summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl45
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl173
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl22
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl156
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl31
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl75
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl74
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_downsample.glsl)23
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil.glsl444
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_blur.glsl124
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl124
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_interleave.glsl102
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl755
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl785
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl56
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl5
29 files changed, 2182 insertions, 893 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 2911e8b731..65a621b203 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -91,7 +91,6 @@ void main() {
uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK;
#ifdef USE_ATTRIBUTES
-
if (instancing > 1) {
// trails
@@ -128,37 +127,37 @@ void main() {
vertex = new_vertex;
color *= pcolor;
-
} else
#endif // USE_ATTRIBUTES
+ {
+ if (instancing == 1) {
+ uint stride = 2;
+ {
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
+ stride += 1;
+ }
+ if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
- if (instancing == 1) {
- uint stride = 2;
- {
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
- stride += 1;
+ color *= transforms.data[offset];
+ offset += 1;
}
+
if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- stride += 1;
+ instance_custom = transforms.data[offset];
}
- }
-
- uint offset = stride * gl_InstanceIndex;
- mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- offset += 2;
-
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) {
- color *= transforms.data[offset];
- offset += 1;
- }
-
- if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
- instance_custom = transforms.data[offset];
+ matrix = transpose(matrix);
+ world_matrix = world_matrix * matrix;
}
-
- matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
}
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index 4110a95ddb..d4d0ed0f56 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -84,6 +84,8 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
imageStore(dest_buffer, pos + params.target, color);
#endif
@@ -132,6 +134,13 @@ void main() {
local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114));
+ }
memoryBarrierShared();
barrier();
@@ -177,6 +186,11 @@ void main() {
color += temp_cache[index - 2] * 0.140367;
color += temp_cache[index - 3] * 0.106595;
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ }
+
color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
@@ -186,7 +200,7 @@ void main() {
#endif
color *= params.glow_exposure;
- float luminance = max(color.r, max(color.g, color.b));
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));
@@ -256,7 +270,9 @@ void main() {
const float PI = 3.14159265359;
vec2 uv = vec2(pos) / vec2(params.section.zw);
- uv.y = 1.0 - uv.y;
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
float phi = uv.x * 2.0 * PI;
float theta = uv.y * PI;
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
new file mode 100644
index 0000000000..54a7790f77
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -0,0 +1,173 @@
+/*************************************************************************/
+/* fsr_upscale.glsl */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define A_GPU
+#define A_GLSL
+
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+#define A_HALF
+
+#endif
+
+#include "thirdparty/amd-fsr/ffx_a.h"
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image;
+layout(set = 0, binding = 0) uniform sampler2D source_image;
+
+#define FSR_UPSCALE_PASS_TYPE_EASU 0
+#define FSR_UPSCALE_PASS_TYPE_RCAS 1
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float resolution_width;
+ float resolution_height;
+ float upscaled_width;
+ float upscaled_height;
+ float sharpness;
+ int pass;
+}
+params;
+
+AU4 Const0, Const1, Const2, Const3;
+
+#ifdef MODE_FSR_UPSCALE_FALLBACK
+
+#define FSR_EASU_F
+AF4 FsrEasuRF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 0);
+ return res;
+}
+AF4 FsrEasuGF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 1);
+ return res;
+}
+AF4 FsrEasuBF(AF2 p) {
+ AF4 res = textureGather(source_image, p, 2);
+ return res;
+}
+
+#define FSR_RCAS_F
+AF4 FsrRcasLoadF(ASU2 p) {
+ return AF4(texelFetch(source_image, ASU2(p), 0));
+}
+void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
+
+#else
+
+#define FSR_EASU_H
+AH4 FsrEasuRH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 0));
+ return res;
+}
+AH4 FsrEasuGH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 1));
+ return res;
+}
+AH4 FsrEasuBH(AF2 p) {
+ AH4 res = AH4(textureGather(source_image, p, 2));
+ return res;
+}
+
+#define FSR_RCAS_H
+AH4 FsrRcasLoadH(ASW2 p) {
+ return AH4(texelFetch(source_image, ASU2(p), 0));
+}
+void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {}
+
+#endif
+
+#include "thirdparty/amd-fsr/ffx_fsr1.h"
+
+void fsr_easu_pass(AU2 pos) {
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+ AH3 Gamma2Color = AH3(0, 0, 0);
+ FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3);
+ imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
+
+#else
+
+ AF3 Gamma2Color = AF3(0, 0, 0);
+ FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3);
+ imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
+
+#endif
+}
+
+void fsr_rcas_pass(AU2 pos) {
+#ifdef MODE_FSR_UPSCALE_NORMAL
+
+ AH3 Gamma2Color = AH3(0, 0, 0);
+ FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
+ imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1));
+
+#else
+
+ AF3 Gamma2Color = AF3(0, 0, 0);
+ FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0);
+ imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1));
+
+#endif
+}
+
+void fsr_pass(AU2 pos) {
+ if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
+ fsr_easu_pass(pos);
+ } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
+ fsr_rcas_pass(pos);
+ }
+}
+
+void main() {
+ // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader
+ if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) {
+ FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height);
+ } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) {
+ FsrRcasCon(Const0, params.sharpness);
+ }
+
+ AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
+
+ fsr_pass(gxy);
+ gxy.x += 8u;
+ fsr_pass(gxy);
+ gxy.y += 8u;
+ fsr_pass(gxy);
+ gxy.x -= 8u;
+ fsr_pass(gxy);
+}
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 60c881881d..9854f124d7 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -68,19 +68,15 @@ sdfgi;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- uint pad0;
- uint pad1;
- uint pad2;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
@@ -97,12 +93,10 @@ layout(push_constant, binding = 0, std430) uniform Params {
vec4 proj_info;
- vec3 ao_color;
uint max_voxel_gi_instances;
-
bool high_quality_vct;
bool orthogonal;
- uint pad[2];
+ uint pad;
mat3x4 cam_rotation;
}
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 25d87ca45d..a6d65bffeb 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -7,7 +7,6 @@
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index fdc7729338..52787bb204 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -1,6 +1,6 @@
#define LIGHT_BAKE_DISABLED 0
-#define LIGHT_BAKE_DYNAMIC 1
-#define LIGHT_BAKE_STATIC 2
+#define LIGHT_BAKE_STATIC 1
+#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 9f8410fd8a..328becbc20 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -567,11 +567,11 @@ void main() {
depth = particle_size - s;
const float EPSILON = 0.001;
normal = mat3(FRAME.colliders[i].transform) *
- normalize(
- vec3(
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
}
} break;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 99714b4504..97c913d489 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -2,7 +2,7 @@
float hash_2d(vec2 p) {
return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
}
float hash_3d(vec3 p) {
@@ -29,8 +29,7 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
(a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp))));
float alpha_hash_threshold =
(lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 8cb56fbc83..97f7e0a6e6 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -6,6 +6,8 @@
#include "scene_forward_clustered_inc.glsl"
+#define SHADER_IS_SRGB false
+
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
@@ -95,7 +97,7 @@ layout(location = 8) out float dp_clip;
#endif
-layout(location = 9) out flat uint instance_index;
+layout(location = 9) out flat uint instance_index_interp;
invariant gl_Position;
@@ -107,13 +109,15 @@ void main() {
color_interp = color_attrib;
#endif
- instance_index = draw_call.instance_index;
+ uint instance_index = draw_call.instance_index;
bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
if (!is_multimesh) {
instance_index += gl_InstanceIndex;
}
+ instance_index_interp = instance_index;
+
mat4 world_matrix = instances.data[instance_index].transform;
mat3 world_normal_matrix;
@@ -247,7 +251,9 @@ void main() {
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = world_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
@@ -286,12 +292,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+#ifdef NORMAL_USED
+ normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -356,6 +363,8 @@ void main() {
#VERSION_DEFINES
+#define SHADER_IS_SRGB false
+
/* Specialization Constants (Toggles) */
layout(constant_id = 0) const bool sc_use_forward_gi = false;
@@ -410,7 +419,7 @@ layout(location = 8) in float dp_clip;
#endif
-layout(location = 9) in flat uint instance_index;
+layout(location = 9) in flat uint instance_index_interp;
//defines to keep compatibility with vertex
@@ -524,14 +533,14 @@ vec4 fog_process(vec3 vertex) {
}
}
- float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+ float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
- if (abs(scene_data.fog_height_density) > 0.001) {
+ if (abs(scene_data.fog_height_density) >= 0.0001) {
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
- float y_dist = scene_data.fog_height - y;
+ float y_dist = y - scene_data.fog_height;
- float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
@@ -564,7 +573,9 @@ void main() {
discard;
#endif
- //lay out everything, whathever is unused is optimized away anyway
+ uint instance_index = instance_index_interp;
+
+ //lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
@@ -593,7 +604,7 @@ void main() {
float ao = 1.0;
float ao_light_affect = 0.0;
- float alpha = 1.0;
+ float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0);
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
@@ -687,7 +698,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
@@ -964,15 +975,15 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1145,7 +1156,7 @@ void main() {
}
#endif // !USE_LIGHTMAP
- if (scene_data.ssao_enabled) {
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
@@ -1215,6 +1226,12 @@ void main() {
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+ vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+ ambient_light *= 1.0 - ssil.a;
+ ambient_light += ssil.rgb * albedo.rgb;
+ }
+
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
@@ -1249,9 +1266,10 @@ void main() {
// LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
- { //directional light
+ { // Directional light.
