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-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl60
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl112
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl22
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl60
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl107
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl59
8 files changed, 257 insertions, 213 deletions
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index 54d67db6c6..c3ac0bee57 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -1,33 +1,48 @@
-#[compute]
+#[vertex]
#version 450
VERSION_DEFINES
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+layout(push_constant, binding = 1, std430) uniform Params {
+ float z_far;
+ float z_near;
+ bool z_flip;
+ uint pad;
+ vec4 screen_rect;
+}
+params;
+
+layout(location = 0) out vec2 uv_interp;
+
+void main() {
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+ vec2 screen_pos = uv_interp * params.screen_rect.zw + params.screen_rect.xy;
+ gl_Position = vec4(screen_pos * 2.0 - 1.0, 0.0, 1.0);
+}
+
+#[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
- ivec2 screen_size;
- ivec2 offset;
- float bias;
float z_far;
float z_near;
bool z_flip;
+ uint pad;
+ vec4 screen_rect;
}
params;
-layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
-
void main() {
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec2 pixel_size = 1.0 / vec2(params.screen_size);
- vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+ vec2 uv = uv_interp;
vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
@@ -65,5 +80,5 @@ void main() {
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
depth = (linear_depth * depth_fix) / params.z_far;
- imageStore(depth_buffer, pos + params.offset, vec4(depth));
+ gl_FragDepth = depth;
}
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index c2965f9874..35522103df 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -97,13 +97,12 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
+ vec3 ao_color;
uint max_giprobes;
+
bool high_quality_vct;
- uint pad2;
bool orthogonal;
-
- vec3 ao_color;
- uint pad;
+ uint pad[2];
mat3x4 cam_rotation;
}
@@ -594,28 +593,16 @@ vec4 fetch_normal_and_roughness(ivec2 pos) {
return normal_roughness;
}
-void main() {
- // Pixel being shaded
- ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
- if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
- return;
- }
-
- vec3 vertex = reconstruct_position(pos);
- vertex.y = -vertex.y;
-
+void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 reflection_light) {
vec4 normal_roughness = fetch_normal_and_roughness(pos);
- vec3 normal = normal_roughness.xyz;
- vec4 ambient_light = vec4(0.0), reflection_light = vec4(0.0);
+ vec3 normal = normal_roughness.xyz;
if (normal.length() > 0.5) {
//valid normal, can do GI
float roughness = normal_roughness.w;
-
vertex = mat3(params.cam_rotation) * vertex;
normal = normalize(mat3(params.cam_rotation) * normal);
-
vec3 reflection = normalize(reflect(normalize(vertex), normal));
#ifdef USE_SDFGI
@@ -646,16 +633,39 @@ void main() {
spec_accum /= blend_accum;
}
- if (params.use_sdfgi) {
- reflection_light = blend_color(spec_accum, reflection_light);
- ambient_light = blend_color(amb_accum, ambient_light);
- } else {
- reflection_light = spec_accum;
- ambient_light = amb_accum;
- }
+#ifdef USE_SDFGI
+ reflection_light = blend_color(spec_accum, reflection_light);
+ ambient_light = blend_color(amb_accum, ambient_light);
+#else
+ reflection_light = spec_accum;
+ ambient_light = amb_accum;
+#endif
}
#endif
}
+}
+
+void main() {
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_HALF_RES
+ pos <<= 1;
+#endif
