
-
-#endif
-
- /* Fill the border if required */
-
- if (local == ivec2(0, 0)) {
- copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
- copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
- copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
- } else if (local == ivec2(OCT_RES - 1, 0)) {
- copy_to[1] = texture_pos + ivec3(0, -1, 0);
- copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
- copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
- } else if (local == ivec2(0, OCT_RES - 1)) {
- copy_to[1] = texture_pos + ivec3(-1, 0, 0);
- copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
- copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
- } else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
- copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
- copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
- copy_to[3] = texture_pos + ivec3(-1, -1, 0);
- } else if (local.y == 0) {
- copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
- } else if (local.x == 0) {
- copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
- } else if (local.y == OCT_RES - 1) {
- copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
- } else if (local.x == OCT_RES - 1) {
- copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
- }
-
- for (int i = 0; i < 4; i++) {
- if (copy_to[i] == ivec3(-2, -2, -2)) {
- continue;
- }
-#ifdef MODE_IRRADIANCE
- imageStore(irradiance_texture, copy_to[i], light_accum);
-#endif
-#ifdef MODE_DEPTH
- imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
-#endif
- }
-
-#endif // MODE_STORE
-}
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index 007e4c113a..bc376e9522 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index 916c60ac89..aa4ded146f 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#ifdef MODE_JUMPFLOOD_OPTIMIZED
#define GROUP_SIZE 8
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 680d1045cd..669ffc961d 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index 6c985e1f5c..9924da37d5 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -24,7 +24,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define M_PI 3.14159265359
@@ -88,13 +88,9 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
directional_lights;
-#ifdef USE_MATERIAL_UNIFORMS
+#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
- /* clang-format off */
-
-MATERIAL_UNIFORMS
-
- /* clang-format on */
+#MATERIAL_UNIFORMS
} material;
#endif
@@ -127,11 +123,7 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
#define AT_QUARTER_RES_PASS false
#endif
-/* clang-format off */
-
-FRAGMENT_SHADER_GLOBALS
-
-/* clang-format on */
+#GLOBALS
layout(location = 0) out vec4 frag_color;
@@ -202,22 +194,10 @@ void main() {
#endif
#endif
-// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
-#ifndef REALLYINCLUDETHIS
- {
- /* clang-format off */
-
-LIGHT_SHADER_CODE
-
- /* clang-format on */
- }
-#endif
{
- /* clang-format off */
-FRAGMENT_SHADER_CODE
+#CODE : SKY
- /* clang-format on */
}
frag_color.rgb = color * params.position_multiplier.w;
diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl
index e5ebb9c64b..307e60dc21 100644
--- a/servers/rendering/renderer_rd/shaders/sort.glsl
+++ b/servers/rendering/renderer_rd/shaders/sort.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
// Original version here:
// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders
diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
index 0b8f406213..3579c35cce 100644
--- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl
+++ b/servers/rendering/renderer_rd/shaders/specular_merge.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -17,7 +17,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 231f8f91ec..6e945edfcd 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index 510a777048..d9cd2b4e85 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
index cb2d31f70d..ee0db6a6f0 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 6aa7624261..687fe1e6e2 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -21,7 +21,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
index 4fdf334aa5..0907423d5d 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
@@ -20,7 +20,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
index 88a953562f..9367b641c2 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 7de91fd541..86b4da6b08 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -2,7 +2,7 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -16,7 +16,7 @@ void main() {
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index e7ba8feb80..cace607667 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -2,13 +2,13 @@
#version 450
-VERSION_DEFINES
+#VERSION_DEFINES
/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
#extension GL_KHR_shader_subgroup_ballot: enable
#extension GL_KHR_shader_subgroup_arithmetic: enable
-#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
#define USE_SUBGROUPS
#endif
*/