- // Do shadow and lighting in two passes to reduce register pressure
+ // Do shadow and lighting in two passes to reduce register pressure.
+#ifndef SHADOWS_DISABLED
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1270,21 +1288,21 @@ void main() {
float shadow = 1.0;
- //version with soft shadows, more expensive
if (directional_lights.data[i].shadow_enabled) {
- if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
- float depth_z = -vertex.z;
-
- vec3 shadow_color = vec3(0.0);
- vec3 light_dir = directional_lights.data[i].direction;
+ 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))));
-#define BIAS_FUNC(m_var, m_idx) \
- m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
- normal_bias -= light_dir * dot(light_dir, normal_bias); \
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
m_var.xyz += normal_bias;
- uint blend_index = 0;
+ //version with soft shadows, more expensive
+ if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) {
+ uint blend_count = 0;
+ const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -1299,10 +1317,10 @@ void main() {
float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 1)
@@ -1316,7 +1334,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1324,10 +1342,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -1341,7 +1359,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1349,10 +1367,10 @@ void main() {
shadow = mix(shadow, s, blend);
}
- blend_index++;
+ blend_count++;
}
- if (blend_index < 2) {
+ if (blend_count < blend_max) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -1366,7 +1384,7 @@ void main() {
vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
- if (blend_index == 0) {
+ if (blend_count == 0) {
shadow = s;
} else {
//blend
@@ -1375,21 +1393,9 @@ void main() {
}
}
-#undef BIAS_FUNC
} else { //no soft shadows
- float depth_z = -vertex.z;
-
vec4 pssm_coord;
- 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))));
-
-#define BIAS_FUNC(m_var, m_idx) \
- m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
- vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
- normal_bias -= light_dir * dot(light_dir, normal_bias); \
- m_var.xyz += normal_bias;
-
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
vec4 v = vec4(vertex, 1.0);
@@ -1448,11 +1454,11 @@ void main() {
float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
}
+ }
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
#undef BIAS_FUNC
- }
} // shadows
if (i < 4) {
@@ -1461,6 +1467,7 @@ void main() {
shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
}
}
+#endif // SHADOWS_DISABLED
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
@@ -1523,18 +1530,19 @@ void main() {
#endif
float shadow = 1.0;
-
+#ifndef SHADOWS_DISABLED
if (i < 4) {
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+#endif
blur_shadow(shadow);
float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0;
- light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, 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), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1545,7 +1553,7 @@ void main() {
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1553,9 +1561,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
@@ -1608,7 +1613,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1620,7 +1625,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1628,9 +1632,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
}
@@ -1684,7 +1685,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1696,7 +1697,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1704,9 +1704,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
}
@@ -1723,7 +1720,7 @@ void main() {
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
@@ -1769,7 +1766,11 @@ void main() {
}
}
+#ifdef MOLTENVK_USED
+ imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits
+#else
imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits
+#endif
if (length(emission) > 0.001) {
float lumas[6];
@@ -1909,7 +1910,6 @@ void main() {
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- ;
#endif //MODE_MULTIPLE_RENDER_TARGETS
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 b53bf6a6d4..0f7cd18534 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -68,9 +68,13 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+#define INSTANCE_FLAGS_FADE_SHIFT 24
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2
+
layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
@@ -200,16 +204,15 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float z_far;
float z_near;
- bool ssao_enabled;
+ uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
float roughness_limiter_amount;
float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
-
- vec4 ao_color;
+ float opaque_prepass_threshold;
+ uint roughness_limiter_pad;
mat4 sdf_to_bounds;
@@ -305,19 +308,15 @@ layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {
@@ -327,6 +326,8 @@ voxel_gi_instances;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
+
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
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 f3db4abe3b..d22f936a35 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -73,7 +73,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -84,7 +84,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -92,11 +92,13 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec4 orms_unpacked = unpackUnorm4x8(orms);
+
+ float roughness = orms_unpacked.y;
+ float metallic = orms_unpacked.z;
+
#if defined(LIGHT_CODE_USED)
// light is written by the light shader
@@ -125,9 +127,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
#endif
- float metallic = unpackUnorm4x8(orms).z;
if (metallic < 1.0) {
- float roughness = unpackUnorm4x8(orms).y;
float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
#if defined(DIFFUSE_LAMBERT_WRAP)
@@ -168,7 +168,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
+ diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
#ifdef LIGHT_TRANSMITTANCE_USED
@@ -179,11 +179,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float d = scale * abs(transmittance_z);
float dd = -d * d;
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
#else
@@ -199,7 +199,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif //LIGHT_TRANSMITTANCE_USED
}
- float roughness = unpackUnorm4x8(orms).y;
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
// D
@@ -211,7 +210,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float blinn = pow(cNdotH, shininess);
blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * attenuation * specular_amount * blinn * f0 * unpackUnorm4x8(orms).w;
+ specular_light += light_color * attenuation * specular_amount * blinn * f0 * orms_unpacked.w;
#elif defined(SPECULAR_PHONG)
@@ -221,7 +220,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float phong = pow(cRdotV, shininess);
phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
- specular_light += light_color * attenuation * specular_amount * phong * f0 * unpackUnorm4x8(orms).w;
+ specular_light += light_color * attenuation * specular_amount * phong * f0 * orms_unpacked.w;
#elif defined(SPECULAR_TOON)
@@ -285,7 +284,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif //defined(LIGHT_CODE_USED)
}
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
// Interleaved Gradient Noise
// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
@@ -299,7 +298,7 @@ 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 (sc_directional_soft_shadow_samples == 1) {
+ if (sc_directional_soft_shadow_samples == 0) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -325,7 +324,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float depth = coord.z;
//if only one sample is taken, take it from the center
- if (sc_soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 0) {
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
}
@@ -348,7 +347,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
//if only one sample is taken, take it from the center
- if (sc_soft_shadow_samples == 1) {
+ if (sc_soft_shadow_samples == 0) {
vec2 pos = coord * 0.5 + 0.5;
pos = uv_rect.xy + pos * uv_rect.zw;
return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
@@ -431,7 +430,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex
}
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
float get_omni_attenuation(float distance, float inv_range, float decay) {
float nd = distance * inv_range;
@@ -443,7 +442,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) {
}
float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
if (omni_lights.data[idx].shadow_enabled) {
// there is a shadowmap
vec2 texel_size = scene_data.shadow_atlas_pixel_size;
@@ -575,7 +574,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
return 1.0;
}
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -585,7 +584,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -593,9 +592,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
@@ -701,7 +697,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -712,7 +708,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint, rim_color,
+ rim * omni_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -720,15 +716,12 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
+#ifndef SHADOWS_DISABLED
if (spot_lights.data[idx].shadow_enabled) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
@@ -804,7 +797,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
return shadow;
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
return 1.0;
}
@@ -821,7 +814,7 @@ vec2 normal_to_panorama(vec3 n) {
return panorama_coords;
}
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha,
#ifdef LIGHT_BACKLIGHT_USED
vec3 backlight,
#endif
@@ -831,7 +824,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
+ float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
float clearcoat, float clearcoat_gloss,
@@ -839,9 +832,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
inout vec3 diffuse_light,
inout vec3 specular_light) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
@@ -908,7 +898,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
light_attenuation *= shadow;
- light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -919,7 +909,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint, rim_color,
+ rim * spot_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -927,9 +917,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index c3c4139450..4d6a3b5864 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -7,6 +7,8 @@
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
+#define SHADER_IS_SRGB false
+
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
@@ -259,7 +261,9 @@ void main() {
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = world_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
@@ -300,12 +304,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+#ifdef NORMAL_USED
+ normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -370,6 +375,8 @@ void main() {
#VERSION_DEFINES
+#define SHADER_IS_SRGB false
+
/* Specialization Constants */
#if !defined(MODE_RENDER_DEPTH)
@@ -550,14 +557,14 @@ vec4 fog_process(vec3 vertex) {
}
}
- float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+ float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
- if (abs(scene_data.fog_height_density) > 0.001) {
+ if (abs(scene_data.fog_height_density) >= 0.0001) {
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
- float y_dist = scene_data.fog_height - y;
+ float y_dist = y - scene_data.fog_height;
- float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
@@ -574,7 +581,7 @@ void main() {
discard;
#endif
- //lay out everything, whathever is unused is optimized away anyway
+ //lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
@@ -701,7 +708,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
#endif // USE_OPAQUE_PREPASS
@@ -930,15 +937,15 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
