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-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_sdf.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl93
-rw-r--r--servers/rendering/renderer_rd/shaders/copy_to_fb.glsl66
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl23
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl24
-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl46
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/roughness_limiter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl73
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl137
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl90
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sort.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_interleave.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_blur.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_interleave.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl4
59 files changed, 424 insertions, 301 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
index 8051f96738..14f190a49f 100644
--- a/servers/rendering/renderer_rd/shaders/blit.glsl
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -4,7 +4,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
@@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
index 52bf2886b5..e7a2e18323 100644
--- a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
@@ -2,7 +2,7 @@
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
#define FLAG_GLOW_FIRST_PASS (1 << 2)
-layout(push_constant, binding = 1, std430) uniform Blur {
+layout(push_constant, std430) uniform Blur {
vec2 pixel_size;
uint flags;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
index fadea1631c..b90a527554 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
index 9f89f4b3b7..930cf792cb 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
@@ -6,7 +6,7 @@
layout(location = 0) in highp vec3 vertex;
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
@@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
index 2bdfbabfcf..0fafc7d486 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
@@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s
layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 size;
int stride;
int shift;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 0cff505cae..12f57b0178 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -41,7 +41,7 @@
// Push Constant
-layout(push_constant, binding = 0, std430) uniform DrawData {
+layout(push_constant, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
index 40da2c6e5c..0034de8c91 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
vec3(0.83, 0.22, 0.27),
vec3(0.83, 0.22, 0.32),
vec3(1.00, 0.63, 0.70));
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uvec2 screen_size;
uvec2 cluster_screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 6d95722a57..2fe230f0bf 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 0) out float depth_interp;
layout(location = 1) out flat uint element_index;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint base_index;
uint pad0;
uint pad1;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
index b0606efa94..64a145f3c6 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -6,7 +6,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint cluster_render_data_size; // how much data for a single cluster takes
uint max_render_element_count_div_32; //divided by 32
uvec2 cluster_screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index d4d0ed0f56..4563ac7af9 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
#define FLAG_ALPHA_TO_ONE (1 << 9)
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec4 section;
ivec2 target;
uint flags;
@@ -61,7 +61,7 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
-#ifdef MODE_GAUSSIAN_GLOW
+#ifdef MODE_GAUSSIAN_BLUR
shared vec4 local_cache[256];
shared vec4 temp_cache[128];
#endif
@@ -70,7 +70,7 @@ void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
+#ifndef MODE_GAUSSIAN_BLUR // Gaussian blur needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
@@ -92,35 +92,11 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- if (bool(params.flags & FLAG_HORIZONTAL)) {
- ivec2 base_pos = (pos + params.section.xy) << 1;
- vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
- color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
- color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
- color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
- color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
- color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
- color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
- imageStore(dest_buffer, pos + params.target, color);
- } else {
- ivec2 base_pos = (pos + params.section.xy);
- vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
- color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
- color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
- color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
- color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
- imageStore(dest_buffer, pos + params.target, color);
- }
-#endif
-
-#ifdef MODE_GAUSSIAN_GLOW
-
// First pass copy texture into 16x16 local memory for every 8x8 thread block
vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
+#ifdef MODE_GLOW
if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
@@ -128,12 +104,15 @@ void main() {
local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
- } else {
+ } else
+#endif
+ {
local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
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);
}
+#ifdef MODE_GLOW
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));
@@ -141,29 +120,33 @@ void main() {
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));
}
-
+ const float kernel[4] = { 0.174938, 0.165569, 0.140367, 0.106595 };
+#else
+ // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect.
