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-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl83
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl49
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl38
-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.glsl58
-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.glsl55
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/vrs.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl61
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl106
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl22
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_data_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl13
36 files changed, 452 insertions, 332 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 45dc63aa17..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;
@@ -544,6 +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 {
@@ -598,13 +562,11 @@ 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
}
- vec4 original_color = color;
-
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#elif !defined(MODE_UNSHADED)
@@ -624,12 +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
@@ -646,8 +610,6 @@ void main() {
);
}
- light_color.rgb *= original_color.rgb;
-
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -657,20 +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;
@@ -685,7 +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;
@@ -695,7 +644,9 @@ void main() {
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
- 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)))) {
@@ -743,8 +694,6 @@ void main() {
);
}
- light_color.rgb *= original_color.rgb;
-
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 1b627a3e81..a904f4e0a6 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -27,6 +27,9 @@
#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
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
@@ -134,7 +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/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index cb06250cf2..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
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index bfe329b8ec..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;
@@ -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
@@ -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/effects/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl
index c8eb78a2f0..221e97bece 100644
--- a/servers/rendering/renderer_rd/shaders/effects/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 9f86643e52..631d1968b0 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -66,6 +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
@@ -81,8 +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));
////////////////
@@ -121,7 +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
@@ -139,6 +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;
@@ -149,8 +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));
@@ -161,13 +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 * 0.95) {
- // 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;
@@ -196,6 +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;
@@ -204,7 +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;
@@ -230,7 +259,7 @@ void main() {
#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);
// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 134aae5ce7..b1ff46dd3b 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -56,7 +56,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) {
float depth_linearize_mul = params.z_near;
float depth_linearize_add = params.z_far;
- // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
+ // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
// Set your depth_linearize_mul and depth_linearize_add to:
// depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
index 2a87e273bc..ffaa6872c9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
@@ -221,7 +221,7 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
- // calculate MIP based on the sample distance from the centre, similar to as described
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -259,7 +259,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
// get this pixel's viewspace depth
pix_z = valuesUL.y;
- // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
@@ -304,7 +304,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
float obscurance_sum = 0.0;
float weight_sum = 0.0;
- // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
@@ -318,7 +318,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
// disable in case of quality level 4 (reference)
if (p_quality_level != 4) {
- //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
+ //approximate neighboring pixels positions (actually just deltas or "positions - pix_center_pos" )
vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
index 04f98964e8..d234ab4417 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
@@ -80,7 +80,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -98,7 +98,7 @@ void main() {
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
index f6a9a92fac..45cc62d361 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
@@ -60,8 +60,8 @@ void main() {
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
- int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
- int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
index 513791dfbf..de7b97953f 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
@@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
- // calculate MIP based on the sample distance from the centre, similar to as described
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
// get this pixel's viewspace depth
pix_z = valuesUL.y;
- // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
@@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
float obscurance_sum = 0.0;
float weight_sum = 0.0;
- // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
index 47c56571f6..f48e6c4341 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
@@ -124,14 +124,14 @@ void main() {
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec4 centre = textureLod(source_ssil, uv, 0.0);
+ vec4 center = textureLod(source_ssil, uv, 0.0);
vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
- vec4 sampled = value + centre * 0.2;
+ vec4 sampled = value + center * 0.2;
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
index 6b6b02739d..193e3458ab 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
@@ -82,7 +82,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -100,7 +100,7 @@ void main() {
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
index 9e86ac0cf0..ed85b8ee4c 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
@@ -62,8 +62,8 @@ void main() {
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
- int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
- int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
diff --git a/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl
index b0a0839836..02566d8e35 100644
--- a/servers/rendering/renderer_rd/shaders/effects/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/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/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index ab927df678..459c4dcb1d 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -108,7 +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;
@@ -661,6 +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;
@@ -684,6 +687,7 @@ void main() {
return;
}
}
+#endif
if (sc_half_res) {
pos <<= 1;
@@ -708,6 +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);
@@ -766,4 +771,5 @@ void main() {
imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light);
}
}
+#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index 9f7449b8aa..06709f65d3 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -24,7 +24,7 @@ struct ProcessVoxel {
uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors.
uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors.
uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors.