+ if (any(greaterThanEqual(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec4 ambient_light = vec4(0.0);
+ vec4 reflection_light = vec4(0.0);
+
+ vec3 vertex = reconstruct_position(pos);
+ vertex.y = -vertex.y;
+
+ process_gi(pos, vertex, ambient_light, reflection_light);
+
+#ifdef MODE_HALF_RES
+ pos >>= 1;
+#endif
imageStore(ambient_buffer, pos, ambient_light);
imageStore(reflection_buffer, pos, reflection_light);
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index 9429a66dc9..e83c4ca93b 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -58,6 +58,116 @@ void main() {
#else
+#if 1
+
+ vec4 group1;
+ vec4 group2;
+ vec4 group3;
+ vec4 group4;
+ int best_index = 0;
+
+ //2X
+ group1.x = texelFetch(source_depth, pos, 0).r;
+ group1.y = texelFetch(source_depth, pos, 1).r;
+
+ //4X
+ if (params.sample_count >= 4) {
+ group1.z = texelFetch(source_depth, pos, 2).r;
+ group1.w = texelFetch(source_depth, pos, 3).r;
+ }
+ //8X
+ if (params.sample_count >= 8) {
+ group2.x = texelFetch(source_depth, pos, 4).r;
+ group2.y = texelFetch(source_depth, pos, 5).r;
+ group2.z = texelFetch(source_depth, pos, 6).r;
+ group2.w = texelFetch(source_depth, pos, 7).r;
+ }
+ //16X
+ if (params.sample_count >= 16) {
+ group3.x = texelFetch(source_depth, pos, 8).r;
+ group3.y = texelFetch(source_depth, pos, 9).r;
+ group3.z = texelFetch(source_depth, pos, 10).r;
+ group3.w = texelFetch(source_depth, pos, 11).r;
+
+ group4.x = texelFetch(source_depth, pos, 12).r;
+ group4.y = texelFetch(source_depth, pos, 13).r;
+ group4.z = texelFetch(source_depth, pos, 14).r;
+ group4.w = texelFetch(source_depth, pos, 15).r;
+ }
+
+ if (params.sample_count == 2) {
+ best_index = (pos.x & 1) ^ ((pos.y >> 1) & 1); //not much can be done here
+ } else if (params.sample_count == 4) {
+ vec4 freq = vec4(equal(group1, vec4(group1.x)));
+ freq += vec4(equal(group1, vec4(group1.y)));
+ freq += vec4(equal(group1, vec4(group1.z)));
+ freq += vec4(equal(group1, vec4(group1.w)));
+
+ float min_f = freq.x;
+ best_index = 0;
+ if (freq.y < min_f) {
+ best_index = 1;
+ min_f = freq.y;
+ }
+ if (freq.z < min_f) {
+ best_index = 2;
+ min_f = freq.z;
+ }
+ if (freq.w < min_f) {
+ best_index = 3;
+ }
+ } else if (params.sample_count == 8) {
+ vec4 freq0 = vec4(equal(group1, vec4(group1.x)));
+ vec4 freq1 = vec4(equal(group2, vec4(group1.x)));
+ freq0 += vec4(equal(group1, vec4(group1.y)));
+ freq1 += vec4(equal(group2, vec4(group1.y)));
+ freq0 += vec4(equal(group1, vec4(group1.z)));
+ freq1 += vec4(equal(group2, vec4(group1.z)));
+ freq0 += vec4(equal(group1, vec4(group1.w)));
+ freq1 += vec4(equal(group2, vec4(group1.w)));
+ freq0 += vec4(equal(group1, vec4(group2.x)));
+ freq1 += vec4(equal(group2, vec4(group2.x)));
+ freq0 += vec4(equal(group1, vec4(group2.y)));
+ freq1 += vec4(equal(group2, vec4(group2.y)));
+ freq0 += vec4(equal(group1, vec4(group2.z)));
+ freq1 += vec4(equal(group2, vec4(group2.z)));
+ freq0 += vec4(equal(group1, vec4(group2.w)));
+ freq1 += vec4(equal(group2, vec4(group2.w)));
+
+ float min_f0 = freq0.x;
+ int best_index0 = 0;
+ if (freq0.y < min_f0) {
+ best_index0 = 1;
+ min_f0 = freq0.y;
+ }
+ if (freq0.z < min_f0) {
+ best_index0 = 2;
+ min_f0 = freq0.z;
+ }
+ if (freq0.w < min_f0) {
+ best_index0 = 3;
+ min_f0 = freq0.w;
+ }
+
+ float min_f1 = freq1.x;
+ int best_index1 = 4;
+ if (freq1.y < min_f1) {
+ best_index1 = 5;
+ min_f1 = freq1.y;
+ }
+ if (freq1.z < min_f1) {
+ best_index1 = 6;
+ min_f1 = freq1.z;
+ }
+ if (freq1.w < min_f1) {
+ best_index1 = 7;
+ min_f1 = freq1.w;
+ }
+
+ best_index = mix(best_index0, best_index1, min_f0 < min_f1);
+ }
+
+#else
float depths[16];
int depth_indices[16];
int depth_amount[16];
@@ -91,7 +201,7 @@ void main() {
depth_least = depth_amount[j];
}
}
-
+#endif
