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-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster.glsl228
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl36
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl74
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl50
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl33
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl110
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl19
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl30
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl6
13 files changed, 505 insertions, 106 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
new file mode 100644
index 0000000000..b1d1c2365e
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
@@ -0,0 +1,228 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "blur_raster_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+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];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "blur_raster_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+//DOF
+#ifdef MODE_DOF_BLUR
+
+layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
+
+#ifdef DOF_QUALITY_LOW
+const int dof_kernel_size = 5;
+const int dof_kernel_from = 2;
+const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
+#endif
+
+#ifdef DOF_QUALITY_MEDIUM
+const int dof_kernel_size = 11;
+const int dof_kernel_from = 5;
+const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
+
+#endif
+
+#ifdef DOF_QUALITY_HIGH
+const int dof_kernel_size = 21;
+const int dof_kernel_from = 10;
+const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
+#endif
+
+#endif
+
+void main() {
+#ifdef MODE_MIPMAP
+
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
+ color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
+ frag_color = color / 4.0;
+
+#endif
+
+#ifdef MODE_GAUSSIAN_BLUR
+
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
+
+ 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;
+ }
+#endif
+
+#ifdef MODE_GAUSSIAN_GLOW
+
+ //Glow uses larger sigma 1 for a more rounded blur effect
+
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ vec2 ofs = uv_interp + m_ofs * pix_size; \
+ vec4 c = texture(source_color, ofs) * m_mult; \
+ if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
+ c *= 0.0; \
+ } \
+ color += c; \
+ }
+
+ if (bool(blur.flags & FLAG_HORIZONTAL)) {
+ vec2 pix_size = blur.pixel_size;
+ pix_size *= 0.5; //reading from larger buffer, so use more samples
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
+ GLOW_ADD(vec2(1.0, 0.0), 0.165569);
+ GLOW_ADD(vec2(2.0, 0.0), 0.140367);
+ GLOW_ADD(vec2(3.0, 0.0), 0.106595);
+ GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
+ GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
+ GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
+ color *= blur.glow_strength;
+ frag_color = color;
+ } else {
+ vec2 pix_size = blur.pixel_size;
+ vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
+ GLOW_ADD(vec2(0.0, 1.0), 0.233062);
+ GLOW_ADD(vec2(0.0, 2.0), 0.122581);
+ GLOW_ADD(vec2(0.0, -1.0), 0.233062);
+ GLOW_ADD(vec2(0.0, -2.0), 0.122581);
+ color *= blur.glow_strength;
+ frag_color = color;
+ }
+
+#undef GLOW_ADD
+
+ if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
+#endif
+ frag_color *= blur.glow_exposure;
+
+ float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
+ float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
+
+ frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
+ }
+
+#endif
+
+#ifdef MODE_DOF_BLUR
+
+ vec4 color_accum = vec4(0.0);
+
+ float depth = texture(dof_source_depth, uv_interp, 0.0).r;
+ depth = depth * 2.0 - 1.0;
+
+ if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
+ depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
+ } else {
+ depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
+ }
+