@@ -1046,7 +1053,7 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (!sc_disable_directional_lights) { //directional light
-
+#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1322,6 +1329,8 @@ void main() {
}
}
+#endif // SHADOWS_DISABLED
+
for (uint i = 0; i < 8; i++) {
if (i >= scene_data.directional_light_count) {
break;
@@ -1334,16 +1343,16 @@ void main() {
// We're not doing light transmittence
float shadow = 1.0;
-
+#ifndef SHADOWS_DISABLED
if (i < 4) {
shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
-
+#endif
blur_shadow(shadow);
- 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,
+ 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, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1356,7 +1365,7 @@ void main() {
#endif
*/
#ifdef LIGHT_RIM_USED
- rim, rim_tint, albedo,
+ rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1367,9 +1376,6 @@ void main() {
#ifdef USE_SOFT_SHADOW
directional_lights.data[i].size,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light,
specular_light);
}
@@ -1393,7 +1399,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1407,7 +1413,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1415,9 +1420,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
} //omni lights
@@ -1441,7 +1443,7 @@ void main() {
shadow = blur_shadow(shadow);
- light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha,
#ifdef LIGHT_BACKLIGHT_USED
backlight,
#endif
@@ -1455,7 +1457,6 @@ void main() {
#ifdef LIGHT_RIM_USED
rim,
rim_tint,
- albedo,
#endif
#ifdef LIGHT_CLEARCOAT_USED
clearcoat, clearcoat_gloss,
@@ -1463,9 +1464,6 @@ void main() {
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
diffuse_light, specular_light);
}
} //spot lights
@@ -1481,7 +1479,7 @@ void main() {
#ifdef USE_OPAQUE_PREPASS
- if (alpha < opaque_prepass_threshold) {
+ if (alpha < scene_data.opaque_prepass_threshold) {
discard;
}
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 dd8879acb4..a9a4fce82a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -168,9 +168,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
mediump float roughness_limiter_amount;
mediump float roughness_limiter_limit;
- uvec2 roughness_limiter_pad;
-
- mediump vec4 ao_color;
+ mediump float opaque_prepass_threshold;
+ uint roughness_limiter_pad;
bool fog_enabled;
highp float fog_density;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index 78e0a85341..fde5688301 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -223,7 +223,6 @@ void main() {
blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
}
}
-
final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index 4d9fa85a74..f6ec249b5e 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -102,7 +102,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
@@ -135,7 +135,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
index ee0db6a6f0..bdabc146d8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
@@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_
layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
+#ifdef GENERATE_FULL_MIPS
+layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4;
+#endif
#endif
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
@@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+#ifndef GENERATE_FULL_MIPS
+ }
+#else
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
}
+ still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ }
+#endif
}
#else
#ifndef USE_HALF_BUFFERS
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 6e945edfcd..18cab75c3b 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -23,8 +23,6 @@
#VERSION_DEFINES
-#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
-
#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
@@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSAO_MAX_TAPS 32
-#define SSAO_MAX_REF_TAPS 512
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
#define SSAO_DEPTH_MIP_LEVELS 4
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index d9cd2b4e85..b154f5e527 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -128,19 +128,19 @@ void main() {
#ifdef MODE_NON_SMART
- vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
+ vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy;
vec4 vals;
- vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
- vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
- vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
- vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
+ vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x;
+ vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x;
+ vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x;
+ vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x;
- vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
+ vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y);
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 687fe1e6e2..23eba34d63 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -26,7 +26,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef GENERATE_MAP
-layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D source_importance;
#endif
@@ -56,11 +56,10 @@ void main() {
vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
- float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
for (int i = 0; i < 4; i++) {
- vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
+ vec4 vals = textureGather(source_texture, vec3(base_uv, i));
// apply the same modifications that would have been applied in the main shader
vals = params.intensity * vals;
@@ -69,8 +68,6 @@ void main() {
vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
- avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
-
maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
}
diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl
new file mode 100644
index 0000000000..d1f8f42790
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil.glsl
@@ -0,0 +1,444 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define SSIL_MAIN_DISK_SAMPLE_COUNT (32)
+const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = {
+ vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
+ vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
+ vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
+ vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
+ vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
+ vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
+ vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
+ vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
+};
+
+// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
+// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
+const int num_taps[5] = { 3, 5, 12, 0, 0 };
+
+#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
+#define SSIL_TILT_SAMPLES_AMOUNT (0.4)
+//
+#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
+#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
+//
+#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2)
+#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
+//
+// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
+// testing purposes, it will not yield performance gains (or correct results)
+#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
+//
+#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
+
+#define SSIL_MAX_TAPS 32
+#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5
+#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT)
+#define SSIL_DEPTH_MIP_LEVELS 4
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
+layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
+layout(set = 0, binding = 2) uniform Constants { //get into a lower set
+ vec4 rotation_matrices[20];
+}
+constants;
+
+#ifdef ADAPTIVE
+layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil;
+layout(set = 1, binding = 1) uniform sampler2D source_importance;
+layout(set = 1, binding = 2, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image;
+
+layout(set = 3, binding = 0) uniform sampler2D last_frame;
+layout(set = 3, binding = 1) uniform ProjectionConstants {
+ mat4 reprojection;
+}
+projection_constants;
+
+layout(push_constant, binding = 3, std430) uniform Params {
+ ivec2 screen_size;
+ int pass;
+ int quality;
+
+ vec2 half_screen_pixel_size;
+ vec2 half_screen_pixel_size_x025;
+
+ vec2 NDC_to_view_mul;
+ vec2 NDC_to_view_add;
+
+ vec2 pad2;
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ ivec2 pass_coord_offset;
+ vec2 pass_uv_offset;
+}
+params;
+
+float pack_edges(vec4 p_edgesLRTB) {
+ p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
+ return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
+}
+
+vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
+ if (params.is_orthogonal) {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
+ } else {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
+ }
+}
+
+// calculate effect radius and fit our screen sampling pattern inside it
+void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
+ r_radius = params.radius;
+
+ // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
+ const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
+
+ r_radius *= too_close_limit;
+
+ // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
+ r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
+
+ // used to calculate falloff (both for AO samples and per-sample weights)
+ r_fallof_sq = -1.0 / (r_radius * r_radius);
+}
+
+vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
+ // slope-sensitive depth-based edge detection
+ vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
+ vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
+ edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
+ return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
+}
+
+vec3 decode_normal(vec3 p_encoded_normal) {
+ vec3 normal = p_encoded_normal * 2.0 - 1.0;
+ return normal;
+}
+
+vec3 load_normal(ivec2 p_pos) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+// all vectors in viewspace
+float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
+ float length_sq = dot(p_hit_delta, p_hit_delta);
+ float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
+
+ float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
+
+ return max(0, NdotD - 0.05) * falloff_mult;
+}
+
+void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
+ // get depth at sample
+ float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
+ vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size)));
+
+ // convert to viewspace
+ vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z);
+ vec3 hit_delta = hit_pos - p_pix_center_pos;
+
+ float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
+ float weight = 1.0;
+
+ if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
+ float reduct = max(0, -hit_delta.z);
+ reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
+ weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT);
+ }
+
+ // Translate sampling_uv to last screen's coordinates
+ const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0);
+ vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5;
+
+ weight *= p_weight_mod;
+
+ r_obscurance_sum += obscurance * weight;
+
+ vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb;
+ // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114)));
+ r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount);
+ r_weight_sum += weight;
+}
+
+void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
+ vec2 sample_offset;
+ float sample_pow_2_len;
+
+ // patterns
+ {
+ vec4 new_sample = sample_pattern[p_tap_index];
+ sample_offset = new_sample.xy * p_rot_scale;
+ sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
+ p_weight_mod *= new_sample.z;
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ sample_offset = round(sample_offset);
+
+ // calculate MIP based on the sample distance from the centre, similar to as described
+ // in http://graphics.cs.williams.edu/papers/SAOHPG12/.