+ const float kernel[4] = { 0.214607, 0.189879, 0.131514, 0.071303 };
+#endif
memoryBarrierShared();
barrier();
// Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
vec4 color_top = vec4(0.0);
- color_top += local_cache[read_index] * 0.174938;
- color_top += local_cache[read_index + 1] * 0.165569;
- color_top += local_cache[read_index + 2] * 0.140367;
- color_top += local_cache[read_index + 3] * 0.106595;
- color_top += local_cache[read_index - 1] * 0.165569;
- color_top += local_cache[read_index - 2] * 0.140367;
- color_top += local_cache[read_index - 3] * 0.106595;
+ color_top += local_cache[read_index] * kernel[0];
+ color_top += local_cache[read_index + 1] * kernel[1];
+ color_top += local_cache[read_index + 2] * kernel[2];
+ color_top += local_cache[read_index + 3] * kernel[3];
+ color_top += local_cache[read_index - 1] * kernel[1];
+ color_top += local_cache[read_index - 2] * kernel[2];
+ color_top += local_cache[read_index - 3] * kernel[3];
vec4 color_bottom = vec4(0.0);
- color_bottom += local_cache[read_index + 16] * 0.174938;
- color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
- color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
- color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
- color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
- color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
- color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
+ color_bottom += local_cache[read_index + 16] * kernel[0];
+ color_bottom += local_cache[read_index + 1 + 16] * kernel[1];
+ color_bottom += local_cache[read_index + 2 + 16] * kernel[2];
+ color_bottom += local_cache[read_index + 3 + 16] * kernel[3];
+ color_bottom += local_cache[read_index - 1 + 16] * kernel[1];
+ color_bottom += local_cache[read_index - 2 + 16] * kernel[2];
+ color_bottom += local_cache[read_index - 3 + 16] * kernel[3];
// rotate samples to take advantage of cache coherency
uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
@@ -174,18 +157,24 @@ void main() {
memoryBarrierShared();
barrier();
+ // If destination outside of texture, can stop doing work now
+ if (any(greaterThanEqual(pos, params.section.zw))) {
+ return;
+ }
+
// Vertical pass
uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
vec4 color = vec4(0.0);
- color += temp_cache[index] * 0.174938;
- color += temp_cache[index + 1] * 0.165569;
- color += temp_cache[index + 2] * 0.140367;
- color += temp_cache[index + 3] * 0.106595;
- color += temp_cache[index - 1] * 0.165569;
- color += temp_cache[index - 2] * 0.140367;
- color += temp_cache[index - 3] * 0.106595;
+ color += temp_cache[index] * kernel[0];
+ color += temp_cache[index + 1] * kernel[1];
+ color += temp_cache[index + 2] * kernel[2];
+ color += temp_cache[index + 3] * kernel[3];
+ color += temp_cache[index - 1] * kernel[1];
+ color += temp_cache[index - 2] * kernel[2];
+ color += temp_cache[index - 3] * kernel[3];
+#ifdef MODE_GLOW
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));
@@ -205,7 +194,7 @@ void main() {
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
-
+#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
index 8c68e2dc2f..9787c9879d 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
@@ -4,9 +4,22 @@
#VERSION_DEFINES
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+#ifdef MULTIVIEW
+layout(location = 0) out vec3 uv_interp;
+#else
layout(location = 0) out vec2 uv_interp;
+#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
@@ -19,9 +32,11 @@ params;
void main() {
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- vec2 vpos = uv_interp;
+ uv_interp.xy = base_arr[gl_VertexIndex];
+#ifdef MULTIVIEW
+ uv_interp.z = ViewIndex;
+#endif
+ vec2 vpos = uv_interp.xy;
if (params.use_section) {
vpos = params.section.xy + vpos * params.section.zw;
}
@@ -39,7 +54,16 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+#ifdef MULTIVIEW
+#ifdef has_VK_KHR_multiview
+#extension GL_EXT_multiview : enable
+#define ViewIndex gl_ViewIndex
+#else // has_VK_KHR_multiview
+#define ViewIndex 0
+#endif // has_VK_KHR_multiview
+#endif //MULTIVIEW
+
+layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
@@ -52,12 +76,25 @@ layout(push_constant, binding = 1, std430) uniform Params {
}
params;
+#ifdef MULTIVIEW
+layout(location = 0) in vec3 uv_interp;
+#else
layout(location = 0) in vec2 uv_interp;