+ // mix near and far blur amount
+ float amount = 1.0;
+ if (bool(blur.flags & FLAG_DOF_FAR)) {
+ amount *= 1.0 - smoothstep(blur.dof_far_begin, blur.dof_far_end, depth);
+ }
+ if (bool(blur.flags & FLAG_DOF_NEAR)) {
+ amount *= smoothstep(blur.dof_near_end, blur.dof_near_begin, depth);
+ }
+ amount = 1.0 - amount;
+
+ if (amount > 0.0) {
+ float k_accum = 0.0;
+
+ for (int i = 0; i < dof_kernel_size; i++) {
+ int int_ofs = i - dof_kernel_from;
+ vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
+
+ float tap_k = dof_kernel[i];
+
+ float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
+ tap_depth = tap_depth * 2.0 - 1.0;
+
+ if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
+ tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
+ } else {
+ tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
+ }
+
+ // mix near and far blur amount
+ float tap_amount = 1.0;
+ if (bool(blur.flags & FLAG_DOF_FAR)) {
+ tap_amount *= mix(1.0 - smoothstep(blur.dof_far_begin, blur.dof_far_end, tap_depth), 0.0, int_ofs == 0);
+ }
+ if (bool(blur.flags & FLAG_DOF_NEAR)) {
+ tap_amount *= mix(smoothstep(blur.dof_near_end, blur.dof_near_begin, tap_depth), 0.0, int_ofs == 0);
+ }
+ tap_amount = 1.0 - tap_amount;
+
+ tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
+
+ vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
+
+ k_accum += tap_k * tap_amount;
+ color_accum += tap_color * tap_amount;
+ }
+
+ if (k_accum > 0.0) {
+ color_accum /= k_accum;
+ }
+
+ frag_color = color_accum; ///k_accum;
+ } else {
+ // we are in focus, don't waste time
+ frag_color = texture(source_color, uv_interp, 0.0);
+ }
+
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
new file mode 100644
index 0000000000..6ea968e595
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
@@ -0,0 +1,36 @@
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
+#define FLAG_GLOW_FIRST_PASS (1 << 2)
+#define FLAG_DOF_FAR (1 << 3)
+#define FLAG_DOF_NEAR (1 << 4)
+
+layout(push_constant, binding = 1, std430) uniform Blur {
+ vec2 pixel_size;
+ uint flags;
+ uint pad;
+
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+
+ // DOF.
+ float dof_far_begin;
+ float dof_far_end;
+ float dof_near_begin;
+ float dof_near_end;
+
+ float dof_radius;
+ float dof_pad[3];
+
+ vec2 dof_dir;
+ float camera_z_far;
+ float camera_z_near;
+}
+blur;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
new file mode 100644
index 0000000000..29ebd74a90
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl
@@ -0,0 +1,74 @@
+/* clang-format off */
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "luminance_reduce_raster_inc.glsl"
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+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];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+#include "luminance_reduce_raster_inc.glsl"
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_exposure;
+
+#ifdef FINAL_PASS
+layout(set = 1, binding = 0) uniform sampler2D prev_luminance;
+#endif
+
+layout(location = 0) out highp float luminance;
+
+void main() {
+ ivec2 dest_pos = ivec2(uv_interp * settings.dest_size);
+ ivec2 src_pos = ivec2(uv_interp * settings.source_size);
+
+ ivec2 next_pos = (dest_pos + ivec2(1)) * settings.source_size / settings.dest_size;
+ next_pos = max(next_pos, src_pos + ivec2(1)); //so it at least reads one pixel
+
+ highp vec3 source_color = vec3(0.0);
+ for (int i = src_pos.x; i < next_pos.x; i++) {
+ for (int j = src_pos.y; j < next_pos.y; j++) {
+ source_color += texelFetch(source_exposure, ivec2(i, j), 0).rgb;
+ }
+ }
+
+ source_color /= float((next_pos.x - src_pos.x) * (next_pos.y - src_pos.y));
+
+#ifdef FIRST_PASS
+ luminance = max(source_color.r, max(source_color.g, source_color.b));
+
+ // This formula should be more "accurate" but gave an overexposed result when testing.
+ // Leaving it here so we can revisit it if we want.