+ float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
+
+ vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+
+ // for the second tap, just use the mirrored offset
+ vec2 sample_offset_mirrored_uv = -sample_offset;
+
+ // tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
+ float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
+ sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
+ sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+}
+
+void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
+ vec2 pos_rounded = trunc(p_pos);
+ uvec2 upos = uvec2(pos_rounded);
+
+ const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
+ float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
+
+ vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
+ vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
+
+ // get this pixel's viewspace depth
+ pix_z = valuesUL.y;
+
+ // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ pix_left_z = valuesUL.x;
+ pix_top_z = valuesUL.z;
+ pix_right_z = valuesBR.z;
+ pix_bottom_z = valuesBR.x;
+
+ vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
+ vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
+
+ // Load this pixel's viewspace normal
+ uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
+ vec3 pixel_normal = load_normal(ivec2(full_res_coord));
+
+ const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
+
+ float pixel_lookup_radius;
+ float fallof_sq;
+
+ // calculate effect radius and fit our screen sampling pattern inside it
+ float viewspace_radius;
+ calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
+
+ // calculate samples rotation/scaling
+ mat2 rot_scale_matrix;
+ uint pseudo_random_index;
+
+ {
+ vec4 rotation_scale;
+ // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
+ if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
+ float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
+ near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
+ pixel_lookup_radius *= near_screen_border;
+ }
+
+ // load & update pseudo-random rotation matrix
+ pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
+ rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
+ rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
+ }
+
+ // the main obscurance & sample weight storage
+ vec3 color_sum = vec3(0.0);
+ float obscurance_sum = 0.0;
+ float weight_sum = 0.0;
+
+ // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
+
+ // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
+ pix_center_pos *= 0.9992;
+
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
+ }
+
+ const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET;
+ float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
+
+ // Used to tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
+ float norm_xy_length = length(norm_xy);
+ norm_xy /= vec2(norm_xy_length, -norm_xy_length);
+ norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT;
+
+ // standard, non-adaptive approach
+ if ((p_quality_level != 3) || p_adaptive_base) {
+ for (int i = 0; i < number_of_taps; i++) {
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
+ }
+ }
+#ifdef ADAPTIVE
+ else {
+ // add new ones if needed
+ vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
+ float importance = textureLod(source_importance, full_res_uv, 0.0).x;
+
+ //Need to store obscurance from base pass
+ // load existing base values
+ vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass));
+ weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0);
+ color_sum += (base_values.rgb) * weight_sum;
+ obscurance_sum += (base_values.a) * weight_sum;
+
+ // increase importance around edges
+ float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
+
+ float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
+
+ float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
+ importance *= importance_limiter;
+
+ float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
+
+ const float blend_range = 3.0;
+ const float blend_range_inv = 1.0 / blend_range;
+
+ additional_sample_count += 0.5;
+ uint additional_samples = uint(additional_sample_count);
+ uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT);
+
+ for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
+ additional_sample_count -= 1.0f;
+ float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
+ }
+ }
+#endif
+
+ // Early out for adaptive base
+ if (p_adaptive_base) {
+ vec3 color = color_sum / weight_sum;
+
+ r_color = color;
+ r_edges = vec4(0.0);
+ r_obscurance = obscurance_sum / weight_sum;
+ r_weight = weight_sum;
+ return;
+ }
+
+ // Calculate weighted average
+ vec3 color = color_sum / weight_sum;
+ color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114));
+
+ // Calculate fadeout (1 close, gradient, 0 far)
+ float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
+
+ // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
+ float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
+
+ fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
+ }
+
+ color = params.intensity * color;
+
+ color *= fade_out;
+
+ // outputs!
+ r_color = color;
+ r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
+ r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0);
+ r_weight = weight_sum;
+}
+
+void main() {
+ vec3 out_color;
+ float out_obscurance;
+ float out_weight;
+ vec4 out_edges;
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
+#ifdef SSIL_BASE
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true);
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0)));
+#else
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges)));
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
new file mode 100644
index 0000000000..11861e261f
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
@@ -0,0 +1,124 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssil;
+
+layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float edge_sharpness;
+ float pad;
+ vec2 half_screen_pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
+}
+
+void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) {
+ float weight = p_edge_value;
+
+ r_sum += (weight * p_ssil_value);
+ r_sum_weight += weight;
+}
+
+#ifdef MODE_WIDE
+vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) {
+ vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0));
+ vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2));
+ vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0));
+ vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2));
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r);
+ edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y;
+ edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w;
+ edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x;
+ edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z;
+
+ float sum_weight = 0.8;
+ vec4 sum = ssil_value * sum_weight;
+
+ add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight);
+ add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+#ifdef MODE_SMART
+vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) {
+ vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0));
+ vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1));
+ vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0));
+ vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1));
+
+ float packed_edges = imageLoad(source_edges, p_pos).r;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+
+ float sum_weight = 0.5;
+ vec4 sum = vC * sum_weight;
+
+ add_sample(vL, edgesLRTB.x, sum, sum_weight);
+ add_sample(vR, edgesLRTB.y, sum, sum_weight);
+ add_sample(vT, edgesLRTB.z, sum, sum_weight);
+ add_sample(vB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ vec4 ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_NON_SMART
+
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
+
+ vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
+
+ vec4 centre = textureLod(source_ssil, uv, 0.0);
+
+ vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
+
+ vec4 sampled = value + centre * 0.2;
+
+#else
+#ifdef MODE_SMART
+ vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#else // MODE_WIDE
+ vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#endif
+#endif // MODE_NON_SMART
+ imageStore(dest_image, ssC, sampled);
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
new file mode 100644
index 0000000000..815aa55fd4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
@@ -0,0 +1,124 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef GENERATE_MAP
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
+#else
+layout(set = 0, binding = 0) uniform sampler2D source_importance;
+#endif
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifdef PROCESS_MAPB
+layout(set = 2, binding = 0, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 half_screen_pixel_size;
+ float intensity;
+ float pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef GENERATE_MAP
+ // importance map stuff
+ uvec2 base_position = ssC * 2;
+
+ float avg = 0.0;
+ float minV = 1.0;
+ float maxV = 0.0;
+ for (int i = 0; i < 4; i++) {
+ vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity;
+ vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity;
+ vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity;
+ vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity;
+
+ // Calculate luminance (black and white value)
+ float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721));
+ float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721));
+ float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721));
+ float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721));
+
+ maxV = max(maxV, max(max(a, b), max(c, d)));
+ minV = min(minV, min(min(a, b), min(c, d)));
+ }
+
+ float min_max_diff = maxV - minV;
+
+ imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6)));
+#endif
+
+#ifdef PROCESS_MAPA
+ vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+#endif
+
+#ifdef PROCESS_MAPB
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+
+ // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
+ uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
+
+ // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
+ if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
+ atomicAdd(counter.sum, sum);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
new file mode 100644
index 0000000000..8a7a5ae4fd
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
@@ -0,0 +1,102 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float inv_sharpness;
+ uint size_modifier;
+ vec2 pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