best_depth = texelFetch(source_depth, pos, best_index).r;
best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index);
#ifdef GIPROBE_RESOLVE
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index c3e7e2acbf..ea203c8abe 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -1282,7 +1282,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
#endif
//hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, z_norm, 1.0);
+ vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
#ifdef USE_SOFT_SHADOWS
@@ -2371,17 +2371,17 @@ FRAGMENT_SHADER_CODE
if (bool(draw_call.flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
- ivec2 coord;
+ vec2 coord;
if (scene_data.gi_upscale_for_msaa) {
- ivec2 base_coord = ivec2(gl_FragCoord.xy);
- ivec2 closest_coord = base_coord;
- float closest_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0).xyz * 2.0 - 1.0);
+ vec2 base_coord = screen_uv;
+ vec2 closest_coord = base_coord;
+ float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0);
for (int i = 0; i < 4; i++) {
- const ivec2 neighbours[4] = ivec2[](ivec2(-1, 0), ivec2(1, 0), ivec2(0, -1), ivec2(0, 1));
- ivec2 neighbour_coord = base_coord + neighbours[i];
- float neighbour_ang = dot(normal, texelFetch(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0).xyz * 2.0 - 1.0);
+ 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;
+ float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
if (neighbour_ang > closest_ang) {
closest_ang = neighbour_ang;
closest_coord = neighbour_coord;
@@ -2391,11 +2391,11 @@ FRAGMENT_SHADER_CODE
coord = closest_coord;
} else {
- coord = ivec2(gl_FragCoord.xy);
+ coord = screen_uv;
}
- vec4 buffer_ambient = texelFetch(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
- vec4 buffer_reflection = texelFetch(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0);
+ vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
+ vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index a37e32e1fc..e9b79e1560 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -153,22 +153,22 @@ scene_data;
#define INSTANCE_FLAGS_SKELETON (1 << 19)
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
-layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
+layout(set = 0, binding = 4, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 5, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 7) buffer restrict readonly ReflectionProbeData {
+layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 8, std140) uniform DirectionalLights {
+layout(set = 0, binding = 7, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -180,7 +180,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 8, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -189,22 +189,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 11, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 9, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 12) uniform texture2D decal_atlas;
-layout(set = 0, binding = 13) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 10) uniform texture2D decal_atlas;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 14, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 12, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 15) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 16, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 13, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -218,7 +216,7 @@ struct SDFGIProbeCascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 17, std140) uniform SDFGI {
+layout(set = 0, binding = 14, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -268,13 +266,15 @@ layout(set = 1, binding = 1) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 2) uniform texture2D shadow_atlas;