+ // luminance = source_color.r * 0.21 + source_color.g * 0.71 + source_color.b * 0.07;
+#else
+ luminance = source_color.r;
+#endif
+
+#ifdef FINAL_PASS
+ // Obtain our target luminance
+ luminance = clamp(luminance, settings.min_luminance, settings.max_luminance);
+
+ // Now smooth to our transition
+ highp float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous luminance
+ luminance = prev_lum + (luminance - prev_lum) * clamp(settings.exposure_adjust, 0.0, 1.0);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
new file mode 100644
index 0000000000..ed389ffe56
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -0,0 +1,11 @@
+
+layout(push_constant, binding = 1, std430) uniform PushConstant {
+ ivec2 source_size;
+ ivec2 dest_size;
+
+ float exposure_adjust;
+ float min_luminance;
+ float max_luminance;
+ float pad;
+}
+settings;
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 4dceeea995..e88e68b511 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -138,7 +138,7 @@ void main() {
if (bool(particles.data[particle].flags & PARTICLE_FLAG_ACTIVE) || bool(particles.data[particle].flags & PARTICLE_FLAG_TRAILED)) {
txform = particles.data[particle].xform;
if (params.trail_size > 1) {
- // since the steps dont fit precisely in the history frames, must do a tiny bit of
+ // Since the steps don't fit precisely in the history frames, must do a tiny bit of
// interpolation to get them close to their intended location.
uint part_ofs = particle % params.trail_size;
float natural_ofs = fract((float(part_ofs) / float(params.trail_size)) * float(params.trail_total)) * params.frame_delta;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 763c3895a9..b3a349c948 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -356,13 +356,24 @@ void main() {
#VERSION_DEFINES
-/* Specialization Constants */
+/* Specialization Constants (Toggles) */
layout(constant_id = 0) const bool sc_use_forward_gi = false;
layout(constant_id = 1) const bool sc_use_light_projector = false;
layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
+/* Specialization Constants (Values) */
+
+layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+
#include "scene_forward_clustered_inc.glsl"
/* Varyings */
@@ -796,25 +807,35 @@ void main() {
continue; //out of decal
}
- //we need ddx/ddy for mipmaps, so simulate them
- vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
- vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
-
float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
if (decals.data[decal_index].normal_fade > 0.0) {
fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
}
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
//has albedo
- vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ vec4 decal_albedo;
+ if (sc_decal_use_mipmaps) {
+ decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ } else {
+ decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0);
+ }
decal_albedo *= decals.data[decal_index].modulate;
decal_albedo.a *= fade;
albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
if (decals.data[decal_index].normal_rect != vec4(0.0)) {
- vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ vec3 decal_normal;
+ if (sc_decal_use_mipmaps) {
+ decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ } else {
+ decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz;
+ }
decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
//convert to view space, use xzy because y is up
@@ -824,7 +845,12 @@ void main() {
}
if (decals.data[decal_index].orm_rect != vec4(0.0)) {
- vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ vec3 decal_orm;
+ if (sc_decal_use_mipmaps) {
+ decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+ } else {
+ decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz;
+ }
ao = mix(ao, decal_orm.r, decal_albedo.a);
roughness = mix(roughness, decal_orm.g, decal_albedo.a);
metallic = mix(metallic, decal_orm.b, decal_albedo.a);
@@ -833,7 +859,11 @@ void main() {
if (decals.data[decal_index].emission_rect != vec4(0.0)) {
//emission is additive, so its independent from albedo
- emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ if (sc_decal_use_mipmaps) {
+ emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ } else {
+ emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade;
+ }
}
}
}
@@ -1184,7 +1214,7 @@ void main() {
specular_light *= specular * metallic * albedo * 2.0;
#else
- // scales the specular reflections, needs to be be computed before lighting happens,
+ // scales the specular reflections, needs to be computed before lighting happens,
// but after environment, GI, and reflection probes are added
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 6599a42bab..b53bf6a6d4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -52,6 +52,10 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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)
@@ -67,22 +71,22 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -94,7 +98,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -103,20 +107,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 9) uniform texture2D decal_atlas;
-layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -128,7 +132,7 @@ struct SDFVoxelGICascadeData {
float to_cell; // 1/bounds * grid_size
};
-layout(set = 0, binding = 13, std140) uniform SDFGI {
+layout(set = 0, binding = 15, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
