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-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl96
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl51
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl25
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl29
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl42
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl61
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl (renamed from servers/rendering/renderer_rd/shaders/fsr_upscale.glsl)58
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl87
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl (renamed from servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl (renamed from servers/rendering/renderer_rd/shaders/taa_resolve.glsl)2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl32
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/SCsub2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl19
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl25
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl128
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl104
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl)316
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl)170
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/SCsub17
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl)216
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl (renamed from servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl)90
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl19
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_data_inc.glsl69
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl32
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl75
43 files changed, 1147 insertions, 722 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index d352743908..5405985741 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -18,3 +18,5 @@ if "RD_GLSL" in env["BUILDERS"]:
SConscript("effects/SCsub")
SConscript("environment/SCsub")
+SConscript("forward_clustered/SCsub")
+SConscript("forward_mobile/SCsub")
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index f8e9020f9f..1fb8b28b15 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -191,48 +191,6 @@ void main() {
uv += 1e-5;
}
-#ifdef USE_ATTRIBUTES
-#if 0
- if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
- //skeleton transform
- ivec4 bone_indicesi = ivec4(bone_indices);
-
- uvec2 tex_ofs = bone_indicesi.x * 2;
-
- mat2x4 m;
- m = mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.x;
-
- tex_ofs = bone_indicesi.y * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.y;
-
- tex_ofs = bone_indicesi.z * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.z;
-
- tex_ofs = bone_indicesi.w * 2;
-
- m += mat2x4(
- texelFetch(skeleton_buffer, tex_ofs + 0),
- texelFetch(skeleton_buffer, tex_ofs + 1)) *
- bone_weights.w;
-
- mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
-
- //outvec = bone_matrix * outvec;
- }
-#endif
-#endif
-
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
@@ -313,6 +271,14 @@ vec4 light_compute(
vec2 uv,
vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
+ vec3 light_direction = vec3(0.0);
+
+ if (is_directional) {
+ light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
+ light_position = vec3(0.0);
+ } else {
+ light_direction = normalize(light_position - light_vertex);
+ }
#CODE : LIGHT
@@ -509,7 +475,13 @@ void main() {
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
color.a = a * color.a;
}
-
+ } else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
+ vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
+ if (lcd_sample.a == 1.0) {
+ color.rgb = lcd_sample.rgb * color.a;
+ } else {
+ color = vec4(0.0, 0.0, 0.0, 0.0);
+ }
} else {
#else
{
@@ -530,6 +502,12 @@ void main() {
if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ if (bool(draw_data.flags & FLAGS_FLIP_H)) {
+ normal.x = -normal.x;
+ }
+ if (bool(draw_data.flags & FLAGS_FLIP_V)) {
+ normal.y = -normal.y;
+ }
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
@@ -584,14 +562,14 @@ void main() {
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
- vec3 base_color = color.rgb;
+ vec4 base_color = color;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //invisible by default due to using light mask
}
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
-#else
+#elif !defined(MODE_UNSHADED)
color *= canvas_data.canvas_modulation;
#endif
@@ -608,12 +586,14 @@ void main() {
#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);
+ 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, base_color, true);
#else
if (normal_used) {
vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
}
#endif
@@ -639,20 +619,7 @@ void main() {
if (i >= light_count) {
break;
}
- uint light_base;
- if (i < 8) {
- if (i < 4) {
- light_base = draw_data.lights[0];
- } else {
- light_base = draw_data.lights[1];
- }
- } else {
- if (i < 12) {
- light_base = draw_data.lights[2];
- } else {
- light_base = draw_data.lights[3];
- }
- }
+ uint light_base = draw_data.lights[i >> 2];
light_base >>= (i & 3) * 8;
light_base &= 0xFF;
@@ -667,7 +634,7 @@ void main() {
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
@@ -676,9 +643,10 @@ void main() {
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
- float cNdotL = max(0.0, dot(normal, light_vec));
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 2ea6965c09..a904f4e0a6 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -25,6 +25,10 @@
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
#define FLAGS_USE_MSDF (1 << 28)
+#define FLAGS_USE_LCD (1 << 29)
+
+#define FLAGS_FLIP_H (1 << 30)
+#define FLAGS_FLIP_V (1 << 31)
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -133,7 +137,7 @@ layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-layout(set = 0, binding = 6) uniform texture2D screen_texture;
+layout(set = 0, binding = 6) uniform texture2D color_buffer;
layout(set = 0, binding = 7) uniform texture2D sdf_texture;
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 2fe230f0bf..8c26a67926 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -64,7 +64,7 @@ void main() {
#version 450
#VERSION_DEFINES
-
+#ifndef MOLTENVK_USED // Metal will corrupt GPU state otherwise
#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
@@ -73,6 +73,7 @@ void main() {
#define USE_SUBGROUPS
#endif
+#endif
layout(location = 0) in float depth_interp;
layout(location = 1) in flat uint element_index;
@@ -141,7 +142,11 @@ void main() {
}
}
#else
- if (!gl_HelperInvocation) {
+// MoltenVK/Metal fails to compile shaders using gl_HelperInvocation for some GPUs
+#ifndef MOLTENVK_USED
+ if (!gl_HelperInvocation)
+#endif
+ {
atomicOr(cluster_render.data[usage_write_offset], usage_write_bit);
}
#endif
@@ -161,7 +166,11 @@ void main() {
}
}
#else
- if (!gl_HelperInvocation) {
+// MoltenVK/Metal fails to compile shaders using gl_HelperInvocation for some GPUs
+#ifndef MOLTENVK_USED
+ if (!gl_HelperInvocation)
+#endif
+ {
atomicOr(cluster_render.data[z_write_offset], z_write_bit);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub
index 741da8fe69..f06a2d86e2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/SCsub
+++ b/servers/rendering/renderer_rd/shaders/effects/SCsub
@@ -4,7 +4,7 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
# find all include files
- gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")]
# find all shader code(all glsl files excluding our include files)
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index 96f5c3e9f2..31aabbe9d2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -53,30 +53,31 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
- // 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;
- 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) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
+ // For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes.
+ // This minimizes the number of times we change framebuffers which is very important for mobile.
+ // Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+ vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0));
+ vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0));
+ vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0));
+ vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5));
+ vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5));
+ vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0));
+ vec4 G = texture(source_color, uv_interp);
+ vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0));
+ vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5));
+ vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5));
+ vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0));
+ vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0));
+ vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0));
+
+ float base_weight = 0.5 / 4.0;
+ float lesser_weight = 0.125 / 4.0;
+
+ frag_color = (D + E + I + J) * base_weight;
+ frag_color += (A + B + G + F) * lesser_weight;
+ frag_color += (B + C + H + G) * lesser_weight;
+ frag_color += (F + G + L + K) * lesser_weight;
+ frag_color += (G + H + M + L) * lesser_weight;
#endif
#ifdef MODE_GAUSSIAN_GLOW
@@ -129,7 +130,7 @@ void main() {
#ifdef GLOW_USE_AUTO_EXPOSURE
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_scale;
#endif
frag_color *= blur.glow_exposure;
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
index 730504571a..06ca198f37 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster_inc.glsl
@@ -16,7 +16,7 @@ layout(push_constant, std430) uniform Blur {
float glow_exposure; // 04 - 36
float glow_white; // 04 - 40
float glow_luminance_cap; // 04 - 44
- float glow_auto_exposure_grey; // 04 - 48
+ float glow_auto_exposure_scale; // 04 - 48
float luminance_multiplier; // 04 - 52
float res1; // 04 - 56
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..fe770ac065 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
@@ -41,11 +41,25 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ if (params.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
+ }
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
@@ -172,6 +186,7 @@ void main() {
uv += pixel_size * 0.5; //half pixel to read centers
vec4 color = texture(color_texture, uv);
+ float initial_blur = color.a;
float accum = 1.0;
float radius = params.blur_scale;
@@ -179,8 +194,8 @@ void main() {
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
vec4 sample_color = texture(color_texture, suv);
float sample_size = abs(sample_color.a);
- if (sample_color.a > color.a) {
- sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
+ if (sample_color.a > initial_blur) {
+ sample_size = clamp(sample_size, 0.0, abs(initial_blur) * 2.0);
}
float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
index b90a527554..4a2b0edc18 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_inc.glsl
@@ -20,6 +20,11 @@ layout(push_constant, std430) uniform Params {
bool use_jitter;
float jitter_seed;
+ bool use_physical_near;
+ bool use_physical_far;
+
+ float blur_size_near;
+ float blur_size_far;
uint pad[2];
}
params;
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..1b487835d2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
@@ -63,11 +63,25 @@ float get_depth_at_pos(vec2 uv) {
float get_blur_size(float depth) {
if (params.blur_near_active && depth < params.blur_near_begin) {
- return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
+ if (params.use_physical_near) {
+ // Physically-based.
+ float d = abs(params.blur_near_begin - depth);
+ return -(d / (params.blur_near_begin - d)) * params.blur_size_near - DEPTH_GAP; // Near blur is negative.
+ } else {
+ // Non-physically-based.
+ return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; // Near blur is negative.
+ }
}
if (params.blur_far_active && depth > params.blur_far_begin) {
- return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ if (params.use_physical_far) {
+ // Physically-based.
+ float d = abs(params.blur_far_begin - depth);
+ return (d / (params.blur_far_begin + d)) * params.blur_size_far + DEPTH_GAP;
+ } else {
+ // Non-physically-based.
