diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
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 */ |