@@ -173,17 +177,12 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
uint cluster_type_size;
uint max_cluster_element_count_div_32;
- //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
-
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
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 79790b1bfe..7039ea2942 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -301,7 +301,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (scene_data.directional_soft_shadow_samples == 1) {
+ if (sc_directional_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -315,11 +315,11 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
float avg = 0.0;
- for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
}
- return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
+ return avg * (1.0 / float(sc_directional_soft_shadow_samples));
}
float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
@@ -327,7 +327,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (scene_data.soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 1) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -341,11 +341,11 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
float avg = 0.0;
- for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
+ for (uint i = 0; i < sc_soft_shadow_samples; i++) {
avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
}
- return avg * (1.0 / float(scene_data.soft_shadow_samples));
+ return avg * (1.0 / float(sc_soft_shadow_samples));
}
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
@@ -361,7 +361,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
if (d < pssm_coord.z) {
@@ -377,12 +377,12 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
tex_scale *= penumbra;
float s = 0.0;
- for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) {
vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
}
- return s / float(scene_data.directional_penumbra_shadow_samples);
+ return s / float(sc_directional_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -448,7 +448,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -485,7 +485,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias;
shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
@@ -506,7 +506,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
}
- shadow /= float(scene_data.penumbra_shadow_samples);
+ shadow /= float(sc_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -626,40 +626,45 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
local_v.xy = local_v.xy * 0.5 + 0.5;
vec2 proj_uv = local_v.xy * atlas_rect.zw;
- vec2 proj_uv_ddx;
- vec2 proj_uv_ddy;
- {
- vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
- local_v_ddx = normalize(local_v_ddx);
+ if (sc_projector_use_mipmaps) {
+ vec2 proj_uv_ddx;
+ vec2 proj_uv_ddy;
+ {
+ vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz;
+ local_v_ddx = normalize(local_v_ddx);
- if (local_v_ddx.z >= 0.0) {
- local_v_ddx.z += 1.0;
- } else {
- local_v_ddx.z = 1.0 - local_v_ddx.z;
- }
+ if (local_v_ddx.z >= 0.0) {
+ local_v_ddx.z += 1.0;
+ } else {
+ local_v_ddx.z = 1.0 - local_v_ddx.z;
+ }
- local_v_ddx.xy /= local_v_ddx.z;
- local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
+ local_v_ddx.xy /= local_v_ddx.z;
+ local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5;
- proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
+ proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv;
- vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
- local_v_ddy = normalize(local_v_ddy);
+ vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz;
+ local_v_ddy = normalize(local_v_ddy);
- if (local_v_ddy.z >= 0.0) {
- local_v_ddy.z += 1.0;
- } else {
- local_v_ddy.z = 1.0 - local_v_ddy.z;
- }
+ if (local_v_ddy.z >= 0.0) {
+ local_v_ddy.z += 1.0;
+ } else {
+ local_v_ddy.z = 1.0 - local_v_ddy.z;
+ }
- local_v_ddy.xy /= local_v_ddy.z;
- local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
+ local_v_ddy.xy /= local_v_ddy.z;
+ local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5;
- proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
- }
+ proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv;
+ }
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
- color *= proj.rgb * proj.a;
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
}
light_attenuation *= shadow;
@@ -736,7 +741,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale;
vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
@@ -753,13 +758,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
uv_size *= penumbra;
shadow = 0.0;
- for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max);
shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0));
}
- shadow /= float(scene_data.penumbra_shadow_samples);
+ shadow /= float(sc_penumbra_shadow_samples);
} else {
//no blockers found, so no shadow
@@ -861,17 +866,22 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
- //ensure we have proper mipmaps
- vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
- splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ if (sc_projector_use_mipmaps) {
+ //ensure we have proper mipmaps
+ vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
+ splane_ddx /= splane_ddx.w;
+ vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
- vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
- splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
+ splane_ddy /= splane_ddy.w;
+ vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
- vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
- color *= proj.rgb * proj.a;
+ vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
+ color *= proj.rgb * proj.a;
+ } else {
+ vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, 0.0);
+ color *= proj.rgb * proj.a;
+ }
}
light_attenuation *= shadow;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 30673745ca..70900a847c 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -372,10 +372,23 @@ void main() {
/* Specialization Constants */
-//unused but there for compatibility
+/* Specialization Constants (Toggles) */
+
layout(constant_id = 0) const bool sc_use_forward_gi = false;
layout(constant_id = 1) const bool sc_use_light_projector = false;
layout(constant_id = 2) const bool sc_use_light_soft_shadows = false;
+layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false;
+
+/* Specialization Constants (Values) */
+
+layout(constant_id = 6) const uint sc_soft_shadow_samples = 4;
+layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4;
+
+layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4;
+layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
+
+layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
+layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
@@ -968,7 +981,7 @@ void main() {
specular_light *= specular * metallic * albedo * 2.0;
#else
- // scales the specular reflections, needs to be be computed before lighting happens,
+ // scales the specular reflections, needs to be computed before lighting happens,
// but after environment, GI, and reflection probes are added
// Environment brdf approximation (Lazarov 2013)
// see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
@@ -1291,7 +1304,7 @@ void main() {
blur_shadow(shadow);
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index d4ebcbeec4..d9682d7b23 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -51,6 +51,9 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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)
@@ -66,22 +69,22 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
-layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
ReflectionData data[];
}
reflections;
-layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+layout(set = 0, binding = 8, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
@@ -93,7 +96,7 @@ struct Lightmap {
mat3 normal_xform;
};
-layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
@@ -102,20 +105,20 @@ struct LightmapCapture {
vec4 sh[9];
};
-layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
+layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
-layout(set = 0, binding = 9) uniform texture2D decal_atlas;
-layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
-layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
+layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
-layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
@@ -135,17 +138,12 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
- uint directional_penumbra_shadow_samples;
- uint directional_soft_shadow_samples;
- uint penumbra_shadow_samples;
- uint soft_shadow_samples;
-
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 99db35bb34..d6e5c6a92e 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -20,10 +20,10 @@ layout(set = 0, binding = 3, std430) restrict readonly buffer DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
+ 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 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
};
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index bc376e9522..eedd28959c 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -266,9 +266,9 @@ void main() {
} else if (params.sky_mode == SKY_MODE_SKY) {
#ifdef USE_CUBEMAP_ARRAY
- light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+ light.rgb = textureLod(samplerCubeArray(sky_irradiance, linear_sampler_mipmaps), vec4(ray_dir, 0.0), 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
#else
- light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; //use second mipmap because we dont usually throw a lot of rays, so this compensates
+ light.rgb = textureLod(samplerCube(sky_irradiance, linear_sampler_mipmaps), ray_dir, 2.0).rgb; // Use second mipmap because we don't usually throw a lot of rays, so this compensates.
#endif
light.rgb *= params.sky_energy;
light.a = 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index aa4ded146f..4d9fa85a74 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -101,7 +101,7 @@ layout(set = 0, binding = 10, std430) restrict buffer DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ 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 neibhbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
@@ -134,7 +134,7 @@ layout(set = 0, binding = 5, std430) restrict buffer readonly DispatchData {
dispatch_data;
struct ProcessVoxel {
- uint position; //xyz 7 bit packed, extra 11 bits for neigbours
+ 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 neibhbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
@@ -183,7 +183,7 @@ void main() {
ivec3 write_pos = read_pos + params.scroll;
if (any(lessThan(write_pos, ivec3(0))) || any(greaterThanEqual(write_pos, ivec3(params.grid_size)))) {
- return; //fits outside the 3D texture, dont do anything
+ return; // Fits outside the 3D texture, don't do anything.
}
uint albedo = ((src_process_voxels.data[index].albedo & 0x7FFF) << 1) | 1; //add solid bit