+ return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
+ }
}
return 0.0;
@@ -207,12 +221,9 @@ void main() {
vec4 sample_color = texture(source_color, uv_adj);
sample_color.a = texture(source_weight, uv_adj).r;
- float limit;
-
- if (sample_color.a < color.a) {
- limit = abs(sample_color.a);
- } else {
- limit = abs(color.a);
+ float limit = abs(sample_color.a);
+ if (sample_color.a > color.a) {
+ limit = clamp(limit, 0.0, abs(color.a) * 2.0);
}
limit -= DEPTH_GAP;
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 3a4ef86ef0..3a82861057 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -14,8 +14,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
-#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
-#define FLAG_ALPHA_TO_ONE (1 << 9)
+#define FLAG_ALPHA_TO_ONE (1 << 8)
layout(push_constant, std430) uniform Params {
ivec4 section;
@@ -31,7 +30,7 @@ layout(push_constant, std430) uniform Params {
float glow_exposure;
float glow_white;
float glow_luminance_cap;
- float glow_auto_exposure_grey;
+ float glow_auto_exposure_scale;
// DOF.
float camera_z_far;
float camera_z_near;
@@ -93,25 +92,14 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
// First pass copy texture into 16x16 local memory for every 8x8 thread block
- vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ vec2 quad_center_uv = clamp(vec2(params.section.xy + gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
-#ifdef MODE_GLOW
- if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
- vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
-
- local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
- local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
- local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
- local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
- } else
-#endif
- {
- local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
- local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
- local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
- local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
- }
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
+
#ifdef MODE_GLOW
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
// Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
@@ -185,7 +173,7 @@ void main() {
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_scale;
#endif
color *= params.glow_exposure;
@@ -194,10 +182,10 @@ void main() {
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
-#endif
+#endif // MODE_GLOW
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_GAUSSIAN_BLUR
#ifdef MODE_SIMPLE_COPY
@@ -227,7 +215,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_SIMPLE_COPY
#ifdef MODE_SIMPLE_COPY_DEPTH
@@ -239,7 +227,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, vec4(color.r));
-#endif
+#endif // MODE_SIMPLE_COPY_DEPTH
#ifdef MODE_LINEARIZE_DEPTH_COPY
@@ -253,7 +241,7 @@ void main() {
}
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_LINEARIZE_DEPTH_COPY
#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
@@ -276,7 +264,7 @@ void main() {
vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
#endif
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
#ifdef MODE_SET_COLOR
imageStore(dest_buffer, pos + params.target, params.set_color);
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 1c17eabb56..6137224162 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -13,6 +13,14 @@
#endif // has_VK_KHR_multiview
#endif //MULTIVIEW
+#define FLAG_FLIP_Y (1 << 0)
+#define FLAG_USE_SECTION (1 << 1)
+#define FLAG_FORCE_LUMINANCE (1 << 2)
+#define FLAG_ALPHA_TO_ZERO (1 << 3)
+#define FLAG_SRGB (1 << 4)
+#define FLAG_ALPHA_TO_ONE (1 << 5)
+#define FLAG_LINEAR (1 << 6)
+
#ifdef MULTIVIEW
layout(location = 0) out vec3 uv_interp;
#else
@@ -22,11 +30,10 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
- bool flip_y;
- bool use_section;
+ float luminance_multiplier;
+ uint flags;
- bool force_luminance;
- uint pad[3];
+ vec4 color;
}
params;
@@ -37,13 +44,13 @@ void main() {
uv_interp.z = ViewIndex;
#endif
vec2 vpos = uv_interp.xy;
- if (params.use_section) {
+ if (bool(params.flags & FLAG_USE_SECTION)) {
vpos = params.section.xy + vpos * params.section.zw;
}
gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
- if (params.flip_y) {
+ if (bool(params.flags & FLAG_FLIP_Y)) {
uv_interp.y = 1.0 - uv_interp.y;
}
}
@@ -63,19 +70,25 @@ void main() {
#endif // has_VK_KHR_multiview
#endif //MULTIVIEW
+#define FLAG_FLIP_Y (1 << 0)
+#define FLAG_USE_SECTION (1 << 1)
+#define FLAG_FORCE_LUMINANCE (1 << 2)
+#define FLAG_ALPHA_TO_ZERO (1 << 3)
+#define FLAG_SRGB (1 << 4)
+#define FLAG_ALPHA_TO_ONE (1 << 5)
+#define FLAG_LINEAR (1 << 6)
+
layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
- bool flip_y;
- bool use_section;
+ float luminance_multiplier;
+ uint flags;
- bool force_luminance;
- bool alpha_to_zero;
- bool srgb;
- uint pad;
+ vec4 color;
}
params;
+#ifndef MODE_SET_COLOR
#ifdef MULTIVIEW
layout(location = 0) in vec3 uv_interp;
#else
@@ -94,6 +107,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_color2;
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
+#endif /* !SET_COLOR */
layout(location = 0) out vec4 frag_color;
@@ -104,7 +118,15 @@ vec3 linear_to_srgb(vec3 color) {
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}
+vec3 srgb_to_linear(vec3 color) {
+ return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
+}
+
void main() {
+#ifdef MODE_SET_COLOR
+ frag_color = params.color;
+#else
+
#ifdef MULTIVIEW
vec3 uv = uv_interp;
#else
@@ -155,15 +177,22 @@ void main() {
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
- if (params.force_luminance) {
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
- if (params.alpha_to_zero) {
+ if (bool(params.flags & FLAG_ALPHA_TO_ZERO)) {
color.rgb *= color.a;
}
- if (params.srgb) {
+ if (bool(params.flags & FLAG_SRGB)) {
color.rgb = linear_to_srgb(color.rgb);
}
+ if (bool(params.flags & FLAG_ALPHA_TO_ONE)) {
+ color.a = 1.0;
+ }
+ if (bool(params.flags & FLAG_LINEAR)) {
+ color.rgb = srgb_to_linear(color.rgb);
+ }
- frag_color = color;
+ frag_color = color / params.luminance_multiplier;
+#endif // MODE_SET_COLOR
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl
index 1bee428a6f..c0597fe3f3 100644
--- a/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_inc.glsl
@@ -70,17 +70,6 @@ float DistributionGGX(float NdotH, float roughness4) {
return roughness4 / denom;
}
-// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float GGX(float NdotV, float a) {
- float k = a / 2.0;
- return NdotV / (NdotV * (1.0 - k) + k);
-}
-
-// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
-float G_Smith(float a, float nDotV, float nDotL) {
- return GGX(nDotL, a * a) * GGX(nDotV, a * a);
-}
-
float radicalInverse_VdC(uint bits) {
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl
index c8eb78a2f0..221e97bece 100644
--- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* fsr_upscale.glsl */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* fsr_upscale.glsl */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#[compute]
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
index 0ee4cf6e31..0ee4cf6e31 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
index 29ebd74a90..29ebd74a90 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
index b8860f6518..b8860f6518 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index d85ab3af2e..631d1968b0 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -30,12 +30,7 @@ layout(push_constant, std430) uniform Params {
bool orthogonal;
float filter_mipmap_levels;
bool use_half_res;
- uint metallic_mask;
-
uint view_index;
- uint pad1;
- uint pad2;
- uint pad3;
}
params;
@@ -71,6 +66,19 @@ void main() {
vec4 normal_roughness = imageLoad(source_normal_roughness, ssC);
vec3 normal = normal_roughness.xyz * 2.0 - 1.0;
+ float roughness = normal_roughness.w;
+
+ // The roughness cutoff of 0.6 is chosen to match the roughness fadeout from GH-69828.
+ if (roughness > 0.6) {
+ // Do not compute SSR for rough materials to improve performance at the cost of
+ // subtle artifacting.
+#ifdef MODE_ROUGH
+ imageStore(blur_radius_image, ssC, vec4(0.0));
+#endif
+ imageStore(ssr_image, ssC, vec4(0.0));
+ return;
+ }
+
normal = normalize(normal);
normal.y = -normal.y; //because this code reads flipped
@@ -86,8 +94,6 @@ void main() {
imageStore(ssr_image, ssC, vec4(0.0));
return;
}
- //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
- //ray_dir = normalize(vec3(1.0, 1.0, -1.0));
////////////////
@@ -126,7 +132,7 @@ void main() {
// clip z and w advance to line advance
vec2 line_advance = normalize(line_dir); // down to pixel
- float step_size = length(line_advance) / length(line_dir);
+ float step_size = 1.0 / length(line_dir);
float z_advance = z_dir * step_size; // adapt z advance to line advance
float w_advance = w_dir * step_size; // adapt w advance to line advance
@@ -144,6 +150,14 @@ void main() {
float depth;
vec2 prev_pos = pos;
+ if (ivec2(pos + line_advance - 0.5) == ssC) {
+ // It is possible for rounding to cause our first pixel to check to be the pixel we're reflecting.
+ // Make sure we skip it
+ pos += line_advance;
+ z += z_advance;
+ w += w_advance;
+ }
+
bool found = false;
float steps_taken = 0.0;
@@ -154,8 +168,8 @@ void main() {
w += w_advance;
// convert to linear depth
-
- depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
+ ivec2 test_pos = ivec2(pos - 0.5);
+ depth = imageLoad(source_depth, test_pos).r;
if (sc_multiview) {
depth = depth * 2.0 - 1.0;
depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
@@ -166,13 +180,21 @@ void main() {
z_to = z / w;
if (depth > z_to) {
- // if depth was surpassed
- if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
- // check the depth tolerance and far clip
- // check that normal is valid
- found = true;
+ // Test if our ray is hitting the "right" side of the surface, if not we're likely self reflecting and should skip.
+ vec4 test_normal_roughness = imageLoad(source_normal_roughness, test_pos);
+ vec3 test_normal = test_normal_roughness.xyz * 2.0 - 1.0;
+ test_normal = normalize(test_normal);
+ test_normal.y = -test_normal.y; //because this code reads flipped
+
+ if (dot(ray_dir, test_normal) < 0.001) {
+ // if depth was surpassed
+ if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far * 0.95) {
+ // check the depth tolerance and far clip
+ // check that normal is valid
+ found = true;
+ }
+ break;
}
- break;
}
steps_taken += 1.0;
@@ -182,17 +204,18 @@ void main() {
if (found) {
float margin_blend = 1.0;
- vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
- if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) {
- // clip outside screen + margin
+ vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin
+ if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) {
+ // clip at the screen edges
imageStore(ssr_image, ssC, vec4(0.0));
return;
}
{
- //blend fading out towards external margin
- vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0)));
- margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
+ //blend fading out towards inner margin
+ // 0.5 = midpoint of reflection
+ vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5));
+ margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y);
//margin_blend = 1.0;
}
@@ -200,6 +223,9 @@ void main() {
float grad = (steps_taken + 1.0) / float(params.num_steps);
float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
+ // This is an ad-hoc term to fade out the SSR as roughness increases. Values used
+ // are meant to match the visual appearance of a ReflectionProbe.
