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-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl34
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl32
7 files changed, 56 insertions, 38 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..0b43af7738 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a06cacfabe 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index e74cfad65c..6f79b9e771 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -377,7 +377,7 @@ void main() {
for (uint i = 0; i < params.directional_light_count; i++) {
vec3 shadow_attenuation = vec3(1.0);
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -view_pos.z;
vec4 pssm_coord;
@@ -486,7 +486,7 @@ void main() {
vec3 light = omni_lights.data[light_index].color;
- if (omni_lights.data[light_index].shadow_enabled) {
+ if (omni_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
vec2 flip_offset = omni_lights.data[light_index].direction.xy;
@@ -572,7 +572,7 @@ void main() {
vec3 light = spot_lights.data[light_index].color;
- if (spot_lights.data[light_index].shadow_enabled) {
+ if (spot_lights.data[light_index].shadow_opacity > 0.001) {
//has shadow
vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
vec2 flip_offset = spot_lights.data[light_index].direction.xy;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 61c8488a05..799f7087b6 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -15,7 +15,7 @@ struct LightData { //this structure needs to be as packed as possible
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
@@ -60,7 +60,7 @@ struct DirectionalLightData {
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
- bool shadow_enabled;
+ mediump float shadow_opacity;
highp float fade_from;
highp float fade_to;
uvec2 pad;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 22058b3a06..e9515c7670 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -988,8 +988,10 @@ void fragment_shader(in SceneData scene_data) {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
@@ -1046,6 +1048,7 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= attenuation;
specular_light *= attenuation;
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
@@ -1203,6 +1206,7 @@ void fragment_shader(in SceneData scene_data) {
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
vec3 ref_vec = normalize(reflect(-view, normal));
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
@@ -1302,6 +1306,18 @@ void fragment_shader(in SceneData scene_data) {
item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = item_from; i < item_to; i++) {
uint mask = cluster_buffer.data[cluster_reflection_offset + i];
mask &= cluster_get_range_clip_mask(i, item_min, item_max);
@@ -1324,16 +1340,8 @@ void fragment_shader(in SceneData scene_data) {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1417,7 +1425,7 @@ void fragment_shader(in SceneData scene_data) {
float shadow = 1.0;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec3 light_dir = directional_lights.data[i].direction;
vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
@@ -1626,7 +1634,7 @@ void fragment_shader(in SceneData scene_data) {
#ifdef LIGHT_TRANSMITTANCE_USED
float transmittance_z = transmittance_depth;
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
@@ -1681,6 +1689,8 @@ void fragment_shader(in SceneData scene_data) {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
#endif
blur_shadow(shadow);
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 e27c81eaea..7299bb0576 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -395,7 +395,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (omni_lights.data[idx].shadow_enabled) {
+ if (omni_lights.data[idx].shadow_opacity > 0.001) {
// there is a shadowmap
vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size;
vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
@@ -498,6 +498,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, omni_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -516,7 +517,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
vec2 pos = shadow_sample.xy / shadow_sample.z;
float depth = shadow_len - omni_lights.data[idx].shadow_bias;
depth *= omni_lights.data[idx].inv_radius;
- shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
+ shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -674,7 +675,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef SHADOWS_DISABLED
- if (spot_lights.data[idx].shadow_enabled) {
+ if (spot_lights.data[idx].shadow_opacity > 0.001) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
@@ -735,6 +736,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
}
shadow /= float(sc_penumbra_shadow_samples);
+ shadow = mix(1.0, shadow, spot_lights.data[idx].shadow_opacity);
} else {
//no blockers found, so no shadow
@@ -743,7 +745,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
} else {
//hard shadow
vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv);
+ shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity);
}
return shadow;
@@ -872,7 +874,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -880,8 +882,6 @@ void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, flo
return;
}
- vec3 ref_vec = normalize(reflect(-view, normal));
-
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
//make blend more rounded
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 26d0de46c2..6548793bee 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -889,8 +889,10 @@ void main() {
vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
vec3 ref_vec = reflect(-view, bent_normal);
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
#else
vec3 ref_vec = reflect(-view, normal);
+ ref_vec = mix(ref_vec, normal, roughness * roughness);
#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
@@ -940,6 +942,7 @@ void main() {
vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
float NoV = max(dot(n, view), 0.0001);
vec3 ref_vec = reflect(-view, n);
+ ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness);
// The clear coat layer assumes an IOR of 1.5 (4% reflectance)
float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
float attenuation = 1.0 - Fc;
@@ -1036,6 +1039,19 @@ void main() {
vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
uint reflection_indices = draw_call.reflection_probes.x;
+
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ vec3 ref_vec = normalize(reflect(-view, bent_normal));
+ ref_vec = mix(ref_vec, bent_normal, roughness * roughness);
+
for (uint i = 0; i < 8; i++) {
uint reflection_index = reflection_indices & 0xFF;
if (i == 4) {
@@ -1047,16 +1063,8 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-#ifdef LIGHT_ANISOTROPY_USED
- // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
- vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
- vec3 anisotropic_tangent = cross(anisotropic_direction, view);
- vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
- vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
-#else
- vec3 bent_normal = normal;
-#endif
- reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+
+ reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
@@ -1134,7 +1142,7 @@ void main() {
#ifdef USE_SOFT_SHADOWS
//version with soft shadows, more expensive
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;
@@ -1286,7 +1294,7 @@ void main() {
#else
// Soft shadow disabled version
- if (directional_lights.data[i].shadow_enabled) {
+ if (directional_lights.data[i].shadow_opacity > 0.001) {
float depth_z = -vertex.z;
vec4 pssm_coord;