+}
+
+void main() {
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_SMART
+ uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = int(pix_pos.x % 2);
+ int my = int(pix_pos.y % 2);
+ int index_center = mx + my * 2; // center index
+ int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
+
+ vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r);
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+ vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
+ vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0);
+ vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0);
+ vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0);
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
+ color += color_horizontal * blendWeights.y;
+ color += color_vertical * blendWeights.z;
+ color += color_diagonal * blendWeights.w;
+ color /= blendWeightsSum;
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color);
+#else // !MODE_SMART
+
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+#ifdef MODE_HALF
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + d) * 0.5;
+
+#else
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0);
+ vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + b + c + d) * 0.25;
+
+#endif
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 1ce3e04421..948c6e1e39 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -140,7 +140,7 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
@@ -341,14 +341,14 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
- (0.25 * FXAA_REDUCE_MUL),
+ (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) *
- params.pixel_size;
+ params.pixel_size;
#ifdef MULTIVIEW
vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index f2010222e5..181d3b272f 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -4,219 +4,103 @@
#VERSION_DEFINES
-/* Do not use subgroups here, seems there is not much advantage and causes glitches
-#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
-#extension GL_KHR_shader_subgroup_ballot: enable
-#extension GL_KHR_shader_subgroup_arithmetic: enable
-
-#define USE_SUBGROUPS
-#endif
-*/
-
-#if defined(MODE_FOG) || defined(MODE_FILTER)
-
-layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
-#endif
-
-#if defined(MODE_DENSITY)
-
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-#endif
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+#define DENSITY_SCALE 1024.0
#include "cluster_data_inc.glsl"
#include "light_data_inc.glsl"
#define M_PI 3.14159265359
-layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
-layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
-
-layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
- LightData data[];
-}
-omni_lights;
-
-layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
- LightData data[];
-}
-spot_lights;
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
-layout(set = 0, binding = 5, std140) uniform DirectionalLights {
- DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
}
-directional_lights;
-
-layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
- uint data[];
-}
-cluster_buffer;
-
-layout(set = 0, binding = 7) uniform sampler linear_sampler;
-
-#ifdef MODE_DENSITY
-layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
-#endif
-
-#ifdef MODE_FOG
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
-#endif
-
-#ifdef MODE_FILTER
-layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
-layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
-#endif
-
-layout(set = 0, binding = 10) uniform sampler shadow_sampler;
-
-#define MAX_VOXEL_GI_INSTANCES 8
-
-struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+global_variables;
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
-
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
-};
-
-layout(set = 0, binding = 11, std140) uniform VoxelGIs {
- VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
-}
-voxel_gi_instances;
-
-layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-
-layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
-
-#ifdef ENABLE_SDFGI
-
-// SDFGI Integration on set 1
-#define SDFGI_MAX_CASCADES 8
-
-struct SDFVoxelGICascadeData {
+layout(push_constant, binding = 0, std430) uniform Params {
vec3 position;
- float to_probe;
- ivec3 probe_world_offset;
- float to_cell; // 1/bounds * grid_size
-};
-
-layout(set = 1, binding = 0, std140) uniform SDFGI {
- vec3 grid_size;
- uint max_cascades;
-
- bool use_occlusion;
- int probe_axis_size;
- float probe_to_uvw;
- float normal_bias;
+ float pad;
- vec3 lightprobe_tex_pixel_size;
- float energy;
+ vec3 extents;
+ float pad2;
- vec3 lightprobe_uv_offset;
- float y_mult;
+ ivec3 corner;
+ uint shape;
- vec3 occlusion_clamp;
- uint pad3;
-
- vec3 occlusion_renormalize;
- uint pad4;
-
- vec3 cascade_probe_size;
- uint pad5;
-
- SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
+ mat4 transform;
}
-sdfgi;
-
-layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
-
-layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+params;
-#endif //SDFGI
+#ifdef MOLTENVK_USED
+layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer {
+ uint emissive_only_map[];
+};
+#else
+layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map;
+#endif
-layout(set = 0, binding = 14, std140) uniform Params {
+layout(set = 1, binding = 2, std140) uniform SceneParams {
vec2 fog_frustum_size_begin;
vec2 fog_frustum_size_end;
float fog_frustum_end;
- float z_near;
- float z_far;
- int filter_axis;
+ float z_near; //
+ float z_far; //
+ float time;
ivec3 fog_volume_size;
- uint directional_light_count;
-
- vec3 light_color;
- float base_density;
-
- float detail_spread;
- float gi_inject;
- uint max_voxel_gi_instances;
- uint cluster_type_size;
+ uint directional_light_count; //
- vec2 screen_size;
- uint cluster_shift;
- uint cluster_width;
-
- uint max_cluster_element_count_div_32;
bool use_temporal_reprojection;
uint temporal_frame;
+ float detail_spread;
float temporal_blend;
- mat3x4 cam_rotation;
mat4 to_prev_view;
+ mat4 transform;
}
-params;
-
-layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+scene_params;
-float get_depth_at_pos(float cell_depth_size, int z) {
- float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
- d = pow(d, params.detail_spread);
- return params.fog_frustum_end * d;
-}
-
-vec3 hash3f(uvec3 x) {
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = ((x >> 16) ^ x) * 0x45d9f3b;
- x = (x >> 16) ^ x;
- return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
-}
-
-float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
-}
+#ifdef MOLTENVK_USED
+layout(set = 1, binding = 3) volatile buffer density_only_map_buffer {
+ uint density_only_map[];
+};
+layout(set = 1, binding = 4) volatile buffer light_only_map_buffer {
+ uint light_only_map[];
+};
+#else
+layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map;
+layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map;
+#endif
-void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
- uint item_min_max = cluster_buffer.data[p_offset];
- item_min = item_min_max & 0xFFFF;
- item_max = item_min_max >> 16;
- ;
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
+#MATERIAL_UNIFORMS
+} material;
+#endif
- item_from = item_min >> 5;
- item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
-}
+#GLOBALS
-uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
- int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
- int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
- return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, scene_params.detail_spread);
+ return scene_params.fog_frustum_end * d;
}
#define TEMPORAL_FRAMES 16
@@ -240,464 +124,167 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
vec3(0.03125, 0.59259259, 0.32));
void main() {
- vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+ vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size);
-#ifdef MODE_DENSITY
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner;
+ if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) {
return; //do not compute
}
+#ifdef MOLTENVK_USED
+ uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x;
+#endif
vec3 posf = vec3(pos);
- //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
-
vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
-
- uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
- uvec2 cluster_pos = screen_pos >> params.cluster_shift;
- uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
- //positions in screen are too spread apart, no hopes for optimizing with subgroups
-
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+ fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
vec3 view_pos;
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
- vec4 reprojected_density = vec4(0.0);
- float reproject_amount = 0.0;
-
- if (params.use_temporal_reprojection) {
- vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ if (scene_params.use_temporal_reprojection) {
+ vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz;
//undo transform into prev view
prev_view.y = -prev_view.y;
//z back to unit size
- prev_view.z /= -params.fog_frustum_end;
+ prev_view.z /= -scene_params.fog_frustum_end;
//xy back to unit size
- prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z));
prev_view.xy = prev_view.xy * 0.5 + 0.5;
//z back to unspread value
- prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+ prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread);
if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
//reprojectinon fits
-
- reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
- reproject_amount = params.temporal_blend;
-
// Since we can reproject, now we must jitter the current view pos.
// This is done here because cells that can't reproject should not jitter.
- fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
-
- screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
- cluster_pos = screen_pos >> params.cluster_shift;
- cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
- //positions in screen are too spread apart, no hopes for optimizing with subgroups
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table
+ fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread);
- fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
-
- view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
- view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z;
view_pos.y = -view_pos.y;
}
}
- uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
-
- vec3 total_light = params.light_color;
+ float density = 0.0;
+ vec3 emission = vec3(0.0);
+ vec3 albedo = vec3(0.0);