+ float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
final_pos = pos;
vec4 final_color;
@@ -208,7 +234,6 @@ void main() {
// if roughness is enabled, do screen space cone tracing
float blur_radius = 0.0;
- float roughness = normal_roughness.w;
if (roughness > 0.001) {
float cone_angle = min(roughness, 0.999) * M_PI * 0.5;
@@ -230,18 +255,20 @@ void main() {
}
}
- // Isn't this going to be overwritten after our endif?
- final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
-
imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
#endif // MODE_ROUGH
- final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+ final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade);
- //change blend by metallic
- vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask);
- final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0));
+ // Schlick term.
+ float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
+ float f0 = mix(0.04, 1.0, metallic); // Assume a "specular" amount of 0.5
+ normal.y = -normal.y;
+ float m = clamp(1.0 - dot(normalize(normal), -view_dir), 0.0, 1.0);
+ float m2 = m * m;
+ m = m2 * m2 * m; // pow(m,5)
+ final_color.a *= f0 + (1.0 - f0) * m; // Fresnel Schlick term.
imageStore(ssr_image, ssC, final_color);
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
index fb35d3cde6..fb35d3cde6 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl
diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
index b0a0839836..02566d8e35 100644
--- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
@@ -32,7 +32,9 @@
// Based on Spartan Engine's TAA implementation (without TAA upscale).
// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl>
+#ifndef MOLTENVK_USED
#define USE_SUBGROUPS
+#endif // MOLTENVK_USED
#define GROUP_SIZE 8
#define FLT_MIN 0.00000001
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index 62a7b0e7d7..52aee8b648 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -75,7 +75,7 @@ layout(push_constant, std430) uniform Params {
float exposure;
float white;
- float auto_exposure_grey;
+ float auto_exposure_scale;
float luminance_multiplier;
vec2 pixel_size;
@@ -360,15 +360,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_SPAN_MAX = 8.0;
#ifdef MULTIVIEW
- vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(0.5, -0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(0.5, 0.5) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
#else
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(0.5, -0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(0.5, 0.5) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
@@ -440,7 +440,7 @@ void main() {
#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_scale);
}
#endif
@@ -462,12 +462,6 @@ void main() {
}
#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.rgb += screen_space_dither(gl_FragCoord.xy);
- }
-
color.rgb = apply_tonemapping(color.rgb, params.white);
color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion
@@ -498,5 +492,11 @@ void main() {
color.rgb = apply_color_correction(color.rgb);
}
+ if (params.use_debanding) {
+ // Debanding should be done at the end of tonemapping, but before writing to the LDR buffer.
+ // Otherwise, we're adding noise to an already-quantized image.
+ color.rgb += screen_space_dither(gl_FragCoord.xy);
+ }
+
frag_color = color;
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
index 5ef83c0b44..b450bb9fe9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl
@@ -63,10 +63,18 @@ void main() {
#ifdef MULTIVIEW
vec4 color = textureLod(source_color, uv, 0.0);
+ frag_color = uint(color.r * 255.0);
#else /* MULTIVIEW */
vec4 color = textureLod(source_color, uv, 0.0);
-#endif /* MULTIVIEW */
- // See if we can change the sampler to one that returns int...
- frag_color = uint(color.r * 256.0);
+ // for user supplied VRS map we do a color mapping
+ color.r *= 3.0;
+ frag_color = int(color.r) << 2;
+
+ color.g *= 3.0;
+ frag_color += int(color.g);
+
+ // note 1x4, 4x1, 1x8, 8x1, 2x8 and 8x2 are not supported
+ // 4x8, 8x4 and 8x8 are only available on some GPUs
+#endif /* MULTIVIEW */
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub
index 741da8fe69..f06a2d86e2 100644
--- a/servers/rendering/renderer_rd/shaders/environment/SCsub
+++ b/servers/rendering/renderer_rd/shaders/environment/SCsub
@@ -4,7 +4,7 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
# find all include files
- gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")]
# find all shader code(all glsl files excluding our include files)
glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 6ea8cb1377..459c4dcb1d 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -32,6 +32,8 @@ struct ProbeCascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer;
@@ -83,6 +85,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
@@ -103,7 +108,9 @@ layout(set = 0, binding = 18, std140) uniform SceneData {
}
scene_data;
+#ifdef USE_VRS
layout(r8ui, set = 0, binding = 19) uniform restrict readonly uimage2D vrs_buffer;
+#endif
layout(push_constant, std430) uniform Params {
uint max_voxel_gi_instances;
@@ -241,7 +248,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
{
vec3 specular = vec3(0.0);
@@ -255,7 +262,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
@@ -574,7 +581,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
}
}
- light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
light.a = 1.0;
}
@@ -583,7 +590,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
//radiance
vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
irr_light.a = 1.0;
}
@@ -656,6 +663,7 @@ void main() {
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
uint vrs_x, vrs_y;
+#ifdef USE_VRS
if (sc_use_vrs) {
ivec2 vrs_pos;
@@ -679,6 +687,7 @@ void main() {
return;
}
}
+#endif
if (sc_half_res) {
pos <<= 1;
@@ -703,6 +712,7 @@ void main() {
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
+#ifdef USE_VRS
if (sc_use_vrs) {
if (vrs_x > 1) {
imageStore(ambient_buffer, pos + ivec2(1, 0), ambient_light);
@@ -761,4 +771,5 @@ void main() {
imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light);
}
}
+#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
index af5f7d0a58..177dab16c7 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
@@ -21,6 +21,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 9, std140) uniform Cascades {
@@ -37,16 +38,14 @@ layout(push_constant, std430) uniform Params {
uint max_cascades;
ivec2 screen_size;
- bool use_occlusion;
float y_mult;
- int probe_axis_size;
float z_near;
- float reserved1;
- float reserved2;
- mat4 cam_transform;
- mat4 inv_projection;
+ mat3x4 inv_projection;
+ // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
+ float cam_basis[3][3];
+ float cam_origin[3];
}
params;
@@ -82,13 +81,21 @@ void main() {
vec3 ray_pos;
vec3 ray_dir;
{
- ray_pos = params.cam_transform[3].xyz;
+ ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
ray_dir.z = params.z_near;
- ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz;
- ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
+ ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
+
+ mat3 cam_basis;
+ {
+ vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
+ vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
+ vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
+ cam_basis = mat3(c0, c1, c2);
+ }
+ ray_dir = normalize(cam_basis * ray_dir);
}
ray_pos.y *= params.y_mult;
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
index 75b1ad2130..a0ef169f03 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl
@@ -73,6 +73,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 1, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index b95fad650e..9f7449b8aa 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -45,6 +45,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 8, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
index 9c03297f5c..4bdb0dcc72 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl
@@ -20,6 +20,7 @@ struct CascadeData {
float to_cell; // 1/bounds * grid_size
ivec3 probe_world_offset;
uint pad;
+ vec4 pad2;
};
layout(set = 0, binding = 7, std140) uniform Cascades {
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index e825020a4e..bf974a3fd5 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -14,11 +14,11 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
- vec4 projections[MAX_VIEWS];
- vec4 position_multiplier;
+ vec4 projection; // only applicable if not multiview
+ vec3 position;
float time;
+ vec3 pad;
float luminance_multiplier;
- float pad[2];
}
params;
@@ -54,11 +54,11 @@ layout(location = 0) in vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
- vec4 projections[MAX_VIEWS];
- vec4 position_multiplier;
+ vec4 projection; // only applicable if not multiview
+ vec3 position;
float time;
+ vec3 pad;
float luminance_multiplier;
- float pad[2];
}
params;
@@ -82,23 +82,29 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUnifor
}
global_shader_uniforms;
-layout(set = 0, binding = 2, std140) uniform SceneData {
- bool volumetric_fog_enabled;
- float volumetric_fog_inv_length;
- float volumetric_fog_detail_spread;
+layout(set = 0, binding = 2, std140) uniform SkySceneData {
+ mat4 view_inv_projections[2];
+ vec4 view_eye_offsets[2];
- float fog_aerial_perspective;
+ bool volumetric_fog_enabled; // 4 - 4
+ float volumetric_fog_inv_length; // 4 - 8
+ float volumetric_fog_detail_spread; // 4 - 12
+ float volumetric_fog_sky_affect; // 4 - 16
- vec3 fog_light_color;
- float fog_sun_scatter;
+ bool fog_enabled; // 4 - 20
+ float fog_sky_affect; // 4 - 24
+ float fog_density; // 4 - 28
+ float fog_sun_scatter; // 4 - 32
- bool fog_enabled;
- float fog_density;
+ vec3 fog_light_color; // 12 - 44
+ float fog_aerial_perspective; // 4 - 48
- float z_far;
- uint directional_light_count;
+ float z_far; // 4 - 52
+ uint directional_light_count; // 4 - 56
+ uint pad1; // 4 - 60
+ uint pad2; // 4 - 64
}
-scene_data;
+sky_scene_data;
struct DirectionalLightData {
vec4 direction_energy;
@@ -121,6 +127,9 @@ layout(set = 2, binding = 0) uniform textureCube radiance;
#ifdef USE_CUBEMAP_PASS
layout(set = 2, binding = 1) uniform textureCube half_res;
layout(set = 2, binding = 2) uniform textureCube quarter_res;
+#elif defined(USE_MULTIVIEW)
+layout(set = 2, binding = 1) uniform texture2DArray half_res;
+layout(set = 2, binding = 2) uniform texture2DArray quarter_res;
#else
layout(set = 2, binding = 1) uniform texture2D half_res;
layout(set = 2, binding = 2) uniform texture2D quarter_res;
@@ -150,6 +159,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
layout(location = 0) out vec4 frag_color;
+#ifdef USE_DEBANDING
+// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+vec3 interleaved_gradient_noise(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
+ return vec3(res, -res, res) / 255.0;
+}
+#endif
+
vec4 volumetric_fog_process(vec2 screen_uv) {
vec3 fog_pos = vec3(screen_uv, 1.0);
@@ -157,28 +175,34 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
}
vec4 fog_process(vec3 view, vec3 sky_color) {
- vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
+ vec3 fog_color = mix(sky_scene_data.fog_light_color, sky_color, sky_scene_data.fog_aerial_perspective);
- if (scene_data.fog_sun_scatter > 0.001) {
+ if (sky_scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
- for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ for (uint i = 0; i < sky_scene_data.directional_light_count; i++) {
vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
- fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ fog_color += light_color * light_amount * sky_scene_data.fog_sun_scatter;
}
}
- float fog_amount = clamp(1.0 - exp(-scene_data.z_far * scene_data.fog_density), 0.0, 1.0);
-
- return vec4(fog_color, fog_amount);
+ return vec4(fog_color, 1.0);
}
void main() {
vec3 cube_normal;
+#ifdef USE_MULTIVIEW
+ // In multiview our projection matrices will contain positional and rotational offsets that we need to properly unproject.