-layout(set = 1, binding = 3) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+layout(set = 1, binding = 3) uniform texture2D directional_shadow_atlas;
+
+layout(set = 1, binding = 4) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
#ifndef LOW_END_MODE
-layout(set = 1, binding = 4) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
+layout(set = 1, binding = 5) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
#endif
-layout(set = 1, binding = 5, std430) buffer restrict readonly ClusterBuffer {
+layout(set = 1, binding = 6, std430) buffer restrict readonly ClusterBuffer {
uint data[];
}
cluster_buffer;
@@ -283,10 +283,10 @@ cluster_buffer;
#ifdef MODE_RENDER_SDF
-layout(r16ui, set = 1, binding = 6) uniform restrict writeonly uimage3D albedo_volume_grid;
-layout(r32ui, set = 1, binding = 7) uniform restrict writeonly uimage3D emission_grid;
-layout(r32ui, set = 1, binding = 8) uniform restrict writeonly uimage3D emission_aniso_grid;
-layout(r32ui, set = 1, binding = 9) uniform restrict uimage3D geom_facing_grid;
+layout(r16ui, set = 1, binding = 7) uniform restrict writeonly uimage3D albedo_volume_grid;
+layout(r32ui, set = 1, binding = 8) uniform restrict writeonly uimage3D emission_grid;
+layout(r32ui, set = 1, binding = 9) uniform restrict writeonly uimage3D emission_aniso_grid;
+layout(r32ui, set = 1, binding = 10) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
@@ -295,17 +295,17 @@ layout(r32ui, set = 1, binding = 9) uniform restrict uimage3D geom_facing_grid;
#else
-layout(set = 1, binding = 6) uniform texture2D depth_buffer;
-layout(set = 1, binding = 7) uniform texture2D color_buffer;
+layout(set = 1, binding = 7) uniform texture2D depth_buffer;
+layout(set = 1, binding = 8) uniform texture2D color_buffer;
#ifndef LOW_END_MODE
-layout(set = 1, binding = 8) uniform texture2D normal_roughness_buffer;
-layout(set = 1, binding = 9) uniform texture2D ao_buffer;
-layout(set = 1, binding = 10) uniform texture2D ambient_buffer;
-layout(set = 1, binding = 11) uniform texture2D reflection_buffer;
-layout(set = 1, binding = 12) uniform texture2DArray sdfgi_lightprobe_texture;
-layout(set = 1, binding = 13) uniform texture3D sdfgi_occlusion_cascades;
+layout(set = 1, binding = 9) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 10) uniform texture2D ao_buffer;
+layout(set = 1, binding = 11) uniform texture2D ambient_buffer;
+layout(set = 1, binding = 12) uniform texture2D reflection_buffer;
+layout(set = 1, binding = 13) uniform texture2DArray sdfgi_lightprobe_texture;
+layout(set = 1, binding = 14) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
@@ -323,12 +323,12 @@ struct GIProbeData {
uint mipmaps;
};
-layout(set = 1, binding = 14, std140) uniform GIProbes {
+layout(set = 1, binding = 15, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
-layout(set = 1, binding = 15) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 16) uniform texture3D volumetric_fog_texture;
#endif // LOW_END_MODE
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index 813ea29fa1..e4c3f3a84b 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -97,6 +97,8 @@ void main() {
float blend = 0.0;
#if 1
+ // No interpolation
+
vec3 inv_dir = 1.0 / ray_dir;
float rough = 0.5;
@@ -161,114 +163,11 @@ void main() {
hit_light *= (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
- if (blend > 0.0) {
- light = mix(light, hit_light, blend);
- blend = 0.0;
- } else {
- light = hit_light;
-
- //process blend
- float blend_from = (float(params.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 cam_pos = params.cam_transform[3].xyz - cascades.data[i].offset;
- cam_pos *= cascades.data[i].to_cell;
-
- pos += ray_dir * min(advance, max_advance);
- vec3 inner_pos = pos - cam_pos;
-