- //total neighbours: 26
+ //total neighbors: 26
};
#ifdef MODE_PROCESS_STATIC
@@ -443,10 +443,10 @@ void main() {
imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0));
imageStore(dst_light, positioni, uvec4(light_total_rgbe));
- //also fill neighbours, so light interpolation during the indirect pass works
+ //also fill neighbors, so light interpolation during the indirect pass works
- //recover the neighbour list from the leftover bits
- uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
+ //recover the neighbor list from the leftover bits
+ uint neighbors = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
const uint max_neighbours = 26;
const ivec3 neighbour_positions[max_neighbours] = ivec3[](
@@ -478,7 +478,7 @@ void main() {
ivec3(1, 1, 1));
for (uint i = 0; i < max_neighbours; i++) {
- if (bool(neighbours & (1 << i))) {
+ if (bool(neighbors & (1 << i))) {
ivec3 neighbour_pos = positioni + neighbour_positions[i];
imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe));
imageStore(dst_aniso0, neighbour_pos, aniso0);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
index bce98f4054..dd35ae3b73 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
@@ -102,10 +102,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
- //total neighbours: 26
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 11, std430) restrict buffer writeonly ProcessVoxels {
@@ -135,10 +135,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
- //total neighbours: 26
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 6, std430) restrict buffer readonly ProcessVoxels {
@@ -1016,14 +1016,14 @@ void main() {
store_positions[index].albedo = rgb >> 1; //store as it comes (555) to avoid precision loss (and move away the alpha bit)
store_positions[index].albedo |= (facing & 0x3F) << 15; // store facing in bits 15-21
- store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbours with remaining albedo
- store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbours with position
+ store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbors with remaining albedo
+ store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbors with position
store_positions[index].light = imageLoad(src_light, pos).r;
store_positions[index].light_aniso = imageLoad(src_light_aniso, pos).r;
- //add neighbours
- store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbours with light
- store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbours with aniso
+ //add neighbors
+ store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbors with light
+ store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbors with aniso
}
groupMemoryBarrier();
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index d523461600..bf974a3fd5 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
@@ -14,7 +14,7 @@ layout(location = 0) out vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
- vec4 projections[MAX_VIEWS];
+ vec4 projection; // only applicable if not multiview
vec3 position;
float time;
vec3 pad;
@@ -54,7 +54,7 @@ layout(location = 0) in vec2 uv_interp;
layout(push_constant, std430) uniform Params {
mat3 orientation;
- vec4 projections[MAX_VIEWS];
+ vec4 projection; // only applicable if not multiview
vec3 position;
float time;
vec3 pad;
@@ -82,7 +82,10 @@ layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUnifor
}
global_shader_uniforms;
-layout(set = 0, binding = 2, std140) uniform SceneData {
+layout(set = 0, binding = 2, std140) uniform SkySceneData {
+ mat4 view_inv_projections[2];
+ vec4 view_eye_offsets[2];
+
bool volumetric_fog_enabled; // 4 - 4
float volumetric_fog_inv_length; // 4 - 8
float volumetric_fog_detail_spread; // 4 - 12
@@ -101,7 +104,7 @@ layout(set = 0, binding = 2, std140) uniform SceneData {
uint pad1; // 4 - 60
uint pad2; // 4 - 64
}
-scene_data;
+sky_scene_data;
struct DirectionalLightData {
vec4 direction_energy;
@@ -124,6 +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;
@@ -169,15 +175,15 @@ 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;
}
}
@@ -186,9 +192,17 @@ vec4 fog_process(vec3 view, vec3 sky_color) {
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);
@@ -209,20 +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;
#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;
#endif
+
#else
+
#ifdef USES_HALF_RES_COLOR
+#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
+#endif // USE_MULTIVIEW
+#endif // USES_HALF_RES_COLOR
+
#ifdef USES_QUARTER_RES_COLOR
+#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
-#endif
+#endif // USE_MULTIVIEW
+#endif // USES_QUARTER_RES_COLOR
+
+#endif //USE_CUBEMAP_PASS
{
@@ -236,14 +263,14 @@ void main() {
#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 * scene_data.fog_sky_affect);
+ 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 * scene_data.volumetric_fog_sky_affect);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a * sky_scene_data.volumetric_fog_sky_affect);
}
if (custom_fog.a > 0.0) {
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 eed9038502..28507e6c12 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -381,7 +381,7 @@ 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++) {
if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
vec3 shadow_attenuation = vec3(1.0);
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 1a8a1f3aa3..c6a3c42e57 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -62,7 +62,7 @@ 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 v;
+ return normalize(v);
}
/* Varyings */
@@ -97,9 +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
@@ -120,9 +118,15 @@ 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 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -546,9 +550,15 @@ 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 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
@@ -691,7 +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;
@@ -828,7 +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
@@ -958,9 +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
@@ -1085,12 +1096,13 @@ 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;
@@ -1138,7 +1150,7 @@ void fragment_shader(in SceneData scene_data) {
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;
@@ -1293,24 +1305,26 @@ void fragment_shader(in SceneData scene_data) {
}
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
-
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- vec3 ref_vec = normalize(reflect(-view, normal));
- ref_vec = mix(ref_vec, normal, roughness * roughness);
+ // Make vertex orientation the world one, but still align to camera.
+ vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
+ vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
+ vec3 ref_vec = mat3(scene_data.inv_view_matrix) * normalize(reflect(-view, normal));
+
//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));
- vec3 bitangent = normalize(cross(tangent, normal));
- mat3 normal_mat = mat3(tangent, bitangent, normal);
+ vec3 v0 = abs(cam_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, cam_normal));
+ vec3 bitangent = normalize(cross(tangent, cam_normal));
+ mat3 normal_mat = mat3(tangent, bitangent, cam_normal);
vec4 amb_accum = vec4(0.0);
vec4 spec_accum = vec4(0.0);
- voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ voxel_gi_compute(index1, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
uint index2 = instances.data[instance_index].gi_offset >> 16;
if (index2 != 0xFFFF) {
- voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ voxel_gi_compute(index2, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
}
if (amb_accum.a > 0.0) {
@@ -1339,8 +1353,8 @@ void fragment_shader(in SceneData scene_data) {
#endif // USE_MULTIVIEW
for (int i = 0; i < 4; i++) {
- const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
- vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
#ifdef USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
#else // USE_MULTIVIEW
@@ -1419,9 +1433,9 @@ 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
@@ -1447,18 +1461,24 @@ 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(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;
- }
-
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
@@ -1479,7 +1499,7 @@ 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 * clamp(50.0 * f0.g, 0.0, 1.0);
+ specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, metallic, 1.0);
#endif
}
@@ -1775,12 +1795,12 @@ 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;
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
@@ -1839,9 +1859,9 @@ 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
@@ -1910,9 +1930,9 @@ 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
@@ -2064,8 +2084,8 @@ void fragment_shader(in SceneData scene_data) {
float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
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);
+ //store as 8985 to have 2 extra neighbor bits
+ 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));
@@ -2099,8 +2119,8 @@ 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/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index e8e2dce990..8ff7a784dc 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -4,14 +4,15 @@
#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
@@ -62,13 +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)
@@ -266,19 +268,23 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define color_buffer shadow_atlas
#define normal_roughness_buffer shadow_atlas
+#define multiviewSampler sampler2D
#else
-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 = 10) uniform texture2DArray depth_buffer;
+layout(set = 1, binding = 11) uniform texture2DArray color_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 = 10) uniform texture2D depth_buffer;
+layout(set = 1, binding = 11) uniform texture2D color_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 = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 33fd4c35b1..90e902ca33 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -63,7 +63,7 @@ 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 v;
+ return normalize(v);
}
/* Varyings */
@@ -112,9 +112,15 @@ layout(location = 9) out highp float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -523,9 +529,15 @@ layout(location = 9) highp in float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
@@ -779,7 +791,8 @@ 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
@@ -865,7 +878,7 @@ 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;
@@ -986,12 +999,12 @@ void main() {
#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;
@@ -1041,7 +1054,7 @@ 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;
@@ -1147,7 +1160,7 @@ void main() {
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;
@@ -1172,8 +1185,14 @@ 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);
@@ -1198,7 +1217,7 @@ 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
}
@@ -1508,6 +1527,8 @@ void main() {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
@@ -1544,7 +1565,7 @@ 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;
@@ -1589,7 +1610,7 @@ 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/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 5e4999fa0f..78b39a356d 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -55,13 +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)
@@ -153,8 +154,15 @@ layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
// this needs to change to providing just the lightmap we're using..
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 9) uniform highp texture2DArray depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2DArray color_buffer;
+#define multiviewSampler sampler2DArray
+#else
layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
+#define multiviewSampler sampler2D
+#endif // USE_MULTIVIEW
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 3a6dd579b9..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;
}
@@ -462,7 +473,7 @@ void main() {
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 * 2.0 - 1.0;
+ 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);
diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
index 048257e9ef..b57ee18521 100644
--- a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
@@ -63,7 +63,7 @@ struct SceneData {
float IBL_exposure_normalization;
bool pancake_shadows;
- uint pad1;
+ 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_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 2fba1351f7..9dda62c28d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -134,7 +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
@@ -202,7 +203,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float cLdotH5 = SchlickFresnel(cLdotH);
// 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)), 0.0, 1.0);
+ 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;
@@ -793,8 +794,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_length = length(light_rel_vec);
float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
vec3 spot_dir = spot_lights.data[idx].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
+
+ // This conversion to a highp float is crucial to prevent light leaking
+ // due to precision errors in the following calculations (cone angle is mediump).
+ highp float cone_angle = spot_lights.data[idx].cone_angle;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cone_angle));
+
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
float light_attenuation = spot_attenuation;
vec3 color = spot_lights.data[idx].color;
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index 75bea9300b..f5b233cca0 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -63,7 +63,7 @@ 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 v;
+ return normalize(v);
}
vec3 decode_uint_oct_to_norm(uint base) {
@@ -143,8 +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;
@@ -161,6 +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;