+ vec4 unproject = vec4(uv_interp.x, -uv_interp.y, 1.0, 1.0);
+ vec4 unprojected = sky_scene_data.view_inv_projections[ViewIndex] * unproject;
+ cube_normal = unprojected.xyz / unprojected.w;
+ cube_normal += sky_scene_data.view_eye_offsets[ViewIndex].xyz;
+#else
cube_normal.z = -1.0;
- cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y;
- cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w;
+ cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projection.x)) / params.projection.y;
+ cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projection.z)) / params.projection.w;
+#endif
cube_normal = mat3(params.orientation) * cube_normal;
cube_normal = normalize(cube_normal);
@@ -199,20 +223,33 @@ void main() {
vec4 custom_fog = vec4(0.0);
#ifdef USE_CUBEMAP_PASS
+
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) * params.luminance_multiplier;
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
#endif
+
#else
+
#ifdef USES_HALF_RES_COLOR
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
-#endif
+#ifdef USE_MULTIVIEW
+ half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
+#else
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
+#endif // USE_MULTIVIEW
+#endif // USES_HALF_RES_COLOR
+
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
-#endif
-#endif
+#ifdef USE_MULTIVIEW
+ quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
+#else
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
+#endif // USE_MULTIVIEW
+#endif // USES_QUARTER_RES_COLOR
+
+#endif //USE_CUBEMAP_PASS
{
@@ -220,20 +257,20 @@ void main() {
}
- frag_color.rgb = color * params.position_multiplier.w;
+ frag_color.rgb = color;
frag_color.a = alpha;
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
- if (scene_data.fog_enabled) {
+ if (sky_scene_data.fog_enabled) {
vec4 fog = fog_process(cube_normal, frag_color.rgb);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.fog_sky_affect);
}
- if (scene_data.volumetric_fog_enabled) {
+ if (sky_scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(uv);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.volumetric_fog_sky_affect);
}
if (custom_fog.a > 0.0) {
@@ -242,12 +279,17 @@ void main() {
#endif // DISABLE_FOG
- // Blending is disabled for Sky, so alpha doesn't blend
- // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ // Blending is disabled for Sky, so alpha doesn't blend.
+ // Alpha is used for subsurface scattering so make sure it doesn't get applied to Sky.
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
- // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer
- frag_color.rgb = frag_color.rgb / params.luminance_multiplier;
+ // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
+ // For both mobile and clustered, we also bake in the exposure value for the environment and camera.
+ frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
+
+#ifdef USE_DEBANDING
+ frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
+#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index e74cfad65c..28507e6c12 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -84,6 +84,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 11, std140) uniform VoxelGIs {
@@ -105,6 +108,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 1, binding = 0, std140) uniform SDFGI {
@@ -270,6 +275,9 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.9375, 0.25925926, 0.12),
vec3(0.03125, 0.59259259, 0.32));
+// Higher values will make light in volumetric fog fade out sooner when it's occluded by shadow.
+const float INV_FOG_FADE = 10.0;
+
void main() {
vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
@@ -373,48 +381,50 @@ void main() {
float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
//compute directional lights
- if (total_density > 0.001) {
+ if (total_density > 0.00005) {
for (uint i = 0; i < params.directional_light_count; i++) {
- vec3 shadow_attenuation = vec3(1.0);
-
- if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -view_pos.z;
-
- vec4 pssm_coord;
- vec3 light_dir = directional_lights.data[i].direction;
- vec4 v = vec4(view_pos, 1.0);
- float z_range;
-
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.x;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.y;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.z;
-
- } else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.w;
- }
+ if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
- float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
- float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * INV_FOG_FADE);
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
- shadow_attenuation = mix(vec3(0.0), vec3(1.0), shadow);
- }
+ shadow_attenuation = mix(vec3(1.0 - directional_lights.data[i].shadow_opacity), vec3(1.0), shadow);
+ }
- total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g);
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g) * directional_lights.data[i].volumetric_fog_energy;
+ }
}
// Compute light from sky
@@ -481,12 +491,12 @@ void main() {
float d = distance(omni_lights.data[light_index].position, view_pos);
float shadow_attenuation = 1.0;
- if (d * omni_lights.data[light_index].inv_radius < 1.0) {
+ if (omni_lights.data[light_index].volumetric_fog_energy > 0.001 && d * omni_lights.data[light_index].inv_radius < 1.0) {
float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
vec3 light = omni_lights.data[light_index].color;
- if (omni_lights.data[light_index].shadow_enabled) {
+ if (omni_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
vec2 flip_offset = omni_lights.data[light_index].direction.xy;
@@ -509,9 +519,9 @@ void main() {
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
- shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ shadow_attenuation = mix(1.0 - omni_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
- total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g);
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g) * omni_lights.data[light_index].volumetric_fog_energy;
}
}
}
@@ -562,7 +572,7 @@ void main() {
float d = length(light_rel_vec);
float shadow_attenuation = 1.0;
- if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ if (spot_lights.data[light_index].volumetric_fog_energy > 0.001 && d * spot_lights.data[light_index].inv_radius < 1.0) {
float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
vec3 spot_dir = spot_lights.data[light_index].direction;
@@ -572,7 +582,7 @@ void main() {
vec3 light = spot_lights.data[light_index].color;
- if (spot_lights.data[light_index].shadow_enabled) {
+ if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
vec2 flip_offset = spot_lights.data[light_index].direction.xy;
@@ -595,9 +605,9 @@ void main() {
float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
- shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ shadow_attenuation = mix(1.0 - spot_lights.data[light_index].shadow_opacity, 1.0, exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * INV_FOG_FADE));
}
- total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g) * spot_lights.data[light_index].volumetric_fog_energy;
}
}
}
@@ -619,7 +629,7 @@ void main() {
light += a * slight;
}
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization;
total_light += light.rgb;
}
@@ -686,7 +696,7 @@ void main() {
vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
- ambient_accum.rgb += ambient * weight;
+ ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization;
ambient_accum.a += weight;
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub
new file mode 100644
index 0000000000..f06a2d86e2
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub
@@ -0,0 +1,17 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "RD_GLSL" in env["BUILDERS"]:
+ # find all include files
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")]
+
+ # find all shader code(all glsl files excluding our include files)
+ glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
+
+ # make sure we recompile shaders if include files change
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 5947fc5351..d32e6d717f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -15,11 +15,11 @@ layout(location = 0) in vec3 vertex_attrib;
//only for pure render depth when normal is not used
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_attrib;
+layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 2) in vec4 tangent_attrib;
+layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
@@ -58,6 +58,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return normalize(v);
+}
+
/* Varyings */
layout(location = 0) out vec3 vertex_interp;
@@ -90,9 +97,7 @@ layout(location = 8) out vec4 prev_screen_position;
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
-
#MATERIAL_UNIFORMS
-
} material;
#endif
@@ -113,21 +118,67 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
+vec3 normal_roughness_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 normal_roughness_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
#GLOBALS
-void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
+#ifdef USE_DOUBLE_PRECISION
+// Helper functions for emulating double precision when adding floats.
+vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ out_p = b - (s - a);
+ return s;
+}
+
+vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ vec3 v = s - a;
+ out_p = (a - (s - v)) + (b - v);
+ return s;
+}
+
+vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
+ vec3 s, t, se, te;
+ s = two_sum(base_a, base_b, se);
+ t = two_sum(prec_a, prec_b, te);
+ se += t;
+ s = quick_two_sum(s, se, se);
+ se += te;
+ s = quick_two_sum(s, se, out_precision);
+ return s;
+}
+#endif
+
+void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+
+#ifdef USE_DOUBLE_PRECISION
+ vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
+ model_matrix[0][3] = 0.0;
+ model_matrix[1][3] = 0.0;
+ model_matrix[2][3] = 0.0;
+ vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
+
mat3 model_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
model_normal_matrix = transpose(inverse(mat3(model_matrix)));
@@ -135,11 +186,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
model_normal_matrix = mat3(model_matrix);
}
+ mat4 matrix;
+ mat4 read_model_matrix = model_matrix;
+
if (is_multimesh) {
//multimesh, instances are for it
- mat4 matrix;
-
#ifdef USE_PARTICLE_TRAILS
uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
uint stride = 3 + 1 + 1; //particles always uses this format
@@ -201,7 +253,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
}
}
- uint offset = stride * gl_InstanceIndex;
+ uint offset = stride * (gl_InstanceIndex + multimesh_offset);
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
@@ -225,18 +277,26 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
#endif
//transpose
matrix = transpose(matrix);
- model_matrix = model_matrix * matrix;
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
+ // Normally we can bake the multimesh transform into the model matrix, but when using double precision
+ // we avoid baking it in so we can emulate high precision.
+ read_model_matrix = model_matrix * matrix;
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+ model_matrix = read_model_matrix;
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
#ifdef NORMAL_USED
- vec3 normal = normal_attrib * 2.0 - 1.0;
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
- float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
@@ -289,7 +349,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+#ifdef USE_DOUBLE_PRECISION
+ // We separate the basis from the origin because the basis is fine with single point precision.
+ // Then we combine the translations from the model matrix and the view matrix using emulated doubles.
+ // We add the result to the vertex and ignore the final lost precision.
+ vec3 model_origin = model_matrix[3].xyz;
+ if (is_multimesh) {
+ vertex = mat3(matrix) * vertex;
+ model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
+ }
+ vertex = mat3(model_matrix) * vertex;
+ vec3 temp_precision; // Will be ignored.
+ vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
+ vertex = mat3(scene_data.view_matrix) * vertex;
+#else
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#endif
#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
@@ -318,10 +393,6 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
vertex_interp = vertex;
-#ifdef MOTION_VECTORS
- screen_pos = projection_matrix * vec4(vertex_interp, 1.0);
-#endif
-
#ifdef NORMAL_USED
normal_interp = normal;
#endif
@@ -359,6 +430,10 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+#ifdef MOTION_VECTORS
+ screen_pos = gl_Position;
+#endif
+
#ifdef MODE_RENDER_DEPTH
if (scene_data.pancake_shadows) {
if (gl_Position.z <= 0.00001) {
@@ -389,13 +464,13 @@ void main() {
mat4 model_matrix = instances.data[instance_index].transform;
#if defined(MOTION_VECTORS)
global_time = scene_data_block.prev_data.time;
- vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
global_time = scene_data_block.data.time;
- vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#else
global_time = scene_data_block.data.time;
vec4 screen_position;
- vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
+ vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position);
#endif
}
@@ -475,14 +550,19 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
+vec3 normal_roughness_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 normal_roughness_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
-#define model_matrix instances.data[draw_call.instance_index].transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
@@ -545,7 +625,7 @@ layout(location = 0) out vec4 frag_color;
layout(location = 2) out vec2 motion_vector;
#endif
-#include "scene_forward_aa_inc.glsl"
+#include "../scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -554,20 +634,20 @@ layout(location = 2) out vec2 motion_vector;
#define SPECULAR_SCHLICK_GGX
#endif
-#include "scene_forward_lights_inc.glsl"
+#include "../scene_forward_lights_inc.glsl"
-#include "scene_forward_gi_inc.glsl"
+#include "../scene_forward_gi_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
#ifndef MODE_RENDER_DEPTH
vec4 volumetric_fog_process(vec2 screen_uv, float z) {
- vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length);
+ vec3 fog_pos = vec3(screen_uv, z * implementation_data.volumetric_fog_inv_length);
if (fog_pos.z < 0.0) {
return vec4(0.0);
} else if (fog_pos.z < 1.0) {
- fog_pos.z = pow(fog_pos.z, scene_data_block.data.volumetric_fog_detail_spread);
+ fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread);
}
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
@@ -621,7 +701,7 @@ vec4 fog_process(vec3 vertex) {
void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
uint item_min_max = cluster_buffer.data[p_offset];
- item_min = item_min_max & 0xFFFF;
+ item_min = item_min_max & 0xFFFFu;
item_max = item_min_max >> 16;
item_from = item_min >> 5;
@@ -729,6 +809,17 @@ void fragment_shader(in SceneData scene_data) {
vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
#endif // ALPHA_ANTIALIASING_EDGE_USED
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+ mat4 read_model_matrix = instances.data[instance_index].transform;
+#ifdef USE_DOUBLE_PRECISION
+ read_model_matrix[0][3] = 0.0;
+ read_model_matrix[1][3] = 0.0;
+ read_model_matrix[2][3] = 0.0;
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
+
{
#CODE : FRAGMENT
}
@@ -747,7 +838,8 @@ void fragment_shader(in SceneData scene_data) {
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
- if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+ if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // ALPHA_HASH_USED
@@ -813,7 +905,7 @@ void fragment_shader(in SceneData scene_data) {
fog = fog_process(vertex);
}
- if (scene_data.volumetric_fog_enabled) {
+ if (implementation_data.volumetric_fog_enabled) {
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
if (scene_data.fog_enabled) {
//must use the full blending equation here to blend fogs
@@ -841,8 +933,8 @@ void fragment_shader(in SceneData scene_data) {
#ifndef MODE_RENDER_DEPTH
- uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> scene_data.cluster_shift;
- uint cluster_offset = (scene_data.cluster_width * cluster_pos.y + cluster_pos.x) * (scene_data.max_cluster_element_count_div_32 + 32);
+ uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
+ uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
@@ -852,14 +944,14 @@ void fragment_shader(in SceneData scene_data) {
{ // process decals
- uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2;
+ uint cluster_decal_offset = cluster_offset + implementation_data.cluster_type_size * 2;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_decal_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_decal_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
item_from = subgroupBroadcastFirst(subgroupMin(item_from));
@@ -877,9 +969,9 @@ void fragment_shader(in SceneData scene_data) {
while (merged_mask != 0) {
uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ merged_mask &= ~(1u << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ if (((1u << bit) & mask) == 0) { //do not process if not originally here
continue;
}
#endif
@@ -947,9 +1039,9 @@ void fragment_shader(in SceneData scene_data) {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
if (sc_decal_use_mipmaps) {
- emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade;
} else {
- emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade;
}
}
}
@@ -978,6 +1070,11 @@ void fragment_shader(in SceneData scene_data) {
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
@@ -988,8 +1085,10 @@ void fragment_shader(in SceneData scene_data) {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
@@ -997,14 +1096,16 @@ void fragment_shader(in SceneData scene_data) {
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
- blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
+
+ blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
#else
- specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
+ specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= scene_data.IBL_exposure_normalization;
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -1025,7 +1126,7 @@ void fragment_shader(in SceneData scene_data) {
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
-
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
}
@@ -1046,9 +1147,10 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= attenuation;
specular_light *= attenuation;
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
- float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+ float roughness_lod = mix(0.001, 0.1, sqrt(clearcoat_roughness)) * MAX_ROUGHNESS_LOD;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
@@ -1083,15 +1185,16 @@ void fragment_shader(in SceneData scene_data) {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) *
+ scene_data.emissive_exposure_normalization;
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1109,20 +1212,22 @@ void fragment_shader(in SceneData scene_data) {
uint idx = instances.data[instance_index].gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float en = lightmaps.data[idx].exposure_normalization;
- ambient_light += lm_light_l0 * 0.282095f;
- ambient_light += lm_light_l1n1 * 0.32573 * n.y;
- ambient_light += lm_light_l1_0 * 0.32573 * n.z;
- ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ ambient_light += lm_light_l0 * 0.282095f * en;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * en;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * en;
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
vec3 r = reflect(normalize(-vertex), normal);
- specular_light += lm_light_l1n1 * 0.32573 * r.y;
- specular_light += lm_light_l1_0 * 0.32573 * r.z;
- specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * en;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * en;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * en;
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ uint idx = instances.data[instance_index].gi_offset >> 20;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
}
}
#else
@@ -1203,6 +1308,7 @@ void fragment_shader(in SceneData scene_data) {
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(-view, normal));
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
@@ -1235,7 +1341,7 @@ void fragment_shader(in SceneData scene_data) {
vec2 coord;
- if (scene_data.gi_upscale_for_msaa) {
+ if (implementation_data.gi_upscale_for_msaa) {
vec2 base_coord = screen_uv;
vec2 closest_coord = base_coord;
#ifdef USE_MULTIVIEW
@@ -1277,10 +1383,10 @@ void fragment_shader(in SceneData scene_data) {
}
#endif // !USE_LIGHTMAP
- if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
+ if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
- ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
+ ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
}
{ // process reflections
@@ -1288,20 +1394,32 @@ void fragment_shader(in SceneData scene_data) {
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
- uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3;
+ uint cluster_reflection_offset = cluster_offset + implementation_data.cluster_type_size * 3;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_reflection_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_reflection_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
item_from = subgroupBroadcastFirst(subgroupMin(item_from));
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_reflection_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
@@ -1313,9 +1431,9 @@ void fragment_shader(in SceneData scene_data) {
while (merged_mask != 0) {
uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ merged_mask &= ~(1u << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ if (((1u << bit) & mask) == 0) { //do not process if not originally here
continue;
}
#endif
@@ -1324,16 +1442,8 @@ void fragment_shader(in SceneData scene_data) {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1349,18 +1459,24 @@ void fragment_shader(in SceneData scene_data) {
}
//finalize ambient light here
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+
+ if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+ vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+ ambient_light *= 1.0 - ssil.a;
+ ambient_light += ssil.rgb * albedo.rgb;
+ }
+#endif // AMBIENT_LIGHT_DISABLED
+ }
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
- if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
- vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
- ambient_light *= 1.0 - ssil.a;
- ambient_light += ssil.rgb * albedo.rgb;
- }
-
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
@@ -1381,7 +1497,7 @@ void fragment_shader(in SceneData scene_data) {
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * f0 + env.y;
+ specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
#endif
}
@@ -1417,7 +1533,7 @@ void fragment_shader(in SceneData scene_data) {
float shadow = 1.0;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
@@ -1626,7 +1742,7 @@ void fragment_shader(in SceneData scene_data) {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
@@ -1677,10 +1793,12 @@ void fragment_shader(in SceneData scene_data) {
float shadow = 1.0;
#ifndef SHADOWS_DISABLED
if (i < 4) {
- shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ shadow = float(shadow0 >> (i * 8u) & 0xFFu) / 255.0;
} else {
- shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0;
}
+
+ shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
#endif
blur_shadow(shadow);
@@ -1721,7 +1839,7 @@ void fragment_shader(in SceneData scene_data) {
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
item_from = subgroupBroadcastFirst(subgroupMin(item_from));
@@ -1739,9 +1857,9 @@ void fragment_shader(in SceneData scene_data) {
while (merged_mask != 0) {
uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ merged_mask &= ~(1u << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ if (((1u << bit) & mask) == 0) { //do not process if not originally here
continue;
}
#endif
@@ -1785,14 +1903,14 @@ void fragment_shader(in SceneData scene_data) {
{ //spot lights
- uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size;
+ uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size;
uint item_min;
uint item_max;
uint item_from;
uint item_to;
- cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+ cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
#ifdef USE_SUBGROUPS
item_from = subgroupBroadcastFirst(subgroupMin(item_from));