- inner_pos = inner_pos * float(params.probe_axis_size - 1) / params.grid_size.x;
-
- float len = length(inner_pos);
-
- inner_pos = abs(normalize(inner_pos));
- len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
-
- if (len >= blend_from) {
- blend = smoothstep(blend_from, blend_to, len);
-
- pos /= cascades.data[i].to_cell;
- pos += cascades.data[i].offset;
- ray_pos = pos;
- hit = false; //continue trace for blend
-
- continue;
- }
- }
+ light = hit_light;
break;
}
- light = mix(light, vec3(0.0), blend);
-
-#else
-
- vec3 inv_dir = 1.0 / ray_dir;
-
- bool hit = false;
- vec4 light_accum = vec4(0.0);
-
- float blend_size = (params.grid_size.x / float(params.probe_axis_size - 1)) * 0.5;
-
- float radius_sizes[MAX_CASCADES];
- for (uint i = 0; i < params.max_cascades; i++) {
- radius_sizes[i] = (1.0 / cascades.data[i].to_cell) * (params.grid_size.x * 0.5 - blend_size);
- }
-
- float max_distance = radius_sizes[params.max_cascades - 1];
- float advance = 0;
- while (advance < max_distance) {
- for (uint i = 0; i < params.max_cascades; i++) {
- if (advance < radius_sizes[i]) {
- vec3 pos = (ray_pos + ray_dir * advance) - cascades.data[i].offset;
- pos *= cascades.data[i].to_cell * pos_to_uvw;
-
- float distance = texture(sampler3D(sdf_cascades[i], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light = vec4(0.0);
- if (distance < 1.0) {
- hit_light.a = max(0.0, 1.0 - distance);
- hit_light.rgb = texture(sampler3D(light_cascades[i], linear_sampler), pos).rgb;
- hit_light.rgb *= hit_light.a;
- }
-
- distance /= cascades.data[i].to_cell;
-
- if (i < (params.max_cascades - 1)) {
- pos = (ray_pos + ray_dir * advance) - cascades.data[i + 1].offset;
- pos *= cascades.data[i + 1].to_cell * pos_to_uvw;
-
- float distance2 = texture(sampler3D(sdf_cascades[i + 1], linear_sampler), pos).r * 255.0 - 1.0;
-
- vec4 hit_light2 = vec4(0.0);
- if (distance2 < 1.0) {
- hit_light2.a = max(0.0, 1.0 - distance2);
- hit_light2.rgb = texture(sampler3D(light_cascades[i + 1], linear_sampler), pos).rgb;
- hit_light2.rgb *= hit_light2.a;
- }
-
- float prev_radius = i == 0 ? 0.0 : radius_sizes[i - 1];
- float blend = (advance - prev_radius) / (radius_sizes[i] - prev_radius);
-
- distance2 /= cascades.data[i + 1].to_cell;
-
- hit_light = mix(hit_light, hit_light2, blend);
- distance = mix(distance, distance2, blend);
- }
-
- light_accum += hit_light;
- advance += distance;
- break;
- }
- }
-
- if (light_accum.a > 0.98) {
- break;
- }
- }
-
- light = light_accum.rgb / light_accum.a;
-
#endif
imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0));
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index ed0a8a4b86..bcdfe8cc85 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -125,7 +125,10 @@ void main() {
uint voxel_index = uint(gl_GlobalInvocationID.x);
//used for skipping voxels every N frames
- voxel_index = params.process_offset + voxel_index * params.process_increment;
+ if (params.process_increment > 1) {
+ voxel_index *= params.process_increment;
+ voxel_index += params.process_offset;
+ }
if (voxel_index >= dispatch_data.total_count) {
return;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index 67630a3aa1..d122e7a38a 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -189,14 +189,12 @@ void main() {
vec3 inv_dir = 1.0 / ray_dir;
bool hit = false;
- vec3 hit_normal;
- vec3 hit_light;
- vec3 hit_aniso0;
- vec3 hit_aniso1;
+ uint hit_cascade;
float bias = params.ray_bias;
vec3 abs_ray_dir = abs(ray_dir);
ray_pos += ray_dir * 1.0 / max(abs_ray_dir.x, max(abs_ray_dir.y, abs_ray_dir.z)) * bias / cascades.data[params.cascade].to_cell;
+ vec3 uvw;
for (uint j = params.cascade; j < params.max_cascades; j++) {
//convert to local bounds
@@ -215,14 +213,12 @@ void main() {
float advance = 0.0;