+#endif
+#ifdef MULTIVIEW
+layout(set = 0, binding = 0) uniform sampler2DArray source_color;
+#ifdef MODE_TWO_SOURCES
+layout(set = 1, binding = 0) uniform sampler2DArray source_depth;
+layout(location = 1) out float depth;
+#endif /* MODE_TWO_SOURCES */
+#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
#ifdef MODE_TWO_SOURCES
layout(set = 1, binding = 0) uniform sampler2D source_color2;
-#endif
+#endif /* MODE_TWO_SOURCES */
+#endif /* MULTIVIEW */
+
layout(location = 0) out vec4 frag_color;
vec3 linear_to_srgb(vec3 color) {
@@ -68,9 +105,14 @@ vec3 linear_to_srgb(vec3 color) {
}
void main() {
+#ifdef MULTIVIEW
+ vec3 uv = uv_interp;
+#else
vec2 uv = uv_interp;
+#endif
#ifdef MODE_PANORAMA_TO_DP
+ // Note, multiview and panorama should not be mixed at this time
//obtain normal from dual paraboloid uv
#define M_PI 3.14159265359
@@ -98,10 +140,20 @@ void main() {
uv = 1.0 - uv;
}
#endif
+
+#ifdef MULTIVIEW
+ vec4 color = textureLod(source_color, uv, 0.0);
+#ifdef MODE_TWO_SOURCES
+ // In multiview our 2nd input will be our depth map
+ depth = textureLod(source_depth, uv, 0.0).r;
+#endif /* MODE_TWO_SOURCES */
+
+#else
vec4 color = textureLod(source_color, uv, 0.0);
#ifdef MODE_TWO_SOURCES
color += textureLod(source_color2, uv, 0.0);
-#endif
+#endif /* MODE_TWO_SOURCES */
+#endif /* MULTIVIEW */
if (params.force_luminance) {
color.rgb = vec3(max(max(color.r, color.g), color.b));
}
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index 69b895ed29..e77d0de719 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -4,7 +4,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
@@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
index b329e67293..641e0906f5 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint face_size;
uint face_id; // only used in raster shader
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
index 324d306218..0990dc7c2f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
@@ -25,7 +25,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
@@ -47,7 +47,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
index 28f4dc59ec..1d46f59408 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl
@@ -21,24 +21,38 @@ void main() {
vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
vec3 N = texelCoordToVec(uv, id.z);
- //vec4 color = color_interp;
-
if (params.use_direct_write) {
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
index be12be5dec..1bee428a6f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -1,6 +1,6 @@
#define M_PI 3.14159265359
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint face_id;
uint sample_count;
float roughness;
@@ -47,12 +47,10 @@ vec3 texelCoordToVec(vec2 uv, uint faceID) {
return normalize(result);
}
-vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
- float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
-
+vec3 ImportanceSampleGGX(vec2 xi, float roughness4) {
// Compute distribution direction
- float Phi = 2.0 * M_PI * Xi.x;
- float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
+ float Phi = 2.0 * M_PI * xi.x;
+ float CosTheta = sqrt((1.0 - xi.y) / (1.0 + (roughness4 - 1.0) * xi.y));
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
// Convert to spherical direction
@@ -61,12 +59,15 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
H.y = SinTheta * sin(Phi);
H.z = CosTheta;
- vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
- vec3 TangentX = normalize(cross(UpVector, N));
- vec3 TangentY = cross(N, TangentX);
+ return H;
+}
+
+float DistributionGGX(float NdotH, float roughness4) {
+ float NdotH2 = NdotH * NdotH;
+ float denom = (NdotH2 * (roughness4 - 1.0) + 1.0);
+ denom = M_PI * denom * denom;
- // Tangent to world space
- return TangentX * H.x + TangentY * H.y + N * H.z;
+ return roughness4 / denom;
}
// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
index 2570308816..c29accd8a7 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl
@@ -42,17 +42,33 @@ void main() {
} else {
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
+ float solid_angle_texel = 4.0 * M_PI / (6.0 * params.face_size * params.face_size);
+ float roughness2 = params.roughness * params.roughness;
+ float roughness4 = roughness2 * roughness2;
+ vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
+ mat3 T;
+ T[0] = normalize(cross(UpVector, N));
+ T[1] = cross(N, T[0]);