- float total_density = params.base_density;
float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
- //compute directional lights
-
- for (uint i = 0; i < params.directional_light_count; i++) {
- vec3 shadow_attenuation = vec3(1.0);
-
- if (directional_lights.data[i].shadow_enabled) {
- float depth_z = -view_pos.z;
-
- vec4 pssm_coord;
- vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
- vec3 light_dir = directional_lights.data[i].direction;
- vec4 v = vec4(view_pos, 1.0);
- float z_range;
-
- if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.x;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.y;
-
- } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.z;
-
- } else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
- pssm_coord /= pssm_coord.w;
- z_range = directional_lights.data[i].shadow_z_range.w;
- }
-
- float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
- float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
-
- /*
- //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord);
- float shadow = 0.0;
- for(float xi=-1;xi<=1;xi++) {
- for(float yi=-1;yi<=1;yi++) {
- vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size;
- shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0));
- }
-
- }
-
- shadow /= 3.0 * 3.0;
-*/
- shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
-
- shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
- }
-
- total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI;
+ vec4 world = scene_params.transform * vec4(view_pos, 1.0);
+ world.xyz /= world.w;
+
+ vec3 uvw = fog_unit_pos;
+
+ vec4 local_pos = params.transform * world;
+ local_pos.xyz /= local_pos.w;
+
+ float sdf = -1.0;
+ if (params.shape == 0) {
+ //Ellipsoid
+ // https://www.shadertoy.com/view/tdS3DG
+ float k0 = length(local_pos.xyz / params.extents);
+ float k1 = length(local_pos.xyz / (params.extents * params.extents));
+ sdf = k0 * (k0 - 1.0) / k1;
+ } else if (params.shape == 1) {
+ // Box
+ // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
+ vec3 q = abs(local_pos.xyz) - params.extents;
+ sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
- //compute lights from cluster
-
- { //omni lights
-
- uint cluster_omni_offset = cluster_offset;
-
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
-
- cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
-
-#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+ float cull_mask = 1.0; //used to cull cells that do not contribute
+ if (params.shape <= 1) {
+#ifndef SDF_USED
+ cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
#endif
+ uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0);
+ }
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_omni_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
-#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+ if (cull_mask > 0.0) {
+ {
+#CODE : FOG
+ }
+
+#ifdef DENSITY_USED
+ density *= cull_mask;
+ if (abs(density) > 0.001) {
+ int final_density = int(density * DENSITY_SCALE);
+#ifdef MOLTENVK_USED
+ atomicAdd(density_only_map[lpos], uint(final_density));
#else
- uint merged_mask = mask;
+ imageAtomicAdd(density_only_map, pos, uint(final_density));
#endif
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
-#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
+#ifdef EMISSION_USED
+ {
+ emission *= clamp(density, 0.0, 1.0);
+ emission = clamp(emission, vec3(0.0), vec3(4.0));
+ // Scale to fit into R11G11B10 with a range of 0-4
+ uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0);
+ // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
+ uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b;
+#ifdef MOLTENVK_USED
+ uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission);
+#else
+ uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission);
#endif
- uint light_index = 32 * i + bit;
-
- //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
- // continue; //not masked
- //}
-
- vec3 light_pos = omni_lights.data[light_index].position;
- float d = distance(omni_lights.data[light_index].position, view_pos);
- float shadow_attenuation = 1.0;
-
- if (d * omni_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
-
- vec3 light = omni_lights.data[light_index].color / M_PI;
-
- if (omni_lights.data[light_index].shadow_enabled) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (omni_lights.data[light_index].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[light_index].atlas_rect;
+ // Adding can lead to colors overflowing, so validate
+ uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024);
+ uint add_emission = final_emission + prev_emission;
+ uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024);
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+ bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u);
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[light_index].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
-
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
- }
- total_light += light * attenuation * shadow_attenuation;
+ if (any(overflowing)) {
+ uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
+ uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+#ifdef MOLTENVK_USED
+ atomicOr(emissive_only_map[lpos], force_max);
+#else
+ imageAtomicOr(emissive_only_map, pos, force_max);
+#endif
}
}
- }
- }
-
- { //spot lights
-
- uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
-
- uint item_min;
- uint item_max;
- uint item_from;
- uint item_to;
-
- cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
-
-#ifdef USE_SUBGROUPS
- item_from = subgroupBroadcastFirst(subgroupMin(item_from));
- item_to = subgroupBroadcastFirst(subgroupMax(item_to));
#endif
-
- for (uint i = item_from; i < item_to; i++) {
- uint mask = cluster_buffer.data[cluster_spot_offset + i];
- mask &= cluster_get_range_clip_mask(i, item_min, item_max);
-#ifdef USE_SUBGROUPS
- uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#ifdef ALBEDO_USED
+ {
+ vec3 scattering = albedo * clamp(density, 0.0, 1.0);
+ scattering = clamp(scattering, vec3(0.0), vec3(1.0));
+ uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0);
+ // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint
+ uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b;
+#ifdef MOLTENVK_USED
+ uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering);
#else
- uint merged_mask = mask;
-#endif
-
- while (merged_mask != 0) {
- uint bit = findMSB(merged_mask);
- merged_mask &= ~(1 << bit);
-#ifdef USE_SUBGROUPS
- if (((1 << bit) & mask) == 0) { //do not process if not originally here
- continue;
- }
+ uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering);
#endif
- //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
- // continue; //not masked
- //}
-
- uint light_index = 32 * i + bit;
-
- vec3 light_pos = spot_lights.data[light_index].position;
- vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
- float d = length(light_rel_vec);
- float shadow_attenuation = 1.0;
-
- if (d * spot_lights.data[light_index].inv_radius < 1.0) {
- float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
-
- vec3 spot_dir = spot_lights.data[light_index].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
- attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
-
- vec3 light = spot_lights.data[light_index].color / M_PI;
-
- if (spot_lights.data[light_index].shadow_enabled) {
- //has shadow
- vec4 v = vec4(view_pos, 1.0);
-
- vec4 splane = (spot_lights.data[light_index].shadow_matrix * v);
- splane /= splane.w;
-
- float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r;
-
- shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
- }
-
- total_light += light * attenuation * shadow_attenuation;
- }
- }
- }
- }
-
- vec3 world_pos = mat3(params.cam_rotation) * view_pos;
-
- for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
- vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
-
- //this causes corrupted pixels, i have no idea why..
- if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
- position /= voxel_gi_instances.data[i].bounds;
-
- vec4 light = vec4(0.0);
- for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
- vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
- float a = (1.0 - light.a);
- light += a * slight;
- }
-
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
-
- total_light += light.rgb;
- }
- }
-
- //sdfgi
-#ifdef ENABLE_SDFGI
+ // Adding can lead to colors overflowing, so validate
+ uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024);
+ uint add_scattering = final_scattering + prev_scattering;
+ uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024);
- {
- float blend = -1.0;
- vec3 ambient_total = vec3(0.0);
+ bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u);
- for (uint i = 0; i < sdfgi.max_cascades; i++) {
- vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
-
- if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
- continue; //skip cascade
- }
-
- vec3 base_pos = floor(cascade_pos);
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 ambient_accum = vec4(0.0);
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z;
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(i);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
+ if (any(overflowing)) {
+ uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing);
+ uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b;
+#ifdef MOLTENVK_USED
+ atomicOr(light_only_map[lpos], force_max);
+#else
+ imageAtomicOr(light_only_map, pos, force_max);
+#endif
}
-
- // Compute ambient texture position
-
- ivec3 uvw = tex_pos;
- uvw.xy += offset.xy;
- uvw.x += offset.z * sdfgi.probe_axis_size;
-
- vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
-
- ambient_accum.rgb += ambient * weight;
- ambient_accum.a += weight;
- }
-
- if (ambient_accum.a > 0) {
- ambient_accum.rgb /= ambient_accum.a;
}
- ambient_total = ambient_accum.rgb;
- break;
+#endif // ALBEDO_USED
}
-
- total_light += ambient_total * params.gi_inject;
+#endif // DENSITY_USED
}
-
-#endif
-
- vec4 final_density = vec4(total_light, total_density);
-
- final_density = mix(final_density, reprojected_density, reproject_amount);
-
- imageStore(density_map, pos, final_density);
-#endif
-
-#ifdef MODE_FOG
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
-
- if (any(greaterThanEqual(pos, params.fog_volume_size))) {
- return; //do not compute
- }
-
- vec4 fog_accum = vec4(0.0);
- float prev_z = 0.0;
-
- float t = 1.0;
-
- for (int i = 0; i < params.fog_volume_size.z; i++) {
- //compute fog position
- ivec3 fog_pos = pos + ivec3(0, 0, i);
- //get fog value
- vec4 fog = imageLoad(density_map, fog_pos);
-
