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-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/blur_raster.glsl)18
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl (renamed from servers/rendering/renderer_rd/shaders/bokeh_dof.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl (renamed from servers/rendering/renderer_rd/shaders/copy.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl (renamed from servers/rendering/renderer_rd/shaders/copy_to_fb.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl72
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl16
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl6
13 files changed, 117 insertions, 50 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
deleted file mode 100644
index e7a2e18323..0000000000
--- a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
+++ /dev/null
@@ -1,21 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
-#define FLAG_GLOW_FIRST_PASS (1 << 2)
-
-layout(push_constant, std430) uniform Blur {
- vec2 pixel_size;
- uint flags;
- uint pad;
-
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
-
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
-}
-blur;
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index f8b4e3f610..96f5c3e9f2 100644
--- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -53,7 +53,9 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+ // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+
+ // note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
@@ -94,6 +96,7 @@ void main() {
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
+
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
GLOW_ADD(vec2(1.0, 0.0), 0.165569);
GLOW_ADD(vec2(2.0, 0.0), 0.140367);
@@ -101,7 +104,10 @@ void main() {
GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
+
+ // only do this in the horizontal pass, if we also do this in the vertical pass we're doubling up.
color *= blur.glow_strength;
+
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
@@ -110,13 +116,17 @@ void main() {
GLOW_ADD(vec2(0.0, 2.0), 0.122581);
GLOW_ADD(vec2(0.0, -1.0), 0.233062);
GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- color *= blur.glow_strength;
+
frag_color = color;
}
#undef GLOW_ADD
if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
+ // In the first pass bring back to correct color range else we're applying the wrong threshold
+ // in subsequent passes we can use it as is as we'd just be undoing it right after.
+ frag_color *= blur.luminance_multiplier;
+
#ifdef GLOW_USE_AUTO_EXPOSURE
frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
@@ -126,10 +136,10 @@ void main() {
float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
+ frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap)) / blur.luminance_multiplier;
}
-#endif
+#endif // MODE_GAUSSIAN_GLOW
#ifdef MODE_COPY
vec4 color = textureLod(source_color, uv_interp, 0.0);
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
new file mode 100644
index 0000000000..730504571a
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
@@ -0,0 +1,26 @@
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
+#define FLAG_GLOW_FIRST_PASS (1 << 2)
+
+layout(push_constant, std430) uniform Blur {
+ vec2 pixel_size; // 08 - 08
+ uint flags; // 04 - 12
+ uint pad; // 04 - 16
+
+ // Glow.
+ float glow_strength; // 04 - 20
+ float glow_bloom; // 04 - 24
+ float glow_hdr_threshold; // 04 - 28
+ float glow_hdr_scale; // 04 - 32
+
+ float glow_exposure; // 04 - 36
+ float glow_white; // 04 - 40
+ float glow_luminance_cap; // 04 - 44
+ float glow_auto_exposure_grey; // 04 - 48
+
+ float luminance_multiplier; // 04 - 52
+ float res1; // 04 - 56
+ float res2; // 04 - 60
+ float res3; // 04 - 64
+}
+blur;
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..0438671dd2 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
index b90a527554..b90a527554 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a3b3938ee9 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 4563ac7af9..3a4ef86ef0 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -189,7 +189,7 @@ void main() {
#endif
color *= params.glow_exposure;
- float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ float luminance = max(color.r, max(color.g, color.b));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 9787c9879d..9787c9879d 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 19a9350137..a8ccdea60b 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -44,7 +44,11 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#ifdef MULTIVIEW
+layout(set = 2, binding = 0) uniform sampler2DArray source_glow;
+#else
layout(set = 2, binding = 0) uniform sampler2D source_glow;
+#endif
layout(set = 2, binding = 1) uniform sampler2D glow_map;
#ifdef USE_1D_LUT
@@ -118,6 +122,36 @@ float h1(float a) {
return 1.0f + w3(a) / (w2(a) + w3(a));
}
+#ifdef MULTIVIEW
+vec4 texture2D_bicubic(sampler2DArray tex, vec2 uv, int p_lod) {
+ float lod = float(p_lod);
+ vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
+ vec2 pixel_size = vec2(1.0f) / tex_size;
+
+ uv = uv * tex_size + vec2(0.5f);
+
+ vec2 iuv = floor(uv);
+ vec2 fuv = fract(uv);
+
+ float g0x = g0(fuv.x);
+ float g1x = g1(fuv.x);
+ float h0x = h0(fuv.x);
+ float h1x = h1(fuv.x);
+ float h0y = h0(fuv.y);
+ float h1y = h1(fuv.y);
+
+ vec3 p0 = vec3((vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
+ vec3 p1 = vec3((vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size, ViewIndex);
+ vec3 p2 = vec3((vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
+ vec3 p3 = vec3((vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size, ViewIndex);