+ T[2] = N;
+
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
vec2 xi = Hammersley(sampleNum, params.sample_count);
- vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
- vec3 V = N;
- vec3 L = (2.0 * dot(V, H) * H - V);
+ vec3 H = T * ImportanceSampleGGX(xi, roughness4);
+ float NdotH = dot(N, H);
+ vec3 L = (2.0 * NdotH * H - N);
float ndotl = clamp(dot(N, L), 0.0, 1.0);
if (ndotl > 0.0) {
- sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
+ float D = DistributionGGX(NdotH, roughness4);
+ float pdf = D * NdotH / (4.0 * NdotH) + 0.0001;
+
+ float solid_angle_sample = 1.0 / (float(params.sample_count) * pdf + 0.0001);
+
+ float mipLevel = params.roughness == 0.0 ? 0.0 : 0.5 * log2(solid_angle_sample / solid_angle_texel);
+
+ sum.rgb += textureLod(source_cube, L, mipLevel).rgb * ndotl;
sum.a += ndotl;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
index 54a7790f77..c8eb78a2f0 100644
--- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -53,7 +53,7 @@ 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 {
+layout(push_constant, std430) uniform Params {
float resolution_width;
float resolution_height;
float upscaled_width;
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 9854f124d7..0c7f08813b 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -86,7 +86,7 @@ voxel_gi_instances;
layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float z_near;
float z_far;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index a6d65bffeb..6c73864bf6 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -58,7 +58,7 @@ lights;
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 52787bb204..61c8488a05 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -76,10 +76,6 @@ struct DirectionalLightData {
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
- mediump vec4 shadow_color1;
- mediump vec4 shadow_color2;
- mediump vec4 shadow_color3;
- mediump vec4 shadow_color4;
highp vec2 uv_scale1;
highp vec2 uv_scale2;
highp vec2 uv_scale3;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
index 466442b67a..0ee4cf6e31 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
@@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin
layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 source_size;
float max_luminance;
float min_luminance;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
index 3cde9923fa..b8860f6518 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -1,5 +1,5 @@
-layout(push_constant, binding = 1, std430) uniform PushConstant {
+layout(push_constant, std430) uniform PushConstant {
ivec2 source_size;
ivec2 dest_size;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 328becbc20..1b1051ecfa 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -112,6 +112,24 @@ struct ParticleData {
uint flags;
vec4 color;
vec4 custom;
+#ifdef USERDATA1_USED
+ vec4 userdata1;
+#endif
+#ifdef USERDATA2_USED
+ vec4 userdata2;
+#endif
+#ifdef USERDATA3_USED
+ vec4 userdata3;
+#endif
+#ifdef USERDATA4_USED
+ vec4 userdata4;
+#endif
+#ifdef USERDATA5_USED
+ vec4 userdata5;
+#endif
+#ifdef USERDATA6_USED
+ vec4 userdata6;
+#endif
};
layout(set = 1, binding = 1, std430) restrict buffer Particles {
@@ -168,7 +186,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
} material;
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float lifetime;
bool clear;
uint total_particles;
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index e88e68b511..afbd5a9caa 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -16,6 +16,9 @@ struct ParticleData {
uint flags;
vec4 color;
vec4 custom;
+#ifdef USERDATA_COUNT
+ vec4 userdata[USERDATA_COUNT];
+#endif
};
layout(set = 0, binding = 1, std430) restrict readonly buffer Particles {
@@ -42,7 +45,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
}
trail_bind_poses;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 sort_direction;
uint total_particles;
@@ -57,7 +60,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
bool order_by_lifetime;
uint lifetime_split;
bool lifetime_reverse;
- uint pad;
+ bool copy_mode_2d;
+
+ mat4 inv_emission_transform;
}
params;
@@ -196,30 +201,33 @@ void main() {
txform = txform * trail_bind_poses.data[part_ofs];
}
+ if (params.copy_mode_2d) {
+ // In global mode, bring 2D particles to local coordinates
+ // as they will be drawn with the node position as origin.