- //get depth at cell pos
- float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previous pos
- float d = abs(prev_z - z);
- //compute exinction based on beer's
- float extinction = t * exp(-d * fog.a);
- //compute alpha based on different of extinctions
- float alpha = t - extinction;
- //update extinction
- t = extinction;
-
- fog_accum += vec4(fog.rgb * alpha, alpha);
- prev_z = z;
-
- vec4 fog_value;
-
- if (fog_accum.a > 0.0) {
- fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t);
- } else {
- fog_value = vec4(0.0);
- }
-
- imageStore(fog_map, fog_pos, fog_value);
- }
-
-#endif
-
-#ifdef MODE_FILTER
-
- ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
-
- const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
-
- const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
- ivec3 offset = filter_dir[params.filter_axis];
-
- vec4 accum = vec4(0.0);
- for (int i = -3; i <= 3; i++) {
- accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
- }
-
- imageStore(dest_map, pos, accum);
-
-#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
new file mode 100644
index 0000000000..7c8d4f7f99
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -0,0 +1,785 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Do not use subgroups here, seems there is not much advantage and causes glitches
+#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
+#extension GL_KHR_shader_subgroup_ballot: enable
+#extension GL_KHR_shader_subgroup_arithmetic: enable
+
+#define USE_SUBGROUPS
+#endif
+*/
+
+#ifdef MODE_DENSITY
+layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
+#else
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+#endif
+
+#include "cluster_data_inc.glsl"
+#include "light_data_inc.glsl"
+
+#define M_PI 3.14159265359
+
+#define DENSITY_SCALE 1024.0
+
+layout(set = 0, binding = 1) uniform texture2D shadow_atlas;
+layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas;
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer {
+ uint data[];
+}
+cluster_buffer;
+
+layout(set = 0, binding = 7) uniform sampler linear_sampler;
+
+#ifdef MODE_DENSITY
+layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused
+#endif
+
+#ifdef MODE_FOG
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map;
+#endif
+
+#ifdef MODE_COPY
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+#ifdef MODE_FILTER
+layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map;
+layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map;
+#endif
+
+layout(set = 0, binding = 10) uniform sampler shadow_sampler;
+
+#define MAX_VOXEL_GI_INSTANCES 8
+
+struct VoxelGIData {
+ mat4 xform; // 64 - 64
+
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
+
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
+};
+
+layout(set = 0, binding = 11, std140) uniform VoxelGIs {
+ VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
+}
+voxel_gi_instances;
+
+layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
+
+layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps;
+
+#ifdef ENABLE_SDFGI
+
+// SDFGI Integration on set 1
+#define SDFGI_MAX_CASCADES 8
+
+struct SDFVoxelGICascadeData {
+ vec3 position;
+ float to_probe;
+ ivec3 probe_world_offset;
+ float to_cell; // 1/bounds * grid_size
+};
+
+layout(set = 1, binding = 0, std140) uniform SDFGI {
+ vec3 grid_size;
+ uint max_cascades;
+
+ bool use_occlusion;
+ int probe_axis_size;
+ float probe_to_uvw;
+ float normal_bias;
+
+ vec3 lightprobe_tex_pixel_size;
+ float energy;
+
+ vec3 lightprobe_uv_offset;
+ float y_mult;
+
+ vec3 occlusion_clamp;
+ uint pad3;
+
+ vec3 occlusion_renormalize;
+ uint pad4;
+
+ vec3 cascade_probe_size;
+ uint pad5;
+
+ SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
+}
+sdfgi;
+
+layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture;
+
+layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture;
+
+#endif //SDFGI
+
+layout(set = 0, binding = 14, std140) uniform Params {
+ vec2 fog_frustum_size_begin;
+ vec2 fog_frustum_size_end;
+
+ float fog_frustum_end;
+ float ambient_inject;
+ float z_far;
+ int filter_axis;
+
+ vec3 ambient_color;
+ float sky_contribution;
+
+ ivec3 fog_volume_size;
+ uint directional_light_count;
+
+ vec3 base_emission;
+ float base_density;
+
+ vec3 base_scattering;
+ float phase_g;
+
+ float detail_spread;
+ float gi_inject;
+ uint max_voxel_gi_instances;
+ uint cluster_type_size;
+
+ vec2 screen_size;
+ uint cluster_shift;
+ uint cluster_width;
+
+ uint max_cluster_element_count_div_32;
+ bool use_temporal_reprojection;
+ uint temporal_frame;
+ float temporal_blend;
+
+ mat3x4 cam_rotation;
+ mat4 to_prev_view;
+
+ mat3 radiance_inverse_xform;
+}
+params;
+#ifndef MODE_COPY
+layout(set = 0, binding = 15) uniform texture3D prev_density_texture;
+
+#ifdef MOLTENVK_USED
+layout(set = 0, binding = 16) buffer density_only_map_buffer {
+ uint density_only_map[];
+};
+layout(set = 0, binding = 17) buffer light_only_map_buffer {
+ uint light_only_map[];
+};
+layout(set = 0, binding = 18) buffer emissive_only_map_buffer {
+ uint emissive_only_map[];
+};
+#else
+layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map;
+layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map;
+layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map;
+#endif
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+layout(set = 0, binding = 19) uniform textureCubeArray sky_texture;
+#else
+layout(set = 0, binding = 19) uniform textureCube sky_texture;
+#endif
+#endif // MODE_COPY
+
+float get_depth_at_pos(float cell_depth_size, int z) {
+ float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels
+ d = pow(d, params.detail_spread);
+ return params.fog_frustum_end * d;
+}
+
+vec3 hash3f(uvec3 x) {
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = ((x >> 16) ^ x) * 0x45d9f3b;
+ x = (x >> 16) ^ x;
+ return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF));
+}
+
+float get_omni_attenuation(float dist, float inv_range, float decay) {
+ float nd = dist * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(dist, 0.0001), -decay);
+}
+
+void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) {
+ uint item_min_max = cluster_buffer.data[p_offset];
+ item_min = item_min_max & 0xFFFF;
+ item_max = item_min_max >> 16;
+ ;
+
+ item_from = item_min >> 5;
+ item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements
+}
+
+uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
+ int local_min = clamp(int(z_min) - int(i) * 32, 0, 31);
+ int mask_width = min(int(z_max) - int(z_min), 32 - local_min);
+ return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
+}
+
+float henyey_greenstein(float cos_theta, float g) {
+ const float k = 0.0795774715459; // 1 / (4 * PI)
+ return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));
+}
+
+#define TEMPORAL_FRAMES 16
+
+const vec3 halton_map[TEMPORAL_FRAMES] = vec3[](
+ vec3(0.5, 0.33333333, 0.2),
+ vec3(0.25, 0.66666667, 0.4),
+ vec3(0.75, 0.11111111, 0.6),
+ vec3(0.125, 0.44444444, 0.8),
+ vec3(0.625, 0.77777778, 0.04),
+ vec3(0.375, 0.22222222, 0.24),
+ vec3(0.875, 0.55555556, 0.44),
+ vec3(0.0625, 0.88888889, 0.64),
+ vec3(0.5625, 0.03703704, 0.84),
+ vec3(0.3125, 0.37037037, 0.08),
+ vec3(0.8125, 0.7037037, 0.28),
+ vec3(0.1875, 0.14814815, 0.48),
+ vec3(0.6875, 0.48148148, 0.68),
+ vec3(0.4375, 0.81481481, 0.88),
+ vec3(0.9375, 0.25925926, 0.12),
+ vec3(0.03125, 0.59259259, 0.32));
+
+void main() {
+ vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size);
+
+#ifdef MODE_DENSITY
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+#ifdef MOLTENVK_USED
+ uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x;
+#endif
+
+ vec3 posf = vec3(pos);
+
+ //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0;
+
+ vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels
+
+ uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ uvec2 cluster_pos = screen_pos >> params.cluster_shift;
+ uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ vec3 view_pos;
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+
+ vec4 reprojected_density = vec4(0.0);
+ float reproject_amount = 0.0;
+
+ if (params.use_temporal_reprojection) {
+ vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz;
+ //undo transform into prev view
+ prev_view.y = -prev_view.y;
+ //z back to unit size
+ prev_view.z /= -params.fog_frustum_end;
+ //xy back to unit size
+ prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z));
+ prev_view.xy = prev_view.xy * 0.5 + 0.5;
+ //z back to unspread value
+ prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread);
+
+ if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) {
+ //reprojectinon fits
+
+ reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0);
+ reproject_amount = params.temporal_blend;
+
+ // Since we can reproject, now we must jitter the current view pos.
+ // This is done here because cells that can't reproject should not jitter.
+
+ fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table
+
+ screen_pos = uvec2(fog_unit_pos.xy * params.screen_size);
+ cluster_pos = screen_pos >> params.cluster_shift;
+ cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32);
+ //positions in screen are too spread apart, no hopes for optimizing with subgroups
+
+ fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread);
+
+ view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z));
+ view_pos.z = -params.fog_frustum_end * fog_unit_pos.z;
+ view_pos.y = -view_pos.y;
+ }
+ }
+
+ uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0));
+
+ vec3 total_light = vec3(0.0);
+
+ float total_density = params.base_density;
+#ifdef MOLTENVK_USED
+ uint local_density = density_only_map[lpos];
+#else
+ uint local_density = imageLoad(density_only_map, pos).x;
+#endif
+
+ total_density += float(int(local_density)) / DENSITY_SCALE;
+ total_density = max(0.0, total_density);
+
+#ifdef MOLTENVK_USED
+ uint scattering_u = light_only_map[lpos];
+#else
+ uint scattering_u = imageLoad(light_only_map, pos).x;
+#endif
+ vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0);
+ scattering += params.base_scattering * params.base_density;
+
+#ifdef MOLTENVK_USED
+ uint emission_u = emissive_only_map[lpos];
+#else
+ uint emission_u = imageLoad(emissive_only_map, pos).x;
+#endif
+ vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0);
+ emission += params.base_emission * params.base_density;
+
+ float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
+ //compute directional lights
+
+ if (total_density > 0.001) {
+ for (uint i = 0; i < params.directional_light_count; i++) {
+ vec3 shadow_attenuation = vec3(1.0);