@@ -1810,9 +1928,9 @@ void fragment_shader(in SceneData scene_data) {
while (merged_mask != 0) {
uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
+ merged_mask &= ~(1u << bit);
#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ if (((1u << bit) & mask) == 0) { //do not process if not originally here
continue;
}
#endif
@@ -1882,8 +2000,8 @@ void fragment_shader(in SceneData scene_data) {
#ifdef MODE_RENDER_SDF
{
- vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
- ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size));
+ vec3 local_pos = (implementation_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz;
+ ivec3 grid_pos = implementation_data.sdf_offset + ivec3(local_pos * vec3(implementation_data.sdf_size));
uint albedo16 = 0x1; //solid flag
albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11;
@@ -1965,7 +2083,7 @@ void fragment_shader(in SceneData scene_data) {
float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
//store as 8985 to have 2 extra neighbour bits
- uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25);
+ uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25);
imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso));
@@ -1999,8 +2117,8 @@ void fragment_shader(in SceneData scene_data) {
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
uint index2 = instances.data[instance_index].gi_offset >> 16;
- voxel_gi_buffer.x = index1 & 0xFF;
- voxel_gi_buffer.y = index2 & 0xFF;
+ voxel_gi_buffer.x = index1 & 0xFFu;
+ voxel_gi_buffer.y = index2 & 0xFFu;
} else {
voxel_gi_buffer.x = 0xFF;
voxel_gi_buffer.y = 0xFF;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index f0717294ef..1f524313f2 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -4,21 +4,23 @@
#define MAX_VOXEL_GI_INSTANCES 8
#define MAX_VIEWS 2
+#ifndef MOLTENVK_USED
#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
#define USE_SUBGROUPS
-
#endif
+#endif // MOLTENVK_USED
#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
#extension GL_EXT_multiview : enable
#endif
-#include "cluster_data_inc.glsl"
-#include "decal_data_inc.glsl"
+#include "../cluster_data_inc.glsl"
+#include "../decal_data_inc.glsl"
+#include "../scene_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
@@ -29,8 +31,8 @@
layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
- uint pad0;
- uint pad1;
+ uint multimesh_motion_vectors_current_offset;
+ uint multimesh_motion_vectors_previous_offset;
}
draw_call;
@@ -38,7 +40,7 @@ draw_call;
/* Set 0: Base Pass (never changes) */
-#include "light_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -61,13 +63,14 @@ layout(set = 0, binding = 3) uniform sampler decal_sampler;
layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
-#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
-#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
-#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
-#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
-#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
-#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
-#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4)
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 6)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 8)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 10)
+#define INSTANCE_FLAGS_PARTICLES (1 << 11)
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
@@ -105,6 +108,8 @@ directional_lights;
struct Lightmap {
mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -139,6 +144,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 15, std140) uniform SDFGI {
@@ -171,62 +178,27 @@ sdfgi;
/* Set 1: Render Pass (changes per render pass) */
-struct SceneData {
- mat4 projection_matrix;
- mat4 inv_projection_matrix;
- mat4 inv_view_matrix;
- mat4 view_matrix;
-
- // only used for multiview
- mat4 projection_matrix_view[MAX_VIEWS];
- mat4 inv_projection_matrix_view[MAX_VIEWS];
- vec4 eye_offset[MAX_VIEWS];
-
- vec2 viewport_size;
- vec2 screen_pixel_size;
+layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
+ SceneData data;
+ SceneData prev_data;
+}
+scene_data_block;
+struct ImplementationData {
uint cluster_shift;
uint cluster_width;
uint cluster_type_size;
uint max_cluster_element_count_div_32;
- // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
- vec4 directional_penumbra_shadow_kernel[32];
- vec4 directional_soft_shadow_kernel[32];
- vec4 penumbra_shadow_kernel[32];
- vec4 soft_shadow_kernel[32];
-
- vec4 ambient_light_color_energy;
-
- float ambient_color_sky_mix;
- bool use_ambient_light;
- bool use_ambient_cubemap;
- bool use_reflection_cubemap;
-
- mat3 radiance_inverse_xform;
-
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
-
- uint directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
-
uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
- bool roughness_limiter_enabled;
-
- float roughness_limiter_amount;
- float roughness_limiter_limit;
- float opaque_prepass_threshold;
- uint roughness_limiter_pad;
+ uint pad1;
mat4 sdf_to_bounds;
ivec3 sdf_offset;
- bool material_uv2_mode;
+ uint pad2;
ivec3 sdf_size;
bool gi_upscale_for_msaa;
@@ -235,30 +207,14 @@ struct SceneData {
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint volumetric_fog_pad;
-
- bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
-
- vec3 fog_light_color;
- float fog_sun_scatter;
-
- float fog_aerial_perspective;
-
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- vec2 taa_jitter;
- uvec2 pad2;
};
-layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
- SceneData data;
- SceneData prev_data;
+layout(set = 1, binding = 1, std140) uniform ImplementationDataBlock {
+ ImplementationData data;
}
-scene_data_block;
+implementation_data_block;
+
+#define implementation_data implementation_data_block.data
struct InstanceData {
mat4 transform;
@@ -270,65 +226,68 @@ struct InstanceData {
vec4 lightmap_uv_scale;
};
-layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer {
+layout(set = 1, binding = 2, std430) buffer restrict readonly InstanceDataBuffer {
InstanceData data[];
}
instances;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 3) uniform textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 3) uniform textureCube radiance_cubemap;
#endif
-layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 4) uniform textureCubeArray reflection_atlas;
-layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 5) uniform texture2D shadow_atlas;
-layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas;
-layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
-layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
+layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer {
uint data[];
}
cluster_buffer;
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
#define color_buffer shadow_atlas
#define normal_roughness_buffer shadow_atlas
+#define multiviewSampler sampler2D
#else
-layout(set = 1, binding = 9) uniform texture2D depth_buffer;
-layout(set = 1, binding = 10) uniform texture2D color_buffer;
+layout(set = 1, binding = 10) uniform texture2D depth_buffer;
+layout(set = 1, binding = 11) uniform texture2D color_buffer;
#ifdef USE_MULTIVIEW
-layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer;
-layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer;
-layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer;
+layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
+layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
+layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
+#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
-layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
+#define multiviewSampler sampler2D
#endif
-layout(set = 1, binding = 12) uniform texture2D ao_buffer;
-layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 13) uniform texture2D ao_buffer;
+layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
mat4 xform; // 64 - 64
@@ -340,16 +299,19 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
-layout(set = 1, binding = 17, std140) uniform VoxelGIs {
+layout(set = 1, binding = 18, std140) uniform VoxelGIs {
VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
}
voxel_gi_instances;
-layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture;
-layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
+layout(set = 1, binding = 20) uniform texture2D ssil_buffer;
#endif
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
new file mode 100644
index 0000000000..f06a2d86e2
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub
@@ -0,0 +1,17 @@
+#!/usr/bin/env python
+
+Import("env")
+
+if "RD_GLSL" in env["BUILDERS"]:
+ # find all include files
+ gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + [str(f) for f in Glob("../*_inc.glsl")]
+
+ # find all shader code(all glsl files excluding our include files)
+ glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
+
+ # make sure we recompile shaders if include files change
+ env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
+
+ # compile shaders
+ for glsl_file in glsl_files:
+ env.RD_GLSL(glsl_file)
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 26d0de46c2..5e64d4e651 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -16,11 +16,11 @@ layout(location = 0) in vec3 vertex_attrib;
//only for pure render depth when normal is not used
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_attrib;
+layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 2) in vec4 tangent_attrib;
+layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
@@ -59,6 +59,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return normalize(v);
+}
+
/* Varyings */
layout(location = 0) highp out vec3 vertex_interp;
@@ -94,7 +101,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) out highp float dp_clip;
+layout(location = 9) out highp float dp_clip;
#endif
@@ -116,6 +123,33 @@ invariant gl_Position;
#define scene_data scene_data_block.data
+#ifdef USE_DOUBLE_PRECISION
+// Helper functions for emulating double precision when adding floats.
+vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ out_p = b - (s - a);
+ return s;
+}
+
+vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
+ vec3 s = a + b;
+ vec3 v = s - a;
+ out_p = (a - (s - v)) + (b - v);
+ return s;
+}
+
+vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
+ vec3 s, t, se, te;
+ s = two_sum(base_a, base_b, se);
+ t = two_sum(prec_a, prec_b, te);
+ se += t;
+ s = quick_two_sum(s, se, se);
+ se += te;
+ s = quick_two_sum(s, se, out_precision);
+ return s;
+}
+#endif
+
void main() {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
@@ -125,6 +159,17 @@ void main() {
bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
mat4 model_matrix = draw_call.transform;
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+#ifdef USE_DOUBLE_PRECISION
+ vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
+ model_matrix[0][3] = 0.0;
+ model_matrix[1][3] = 0.0;
+ model_matrix[2][3] = 0.0;
+ vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
mat3 model_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
@@ -133,11 +178,12 @@ void main() {
model_normal_matrix = mat3(model_matrix);
}
+ mat4 matrix;
+ mat4 read_model_matrix = model_matrix;
+
if (is_multimesh) {
//multimesh, instances are for it
- mat4 matrix;
-
#ifdef USE_PARTICLE_TRAILS
uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
uint stride = 3 + 1 + 1; //particles always uses this format
@@ -223,18 +269,27 @@ void main() {
#endif
//transpose
matrix = transpose(matrix);
- model_matrix = model_matrix * matrix;
+
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
+ // Normally we can bake the multimesh transform into the model matrix, but when using double precision
+ // we avoid baking it in so we can emulate high precision.
+ read_model_matrix = model_matrix * matrix;
+#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+ model_matrix = read_model_matrix;
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
+#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
#ifdef NORMAL_USED
- vec3 normal = normal_attrib * 2.0 - 1.0;
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
- float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
@@ -289,7 +344,22 @@ void main() {
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+#ifdef USE_DOUBLE_PRECISION
+ // We separate the basis from the origin because the basis is fine with single point precision.
+ // Then we combine the translations from the model matrix and the view matrix using emulated doubles.
+ // We add the result to the vertex and ignore the final lost precision.