- vec3 uvw;
-
while (advance < max_advance) {
//read how much to advance from SDF
uvw = (pos + ray_dir * advance) * pos_to_uvw;
float distance = texture(sampler3D(sdf_cascades[j], linear_sampler), uvw).r * 255.0 - 1.0;
- if (distance < 0.001) {
+ if (distance < 0.05) {
//consider hit
hit = true;
break;
@@ -232,17 +228,7 @@ void main() {
}
if (hit) {
- const float EPSILON = 0.001;
- hit_normal = normalize(vec3(
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_cascades[j], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[j], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
-
- hit_light = texture(sampler3D(light_cascades[j], linear_sampler), uvw).rgb;
- vec4 aniso0 = texture(sampler3D(aniso0_cascades[j], linear_sampler), uvw);
- hit_aniso0 = aniso0.rgb;
- hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[j], linear_sampler), uvw).rg);
-
+ hit_cascade = j;
break;
}
@@ -255,6 +241,17 @@ void main() {
vec4 light;
if (hit) {
+ const float EPSILON = 0.001;
+ vec3 hit_normal = normalize(vec3(
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_cascades[hit_cascade], linear_sampler), uvw - vec3(0.0, 0.0, EPSILON)).r));
+
+ vec3 hit_light = texture(sampler3D(light_cascades[hit_cascade], linear_sampler), uvw).rgb;
+ vec4 aniso0 = texture(sampler3D(aniso0_cascades[hit_cascade], linear_sampler), uvw);
+ vec3 hit_aniso0 = aniso0.rgb;
+ vec3 hit_aniso1 = vec3(aniso0.a, texture(sampler3D(aniso1_cascades[hit_cascade], linear_sampler), uvw).rg);
+
//one liner magic
light.rgb = hit_light * (dot(max(vec3(0.0), (hit_normal * hit_aniso0)), vec3(1.0)) + dot(max(vec3(0.0), (-hit_normal * hit_aniso1)), vec3(1.0)));
light.a = 1.0;
@@ -490,13 +487,15 @@ void main() {
//can't scroll, must look for position in parent cascade
//to global coords
- float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
+ float cell_to_probe = float(params.grid_size.x / float(params.probe_axis_size - 1));
+
+ float probe_cell_size = cell_to_probe / cascades.data[params.cascade].to_cell;
vec3 probe_pos = cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size;
//to parent local coords
+ float probe_cell_size_next = cell_to_probe / cascades.data[params.cascade + 1].to_cell;
probe_pos -= cascades.data[params.cascade + 1].offset;
- probe_pos *= cascades.data[params.cascade + 1].to_cell;
- probe_pos = probe_pos * float(params.probe_axis_size - 1) / float(params.grid_size.x);
+ probe_pos /= probe_cell_size_next;
ivec3 probe_posi = ivec3(probe_pos);
//add up all light, no need to use occlusion here, since occlusion will do its work afterwards
@@ -549,20 +548,28 @@ void main() {
}
} else {
- // clear and let it re-raytrace, only for the last cascade, which happens very un-often
- //scroll
+ //scroll at the edge of the highest cascade, just copy what is there,
+ //since its the closest we have anyway
+
for (uint j = 0; j < params.history_size; j++) {
+ ivec2 tex_pos;
+ tex_pos = probe_cell.xy;
+ tex_pos.x += probe_cell.z * int(params.probe_axis_size);
+
for (int i = 0; i < SH_SIZE; i++) {
// copy from history texture
+ ivec3 src_pos = ivec3(tex_pos.x, tex_pos.y * SH_SIZE + i, int(j));
ivec3 dst_pos = ivec3(pos.x, pos.y * SH_SIZE + i, int(j));
- imageStore(lightprobe_history_scroll_texture, dst_pos, ivec4(0));
+ ivec4 value = imageLoad(lightprobe_history_texture, dst_pos);
+ imageStore(lightprobe_history_scroll_texture, dst_pos, value);
}
}
for (int i = 0; i < SH_SIZE; i++) {
// copy from average texture
- ivec2 dst_pos = ivec2(pos.x, pos.y * SH_SIZE + i);
- imageStore(lightprobe_average_scroll_texture, dst_pos, ivec4(0));
+ ivec2 spos = ivec2(pos.x, pos.y * SH_SIZE + i);
+ ivec4 average = imageLoad(lightprobe_average_texture, spos);
+ imageStore(lightprobe_average_scroll_texture, spos, average);
}
}