+
+ return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+}
+
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#else // MULTIVIEW
+
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
float lod = float(p_lod);
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
@@ -145,12 +179,17 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
+#endif // !MULTIVIEW
-#else
+#else // USE_GLOW_FILTER_BICUBIC
+#ifdef MULTIVIEW
+#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, vec3(m_uv, ViewIndex), float(m_lod))
+#else // MULTIVIEW
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
+#endif // !MULTIVIEW
-#endif
+#endif // !USE_GLOW_FILTER_BICUBIC
vec3 tonemap_filmic(vec3 color, float white) {
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
@@ -231,7 +270,11 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
}
}
+#ifdef MULTIVIEW
+vec3 gather_glow(sampler2DArray tex, vec2 uv) { // sample all selected glow levels, view is added to uv later
+#else
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
+#endif // defined(MULTIVIEW)
vec3 glow = vec3(0.0f);
if (params.glow_levels[0] > 0.0001) {
@@ -383,12 +426,13 @@ vec3 screen_space_dither(vec2 frag_coord) {
void main() {
#ifdef SUBPASS
// SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
- vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier;
+ vec4 color = subpassLoad(input_color);
#elif defined(MULTIVIEW)
- vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier;
+ vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f);
#else
- vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier;
+ vec4 color = textureLod(source_color, uv_interp, 0.0f);
#endif
+ color.rgb *= params.luminance_multiplier;
// Exposure
@@ -400,7 +444,7 @@ void main() {
}
#endif
- color *= exposure;
+ color.rgb *= exposure;
// Early Tonemap & SRGB Conversion
#ifndef SUBPASS
@@ -413,19 +457,19 @@ void main() {
}
if (params.use_fxaa) {
- color = do_fxaa(color, exposure, uv_interp);
+ color.rgb = do_fxaa(color.rgb, exposure, uv_interp);
}
#endif
if (params.use_debanding) {
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
- color += screen_space_dither(gl_FragCoord.xy);
+ color.rgb += screen_space_dither(gl_FragCoord.xy);
}
- color = apply_tonemapping(color, params.white);
+ color.rgb = apply_tonemapping(color.rgb, params.white);
- color = linear_to_srgb(color); // regular linear -> SRGB conversion
+ color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion
#ifndef SUBPASS
// Glow
@@ -439,19 +483,19 @@ void main() {
glow = apply_tonemapping(glow, params.white);
glow = linear_to_srgb(glow);
- color = apply_glow(color, glow);
+ color.rgb = apply_glow(color.rgb, glow);
}
#endif
// Additional effects
if (params.use_bcs) {
- color = apply_bcs(color, params.bcs);
+ color.rgb = apply_bcs(color.rgb, params.bcs);
}
if (params.use_color_correction) {
- color = apply_color_correction(color);
+ color.rgb = apply_color_correction(color.rgb);
}
- frag_color = vec4(color, 1.0f);
+ frag_color = color;
}
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 1b1051ecfa..acb62b812e 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -228,6 +228,14 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
+vec3 safe_normalize(vec3 direction) {
+ const float EPSILON = 0.001;
+ if (length(direction) < EPSILON) {
+ return vec3(0.0);
+ }
+ return normalize(direction);
+}
+
#GLOBALS
void main() {
@@ -431,7 +439,7 @@ void main() {
switch (FRAME.attractors[i].type) {
case ATTRACTOR_TYPE_SPHERE: {
- dir = normalize(rel_vec);
+ dir = safe_normalize(rel_vec);
float d = length(local_pos) / FRAME.attractors[i].extents.x;
if (d > 1.0) {
continue;
@@ -439,7 +447,7 @@ void main() {
amount = max(0.0, 1.0 - d);
} break;
case ATTRACTOR_TYPE_BOX: {
- dir = normalize(rel_vec);
+ dir = safe_normalize(rel_vec);
vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
@@ -455,13 +463,13 @@ void main() {
continue;
}
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
- dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
+ dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);
} break;
}
amount = pow(amount, FRAME.attractors[i].attenuation);
- dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
+ dir = safe_normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
attractor_force -= amount * dir * FRAME.attractors[i].strength;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 58b4ded9f4..4f49c186a6 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -679,7 +679,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index b6ba244665..fd0fefc5fd 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -650,7 +650,7 @@ void main() {
float normal_map_depth = 1.0;
- vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size;
float sss_strength = 0.0;
@@ -924,7 +924,7 @@ void main() {
#endif // !USE_LIGHTMAP
#if defined(CUSTOM_IRRADIANCE_USED)
- ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+ ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
#ifdef LIGHT_CLEARCOAT_USED
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 4ef6a26443..a893a66c94 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -160,7 +160,7 @@ void main() {
}
if (params.has_tangent) {
- blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb;
+ blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
}
blend_total += w;
@@ -174,8 +174,8 @@ void main() {
}
vertex += blend_vertex;
- normal += normalize(normal + blend_normal);
- tangent.rgb += normalize(tangent.rgb + blend_tangent);
+ normal = normalize(normal + blend_normal);
+ tangent.rgb = normalize(tangent.rgb + blend_tangent);
}
if (params.has_skeleton) {