+ vec3 model_origin = model_matrix[3].xyz;
+ if (is_multimesh) {
+ vertex = mat3(matrix) * vertex;
+ model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
+ }
+ vertex = mat3(model_matrix) * vertex;
+ vec3 temp_precision;
+ vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
+ vertex = mat3(scene_data.view_matrix) * vertex;
+#else
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#endif
#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
@@ -442,7 +512,7 @@ layout(location = 6) mediump in vec3 binormal_interp;
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) highp in float dp_clip;
+layout(location = 9) highp in float dp_clip;
#endif
@@ -460,11 +530,12 @@ layout(location = 8) highp in float dp_clip;
//defines to keep compatibility with vertex
-#define model_matrix draw_call.transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
+#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
#else
#define projection_matrix scene_data.projection_matrix
+#define inv_projection_matrix scene_data.inv_projection_matrix
#endif
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
@@ -509,7 +580,7 @@ layout(location = 0) out mediump vec4 frag_color;
#endif // RENDER DEPTH
-#include "scene_forward_aa_inc.glsl"
+#include "../scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -518,7 +589,7 @@ layout(location = 0) out mediump vec4 frag_color;
#define SPECULAR_SCHLICK_GGX
#endif
-#include "scene_forward_lights_inc.glsl"
+#include "../scene_forward_lights_inc.glsl"
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
@@ -675,6 +746,17 @@ void main() {
vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
#endif // ALPHA_ANTIALIASING_EDGE_USED
+ mat4 inv_view_matrix = scene_data.inv_view_matrix;
+ mat4 read_model_matrix = draw_call.transform;
+#ifdef USE_DOUBLE_PRECISION
+ read_model_matrix[0][3] = 0.0;
+ read_model_matrix[1][3] = 0.0;
+ read_model_matrix[2][3] = 0.0;
+ inv_view_matrix[0][3] = 0.0;
+ inv_view_matrix[1][3] = 0.0;
+ inv_view_matrix[2][3] = 0.0;
+#endif
+
{
#CODE : FRAGMENT
}
@@ -697,7 +779,8 @@ void main() {
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
- if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+ if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // ALPHA_HASH_USED
@@ -783,7 +866,7 @@ void main() {
uint decal_indices = draw_call.decals.x;
for (uint i = 0; i < 8; i++) {
uint decal_index = decal_indices & 0xFF;
- if (i == 4) {
+ if (i == 3) {
decal_indices = draw_call.decals.y;
} else {
decal_indices = decal_indices >> 8;
@@ -879,6 +962,11 @@ void main() {
vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+#ifndef MODE_UNSHADED
+ // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI.
+ emission *= scene_data.emissive_exposure_normalization;
+#endif
+
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
@@ -889,22 +977,26 @@ void main() {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
- blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
+ blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
#else // USE_RADIANCE_CUBEMAP_ARRAY
- specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
+ specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= sc_luminance_multiplier;
+ specular_light *= scene_data.IBL_exposure_normalization;
specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
@@ -925,7 +1017,8 @@ void main() {
#else
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
-
+ cubemap_ambient *= sc_luminance_multiplier;
+ cubemap_ambient *= scene_data.IBL_exposure_normalization;
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
}
}
@@ -940,6 +1033,7 @@ void main() {
vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
float NoV = max(dot(n, view), 0.0001);
vec3 ref_vec = reflect(-view, n);
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
// The clear coat layer assumes an IOR of 1.5 (4% reflectance)
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
float attenuation = 1.0 - Fc;
@@ -948,7 +1042,7 @@ void main() {
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
- float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+ float roughness_lod = mix(0.001, 0.1, sqrt(clearcoat_roughness)) * MAX_ROUGHNESS_LOD;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
float lod, blend;
@@ -982,15 +1076,16 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) *
+ scene_data.emissive_exposure_normalization;
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -999,6 +1094,8 @@ void main() {
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+ uint idx = draw_call.gi_offset >> 20;
+
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
@@ -1006,22 +1103,22 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = draw_call.gi_offset >> 20;
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+ float exposure_normalization = lightmaps.data[idx].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f;
- ambient_light += lm_light_l1n1 * 0.32573 * n.y;
- ambient_light += lm_light_l1_0 * 0.32573 * n.z;
- ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization;
if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
vec3 r = reflect(normalize(-vertex), normal);
- specular_light += lm_light_l1n1 * 0.32573 * r.y;
- specular_light += lm_light_l1_0 * 0.32573 * r.z;
- specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization;
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
}
}
@@ -1036,9 +1133,22 @@ void main() {
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
uint reflection_indices = draw_call.reflection_probes.x;
+
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = 0; i < 8; i++) {
uint reflection_index = reflection_indices & 0xFF;
- if (i == 4) {
+ if (i == 3) {
reflection_indices = draw_call.reflection_probes.y;
} else {
reflection_indices = reflection_indices >> 8;
@@ -1047,16 +1157,8 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
@@ -1071,8 +1173,14 @@ void main() {
} //Reflection probes
// finalize ambient light here
- ambient_light *= albedo.rgb;
- ambient_light *= ao;
+ {
+#if defined(AMBIENT_LIGHT_DISABLED)
+ ambient_light = vec3(0.0, 0.0, 0.0);
+#else
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+#endif // AMBIENT_LIGHT_DISABLED
+ }
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
@@ -1097,7 +1205,7 @@ void main() {
float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
- specular_light *= env.x * f0 + env.y;
+ specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
#endif
}
@@ -1134,7 +1242,7 @@ void main() {
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
@@ -1286,7 +1394,7 @@ void main() {
#else
// Soft shadow disabled version
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
@@ -1443,7 +1551,7 @@ void main() {
uint light_indices = draw_call.omni_lights.x;
for (uint i = 0; i < 8; i++) {
uint light_index = light_indices & 0xFF;
- if (i == 4) {
+ if (i == 3) {
light_indices = draw_call.omni_lights.y;
} else {
light_indices = light_indices >> 8;
@@ -1488,7 +1596,7 @@ void main() {
uint light_indices = draw_call.spot_lights.x;
for (uint i = 0; i < 8; i++) {
uint light_index = light_indices & 0xFF;
- if (i == 4) {
+ if (i == 3) {
light_indices = draw_call.spot_lights.y;
} else {
light_indices = light_indices >> 8;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 98ad674ce0..631ff0575b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -5,7 +5,8 @@
#extension GL_EXT_multiview : enable
#endif
-#include "decal_data_inc.glsl"
+#include "../decal_data_inc.glsl"
+#include "../scene_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
@@ -32,7 +33,7 @@ draw_call;
/* Set 0: Base Pass (never changes) */
-#include "light_data_inc.glsl"
+#include "../light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -54,13 +55,14 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
layout(set = 0, binding = 3) uniform sampler decal_sampler;
layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
-#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
-#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
-#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
-#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
-#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
-#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
-#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 4)
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 5)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 6)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 8)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 10)
+#define INSTANCE_FLAGS_PARTICLES (1 << 11)
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
@@ -94,6 +96,8 @@ directional_lights;
struct Lightmap {
mediump mat3 normal_xform;
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -125,75 +129,9 @@ global_shader_uniforms;
/* Set 1: Render Pass (changes per render pass) */
-struct SceneData {
- highp mat4 projection_matrix;
- highp mat4 inv_projection_matrix;
- highp mat4 inv_view_matrix;
- highp mat4 view_matrix;
-
- // only used for multiview
- highp mat4 projection_matrix_view[MAX_VIEWS];
- highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- highp vec4 eye_offset[MAX_VIEWS];
-
- highp vec2 viewport_size;
- highp vec2 screen_pixel_size;
-
- // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
- highp vec4 directional_penumbra_shadow_kernel[32];
- highp vec4 directional_soft_shadow_kernel[32];
- highp vec4 penumbra_shadow_kernel[32];
- highp vec4 soft_shadow_kernel[32];
-
- mediump vec4 ambient_light_color_energy;
-
- mediump float ambient_color_sky_mix;
- bool use_ambient_light;
- bool use_ambient_cubemap;
- bool use_reflection_cubemap;
-
- mediump mat3 radiance_inverse_xform;
-
- highp vec2 shadow_atlas_pixel_size;
- highp vec2 directional_shadow_pixel_size;
-
- uint directional_light_count;
- mediump float dual_paraboloid_side;
- highp float z_far;
- highp float z_near;
-
- bool ssao_enabled;
- mediump float ssao_light_affect;
- mediump float ssao_ao_affect;
- bool roughness_limiter_enabled;
-
- mediump float roughness_limiter_amount;
- mediump float roughness_limiter_limit;
- mediump float opaque_prepass_threshold;
- uint roughness_limiter_pad;
-
- bool fog_enabled;
- highp float fog_density;
- highp float fog_height;
- highp float fog_height_density;
-
- mediump vec3 fog_light_color;
- mediump float fog_sun_scatter;
-
- mediump float fog_aerial_perspective;
- bool material_uv2_mode;
-
- highp float time;
- mediump float reflection_multiplier; // one normally, zero when rendering reflections
-
- bool pancake_shadows;
- uint pad1;
- uint pad2;
- uint pad3;
-};
-
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
SceneData data;
+ SceneData prev_data;
}
scene_data_block;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 61c8488a05..7488a3f2c7 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
@@ -25,7 +25,7 @@ struct LightData { //this structure needs to be as packed as possible
highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
- mediump float shadow_volumetric_fog_fade;
+ mediump float volumetric_fog_energy;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
@@ -44,7 +44,7 @@ struct ReflectionData {
bool exterior;
bool box_project;
uint ambient_mode;
- uint pad;
+ float exposure_normalization;
//0-8 is intensity,8-9 is ambient, mode
highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
@@ -52,7 +52,7 @@ struct ReflectionData {
struct DirectionalLightData {
mediump vec3 direction;
- mediump float energy;
+ highp float energy; // needs to be highp to avoid NaNs being created with high energy values (i.e. when using physical light units and over-exposing the image)
mediump vec3 color;
mediump float size;
mediump float specular;
@@ -60,12 +60,12 @@ struct DirectionalLightData {
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;
uint bake_mode;
- mediump float shadow_volumetric_fog_fade;
+ mediump float volumetric_fog_energy;
highp vec4 shadow_bias;
highp vec4 shadow_normal_bias;
highp vec4 shadow_transmittance_bias;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 4369bddc83..a609076e2c 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -243,8 +243,14 @@ void main() {
if (params.trail_size > 1) {
if (params.trail_pass) {
+ if (particle >= params.total_particles * (params.trail_size - 1)) {
+ return;
+ }
particle += (particle / (params.trail_size - 1)) + 1;
} else {
+ if (particle >= params.total_particles) {
+ return;
+ }
particle *= params.trail_size;
}
}
@@ -298,12 +304,17 @@ void main() {
PARTICLE.flags = PARTICLE_FLAG_TRAILED | ((frame_history.data[0].frame & PARTICLE_FRAME_MASK) << PARTICLE_FRAME_SHIFT); //mark it as trailed, save in which frame it will start
PARTICLE.xform = particles.data[src_idx].xform;
}
-
+ if (!bool(particles.data[src_idx].flags & PARTICLE_FLAG_ACTIVE)) {
+ // Disable the entire trail if the parent is no longer active.
