diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
6 files changed, 57 insertions, 71 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 8593e6b265..eb5f68849e 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; 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 4d4e983b7f..46bb99794d 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 @@ -22,13 +30,8 @@ layout(location = 0) out vec2 uv_interp; layout(push_constant, std430) uniform Params { vec4 section; vec2 pixel_size; - bool flip_y; - bool use_section; - - bool force_luminance; - bool alpha_to_zero; - bool srgb; - bool alpha_to_one; + float luminance_multiplier; + uint flags; vec4 color; } @@ -41,13 +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; } } @@ -67,16 +70,19 @@ 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; - - bool force_luminance; - bool alpha_to_zero; - bool srgb; - bool alpha_to_one; + float luminance_multiplier; + uint flags; vec4 color; } @@ -110,6 +116,10 @@ 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; @@ -165,19 +175,22 @@ 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 (params.alpha_to_one) { + 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/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/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 7440c5748b..896f51ca01 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 */ 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 cc44cff799..d50749306e 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 */ 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; |