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -view_pos.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec4 v = vec4(view_pos, 1.0);
+ float z_range;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.x;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.y;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.z;
+
+ } else {
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ z_range = directional_lights.data[i].shadow_z_range.w;
+ }
+
+ float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r;
+ float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade);
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance
+
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+ }
+
+ total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g);
+ }
+
+ // Compute light from sky
+ if (params.ambient_inject > 0.0) {
+ vec3 isotropic = vec3(0.0);
+ vec3 anisotropic = vec3(0.0);
+ if (params.sky_contribution > 0.0) {
+ float mip_bias = 2.0 + total_density * (MAX_SKY_LOD - 2.0); // Not physically based, but looks nice
+ vec3 scatter_direction = (params.radiance_inverse_xform * normalize(view_pos)) * sign(params.phase_g);
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ isotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(0.0, 1.0, 0.0, mip_bias)).rgb;
+ anisotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(scatter_direction, mip_bias)).rgb;
+#else
+ isotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(0.0, 1.0, 0.0), mip_bias).rgb;
+ anisotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(scatter_direction), mip_bias).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ }
+
+ total_light += mix(params.ambient_color, mix(isotropic, anisotropic, abs(params.phase_g)), params.sky_contribution) * params.ambient_inject;
+ }
+
+ //compute lights from cluster
+
+ { //omni lights
+
+ uint cluster_omni_offset = cluster_offset;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_omni_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+ uint light_index = 32 * i + bit;
+
+ //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ vec3 light_pos = omni_lights.data[light_index].position;
+ float d = distance(omni_lights.data[light_index].position, view_pos);
+ float shadow_attenuation = 1.0;
+
+ if (d * omni_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation);
+
+ vec3 light = omni_lights.data[light_index].color;
+
+ if (omni_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 uv_rect = omni_lights.data[light_index].atlas_rect;
+ vec2 flip_offset = omni_lights.data[light_index].direction.xy;
+
+ vec3 local_vert = (omni_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
+
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
+
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias);
+ pos.z *= omni_lights.data[light_index].inv_radius;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g);
+ }
+ }
+ }
+ }
+
+ { //spot lights
+
+ uint cluster_spot_offset = cluster_offset + params.cluster_type_size;
+
+ uint item_min;
+ uint item_max;
+ uint item_from;
+ uint item_to;
+
+ cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to);
+
+#ifdef USE_SUBGROUPS
+ item_from = subgroupBroadcastFirst(subgroupMin(item_from));
+ item_to = subgroupBroadcastFirst(subgroupMax(item_to));
+#endif
+
+ for (uint i = item_from; i < item_to; i++) {
+ uint mask = cluster_buffer.data[cluster_spot_offset + i];
+ mask &= cluster_get_range_clip_mask(i, item_min, item_max);
+#ifdef USE_SUBGROUPS
+ uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask));
+#else
+ uint merged_mask = mask;
+#endif
+
+ while (merged_mask != 0) {
+ uint bit = findMSB(merged_mask);
+ merged_mask &= ~(1 << bit);
+#ifdef USE_SUBGROUPS
+ if (((1 << bit) & mask) == 0) { //do not process if not originally here
+ continue;
+ }
+#endif
+
+ //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) {
+ // continue; //not masked
+ //}
+
+ uint light_index = 32 * i + bit;
+
+ vec3 light_pos = spot_lights.data[light_index].position;
+ vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos;
+ float d = length(light_rel_vec);
+ float shadow_attenuation = 1.0;
+
+ if (d * spot_lights.data[light_index].inv_radius < 1.0) {
+ float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation);
+
+ vec3 spot_dir = spot_lights.data[light_index].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle));
+ attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation);
+
+ vec3 light = spot_lights.data[light_index].color;
+
+ if (spot_lights.data[light_index].shadow_enabled) {
+ //has shadow
+ vec4 uv_rect = spot_lights.data[light_index].atlas_rect;
+ vec2 flip_offset = spot_lights.data[light_index].direction.xy;
+
+ vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz;
+
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_sample = normalize(local_vert);
+
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ }
+
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias);
+ pos.z *= spot_lights.data[light_index].inv_radius;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r;
+
+ shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade);
+ }
+ total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g);
+ }
+ }
+ }
+ }
+
+ vec3 world_pos = mat3(params.cam_rotation) * view_pos;
+
+ for (uint i = 0; i < params.max_voxel_gi_instances; i++) {
+ vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) {
+ position /= voxel_gi_instances.data[i].bounds;
+
+ vec4 light = vec4(0.0);
+ for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) {
+ vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j));
+ float a = (1.0 - light.a);
+ light += a * slight;
+ }
+
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+
+ total_light += light.rgb;
+ }
+ }
+
+ //sdfgi
+#ifdef ENABLE_SDFGI
+
+ {
+ float blend = -1.0;
+ vec3 ambient_total = vec3(0.0);
+
+ for (uint i = 0; i < sdfgi.max_cascades; i++) {
+ vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe;
+
+ if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) {
+ continue; //skip cascade
+ }
+
+ vec3 base_pos = floor(cascade_pos);
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 ambient_accum = vec4(0.0);
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z;
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(i);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute ambient texture position
+
+ ivec3 uvw = tex_pos;
+ uvw.xy += offset.xy;
+ uvw.x += offset.z * sdfgi.probe_axis_size;
+
+ vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
+
+ ambient_accum.rgb += ambient * weight;
+ ambient_accum.a += weight;
+ }
+
+ if (ambient_accum.a > 0) {
+ ambient_accum.rgb /= ambient_accum.a;
+ }
+ ambient_total = ambient_accum.rgb;
+ break;
+ }
+
+ total_light += ambient_total * params.gi_inject;
+ }
+
+#endif
+ }
+
+ vec4 final_density = vec4(total_light * scattering + emission, total_density);
+
+ final_density = mix(final_density, reprojected_density, reproject_amount);
+
+ imageStore(density_map, pos, final_density);
+#ifdef MOLTENVK_USED
+ density_only_map[lpos] = 0;
+ light_only_map[lpos] = 0;
+ emissive_only_map[lpos] = 0;
+#else
+ imageStore(density_only_map, pos, uvec4(0));
+ imageStore(light_only_map, pos, uvec4(0));
+ imageStore(emissive_only_map, pos, uvec4(0));
+#endif
+#endif
+
+#ifdef MODE_FOG
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0);
+
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ vec4 fog_accum = vec4(0.0, 0.0, 0.0, 1.0);
+ float prev_z = 0.0;
+
+ for (int i = 0; i < params.fog_volume_size.z; i++) {
+ //compute fog position
+ ivec3 fog_pos = pos + ivec3(0, 0, i);
+ //get fog value
+ vec4 fog = imageLoad(density_map, fog_pos);
+
+ //get depth at cell pos
+ float z = get_depth_at_pos(fog_cell_size.z, i);
+ //get distance from previous pos
+ float d = abs(prev_z - z);
+ //compute transmittance using beer's law
+ float transmittance = exp(-d * fog.a);
+
+ fog_accum.rgb += ((fog.rgb - fog.rgb * transmittance) / max(fog.a, 0.00001)) * fog_accum.a;
+ fog_accum.a *= transmittance;
+
+ prev_z = z;
+
+ imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a));
+ }
+
+#endif
+
+#ifdef MODE_FILTER
+
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+
+ const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303);
+
+ const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1));
+ ivec3 offset = filter_dir[params.filter_axis];
+
+ vec4 accum = vec4(0.0);
+ for (int i = -3; i <= 3; i++) {
+ accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3];
+ }
+
+ imageStore(dest_map, pos, accum);
+
+#endif
+#ifdef MODE_COPY
+ ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
+ if (any(greaterThanEqual(pos, params.fog_volume_size))) {
+ return; //do not compute
+ }
+
+ imageStore(dest_map, pos, imageLoad(source_map, pos));
+
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index 779f04ed35..73a97d9df1 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#ifndef MODE_DYNAMIC
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 281c496df3..3f3437f527 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -90,66 +90,10 @@ void main() {
#endif
#ifdef MODE_DEBUG_LIGHT
-
-#ifdef USE_ANISOTROPY
-
-#define POS_X 0
-#define POS_Y 1
-#define POS_Z 2
-#define NEG_X 3
-#define NEG_Y 4
-#define NEG_Z 5
-
- const uint triangle_aniso[12] = uint[](
- NEG_X,
- NEG_Z,
- NEG_Y,
- NEG_Z,
- NEG_X,
- NEG_Y,
- POS_Z,
- POS_X,
- POS_X,
- POS_Y,
- POS_Y,
- POS_Z);
-
- color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
- vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- uint side = triangle_aniso[gl_VertexIndex / 3];
-
- float strength = 0.0;
- switch (side) {
- case POS_X:
- strength = aniso_pos.x;
- break;
- case POS_Y:
- strength = aniso_pos.y;
- break;
- case POS_Z:
- strength = aniso_pos.z;
- break;
- case NEG_X:
- strength = aniso_neg.x;
- break;
- case NEG_Y:
- strength = aniso_neg.y;
- break;
- case NEG_Z:
- strength = aniso_neg.z;
- break;
- }
-
- color_interp.xyz *= strength;
-
-#else
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
color_interp.xyz *params.dynamic_range;
-
#endif
-#endif
float scale = (1 << params.level);
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index e20b3f680d..3bb4421646 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
@@ -6,10 +6,9 @@
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-#define MAX_DISTANCE 100000
+#define MAX_DISTANCE 100000.0
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
@@ -44,7 +43,7 @@ params;
void main() {
vec3 pos = vec3(gl_GlobalInvocationID);
- float closest_dist = 100000.0;
+ float closest_dist = MAX_DISTANCE;
for (uint i = params.offset; i < params.end; i++) {
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));