+ PARTICLE.flags = 0;
+ return;
+ }
if (bool(PARTICLE.flags & PARTICLE_FLAG_TRAILED) && ((PARTICLE.flags >> PARTICLE_FRAME_SHIFT) == (FRAME.frame & PARTICLE_FRAME_MASK))) { //check this is trailed and see if it should start now
// we just assume that this is the first frame of the particle, the rest is deterministic
PARTICLE.flags = PARTICLE_FLAG_ACTIVE | (particles.data[src_idx].flags & (PARTICLE_FRAME_MASK << PARTICLE_FRAME_SHIFT));
return; //- this appears like it should be correct, but it seems not to be.. wonder why.
}
+
} else {
PARTICLE.flags &= ~PARTICLE_FLAG_STARTED;
}
@@ -458,11 +469,11 @@ void main() {
} break;
case ATTRACTOR_TYPE_VECTOR_FIELD: {
- vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents + 1.0) * 0.5;
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
continue;
}
- vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);
@@ -475,7 +486,7 @@ void main() {
float particle_size = FRAME.particle_size;
-#ifdef USE_COLLISON_SCALE
+#ifdef USE_COLLISION_SCALE
particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
new file mode 100644
index 0000000000..b57ee18521
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
@@ -0,0 +1,69 @@
+// Scene data stores all our 3D rendering globals for a frame such as our matrices
+// where this information is independent of the different RD implementations.
+// This enables us to use this UBO in our main scene render shaders but also in
+// effects that need access to this data.
+
+struct SceneData {
+ highp mat4 projection_matrix;
+ highp mat4 inv_projection_matrix;
+ highp mat4 inv_view_matrix;
+ highp mat4 view_matrix;
+
+ // only used for multiview
+ highp mat4 projection_matrix_view[MAX_VIEWS];
+ highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
+
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
+
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
+ highp vec4 directional_penumbra_shadow_kernel[32];
+ highp vec4 directional_soft_shadow_kernel[32];
+ highp vec4 penumbra_shadow_kernel[32];
+ highp vec4 soft_shadow_kernel[32];
+
+ mediump mat3 radiance_inverse_xform;
+
+ mediump vec4 ambient_light_color_energy;
+
+ mediump float ambient_color_sky_mix;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ mediump float dual_paraboloid_side;
+ highp float z_far;
+ highp float z_near;
+
+ bool roughness_limiter_enabled;
+ mediump float roughness_limiter_amount;
+ mediump float roughness_limiter_limit;
+ mediump float opaque_prepass_threshold;
+
+ bool fog_enabled;
+ highp float fog_density;
+ highp float fog_height;
+ highp float fog_height_density;
+
+ mediump vec3 fog_light_color;
+ mediump float fog_sun_scatter;
+
+ mediump float fog_aerial_perspective;
+ highp float time;
+ mediump float reflection_multiplier; // one normally, zero when rendering reflections
+ bool material_uv2_mode;
+
+ vec2 taa_jitter;
+ float emissive_exposure_normalization;
+ float IBL_exposure_normalization;
+
+ bool pancake_shadows;
+ uint camera_visible_layers;
+ uint pad2;
+ uint pad3;
+};
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 97c913d489..71510ee06a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -11,7 +11,8 @@ float hash_3d(vec3 p) {
float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 dx = dFdx(pos);
- vec3 dy = dFdx(pos);
+ vec3 dy = dFdy(pos);
+
float delta_max_sqr = max(length(dx), length(dy));
float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
@@ -32,9 +33,9 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp))));
float alpha_hash_threshold =
- (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+ (a_interp < (1.0 - min_lerp)) ? ((a_interp < min_lerp) ? cases.x : cases.y) : cases.z;
- return clamp(alpha_hash_threshold, 0.0, 1.0);
+ return clamp(alpha_hash_threshold, 0.00001, 1.0);
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
index c88bd0a14b..ae5e1b7251 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
@@ -94,7 +94,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
light += cone_weights[i] * cone_light.rgb;
}
- light *= voxel_gi_instances.data[index].dynamic_range;
+ light *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
out_diff += vec4(light * blend, blend);
//irradiance
@@ -102,7 +102,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
if (voxel_gi_instances.data[index].blend_ambient) {
irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
}
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
//irr_light=vec3(0.0);
out_spec += vec4(irr_light.rgb * blend, blend);
@@ -189,7 +189,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
if (use_specular) {
vec3 specular = vec3(0.0);
@@ -203,7 +203,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index c92b29b14a..b30b0c8169 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -97,11 +97,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+ // Energy conserving lambert wrap shader.
+ // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI);
#elif defined(DIFFUSE_TOON)
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI);
#elif defined(DIFFUSE_BURLEY)
@@ -133,7 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
@@ -199,7 +201,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif // LIGHT_ANISOTROPY_USED
// F
float cLdotH5 = SchlickFresnel(cLdotH);
- vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+ // Calculate Fresnel using specular occlusion term from Filament:
+ // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion
+ float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), metallic, 1.0);
+ vec3 F = f0 + (f90 - f0) * cLdotH5;
vec3 specular_brdf_NL = cNdotL * D * F * G;
@@ -392,7 +397,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (omni_lights.data[idx].shadow_enabled) {
+ if (omni_lights.data[idx].shadow_opacity > 0.001) {
// there is a shadowmap
vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
@@ -495,6 +500,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -513,7 +519,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec2 pos = shadow_sample.xy / shadow_sample.z;
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
depth *= omni_lights.data[idx].inv_radius;
- shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
+ shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -671,7 +677,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (spot_lights.data[idx].shadow_enabled) {
+ if (spot_lights.data[idx].shadow_opacity > 0.001) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
@@ -732,6 +738,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -740,7 +747,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
//hard shadow
vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv);
+ shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -869,7 +876,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -877,8 +884,6 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo
return;
}
- vec3 ref_vec = normalize(reflect(-view, normal));
-
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
//make blend more rounded
@@ -906,7 +911,7 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo
vec4 reflection;
reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
-
+ reflection.rgb *= reflections.data[ref_index].exposure_normalization;
if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
}
@@ -929,6 +934,7 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo
vec4 ambient_out;
ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.rgb *= reflections.data[ref_index].exposure_normalization;
ambient_out.a = blend;
if (reflections.data[ref_index].exterior) {
ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index a893a66c94..f5b233cca0 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -54,14 +54,54 @@ layout(push_constant, std430) uniform Params {
}
params;
-vec4 decode_abgr_2_10_10_10(uint base) {
- uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
- return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
+vec2 uint_to_vec2(uint base) {
+ uvec2 decode = (uvec2(base) >> uvec2(0, 16)) & uvec2(0xFFFF, 0xFFFF);
+ return vec2(decode) / vec2(65535.0, 65535.0) * 2.0 - 1.0;
}
-uint encode_abgr_2_10_10_10(vec4 base) {
- uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
- return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
+vec3 oct_to_vec3(vec2 oct) {
+ vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return normalize(v);
+}
+
+vec3 decode_uint_oct_to_norm(uint base) {
+ return oct_to_vec3(uint_to_vec2(base));
+}
+
+vec4 decode_uint_oct_to_tang(uint base) {
+ vec2 oct_sign_encoded = uint_to_vec2(base);
+ // Binormal sign encoded in y component
+ vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0);
+ return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y));
+}
+
+vec2 signNotZero(vec2 v) {
+ return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
+}
+
+uint vec2_to_uint(vec2 base) {
+ uvec2 enc = uvec2(clamp(ivec2(base * vec2(65535, 65535)), ivec2(0), ivec2(0xFFFF, 0xFFFF))) << uvec2(0, 16);
+ return enc.x | enc.y;
+}
+
+vec2 vec3_to_oct(vec3 e) {
+ e /= abs(e.x) + abs(e.y) + abs(e.z);
+ vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy);
+ return oct * 0.5f + 0.5f;
+}
+
+uint encode_norm_to_uint_oct(vec3 base) {
+ return vec2_to_uint(vec3_to_oct(base));
+}
+
+uint encode_tang_to_uint_oct(vec4 base) {
+ vec2 oct = vec3_to_oct(base.xyz);
+ // Encode binormal sign in y component
+ oct.y = oct.y * 0.5f + 0.5f;
+ oct.y = base.w >= 0.0f ? oct.y : 1 - oct.y;
+ return vec2_to_uint(oct);
}
void main() {
@@ -103,8 +143,8 @@ void main() {
uint skin_offset = params.skin_stride * index;
uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
- uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
- uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 2; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 2;
skin_offset += params.skin_weight_offset;
@@ -121,6 +161,13 @@ void main() {
//reverse order because its transposed
vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
}
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec2 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+
#else
vec3 vertex;
vec3 normal;
@@ -131,12 +178,12 @@ void main() {
src_offset += 3;
if (params.has_normal) {
- normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
+ normal = decode_uint_oct_to_norm(src_vertices.data[src_offset]);
src_offset++;
}
if (params.has_tangent) {
- tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
+ tangent = decode_uint_oct_to_tang(src_vertices.data[src_offset]);
}
if (params.has_blend_shape) {
@@ -155,12 +202,12 @@ void main() {
base_offset += 3;
if (params.has_normal) {
- blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ blend_normal += decode_uint_oct_to_norm(src_blend_shapes.data[base_offset]) * w;
base_offset++;
}
if (params.has_tangent) {
- blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ blend_tangent += decode_uint_oct_to_tang(src_blend_shapes.data[base_offset]).rgb * w;
}
blend_total += w;
@@ -234,12 +281,12 @@ void main() {
dst_offset += 3;
if (params.has_normal) {
- dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
+ dst_vertices.data[dst_offset] = encode_norm_to_uint_oct(normal);
dst_offset++;
}
if (params.has_tangent) {
- dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
+ dst_vertices.data[dst_offset] = encode_tang_to_uint_oct(tangent);
}
#endif