+ txform = params.inv_emission_transform * txform;
+ }
+
txform = transpose(txform);
} else {
txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible
}
-#ifdef MODE_2D
-
- uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
+ if (params.copy_mode_2d) {
+ uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom
- instances.data[write_offset + 0] = txform[0];
- instances.data[write_offset + 1] = txform[1];
- instances.data[write_offset + 2] = particles.data[particle].color;
- instances.data[write_offset + 3] = particles.data[particle].custom;
-
-#else
-
- uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = particles.data[particle].color;
+ instances.data[write_offset + 3] = particles.data[particle].custom;
+ } else {
+ uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom
- instances.data[write_offset + 0] = txform[0];
- instances.data[write_offset + 1] = txform[1];
- instances.data[write_offset + 2] = txform[2];
- instances.data[write_offset + 3] = particles.data[particle].color;
- instances.data[write_offset + 4] = particles.data[particle].custom;
-#endif //MODE_2D
+ instances.data[write_offset + 0] = txform[0];
+ instances.data[write_offset + 1] = txform[1];
+ instances.data[write_offset + 2] = txform[2];
+ instances.data[write_offset + 3] = particles.data[particle].color;
+ instances.data[write_offset + 4] = particles.data[particle].custom;
+ }
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index fecf812a8c..0e086331c0 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox
#endif
-layout(push_constant, binding = 16, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int sample_count;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
index 7b964675ca..59027df8e9 100644
--- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
@@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_normal;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float curve;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 97f7e0a6e6..a8648fc96a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -478,8 +478,8 @@ layout(location = 0) out vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -552,7 +552,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
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
@@ -590,7 +589,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -913,7 +912,17 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+#else
vec3 ref_vec = reflect(-view, normal);
+#endif
+
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -955,6 +964,36 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a);
#endif
+
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -1203,8 +1242,16 @@ void main() {
if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) {
continue; //not masked
}
-
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
@@ -1556,10 +1603,11 @@ void main() {
rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
+ binormal,
+ tangent, anisotropy,
#endif
diffuse_light,
specular_light);
@@ -1627,7 +1675,7 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
tangent, binormal, anisotropy,
@@ -1699,10 +1747,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1905,7 +1954,7 @@ void main() {
frag_color = vec4(albedo, alpha);
#else
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
+//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
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 0f7cd18534..3b110aded2 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -15,13 +15,13 @@
#include "cluster_data_inc.glsl"
#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
uint pad0;
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 d22f936a35..1c9b08b6d3 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -1,55 +1,29 @@
// Functions related to lighting
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
-
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
float D_GGX(float cos_theta_m, float alpha) {
float alpha2 = alpha * alpha;
float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
return alpha2 / (M_PI * d * d);
}
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+// From Earl Hammon, Jr. "PBR Diffuse Lighting for GGX+Smith Microsurfaces" https://www.gdcvault.com/play/1024478/PBR-Diffuse-Lighting-for-GGX
+float V_GGX(float NdotL, float NdotV, float alpha) {
+ return 0.5 / mix(2.0 * NdotL * NdotV, NdotL + NdotV, alpha);
}
float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+ float alpha2 = alpha_x * alpha_y;
+ highp vec3 v = vec3(alpha_y * cos_phi, alpha_x * sin_phi, alpha2 * cos_theta_m);
+ highp float v2 = dot(v, v);
+ float w2 = alpha2 / v2;
+ float D = alpha2 * w2 * w2 * (1.0 / M_PI);
+ return D;
+}
+
+float V_GGX_anisotropic(float alpha_x, float alpha_y, float TdotV, float TdotL, float BdotV, float BdotL, float NdotV, float NdotL) {
+ float Lambda_V = NdotL * length(vec3(alpha_x * TdotV, alpha_y * BdotV, NdotV));
+ float Lambda_L = NdotV * length(vec3(alpha_x * TdotL, alpha_y * BdotL, NdotL));
+ return 0.5 / (Lambda_V + Lambda_L);
}
float SchlickFresnel(float u) {
@@ -58,14 +32,6 @@ float SchlickFresnel(float u) {
return m2 * m2 * m; // pow(m,5)
}
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
vec3 F0(float metallic, float specular, vec3 albedo) {
float dielectric = 0.16 * specular * specular;
// use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
@@ -87,7 +53,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 B, vec3 T, float anisotropy,
@@ -113,13 +79,13 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float NdotL = min(A + dot(N, L), 1.0);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
+ float cNdotV = max(NdotV, 1e-4);
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
vec3 H = normalize(V + L);
#endif
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#if defined(SPECULAR_SCHLICK_GGX)
float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
@@ -203,26 +169,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
// D
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess);
- blinn *= (shininess + 2.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * blinn * f0 * orms_unpacked.w;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 1.0) * (1.0 / (8.0 * M_PI));
-
- specular_light += light_color * attenuation * specular_amount * phong * f0 * orms_unpacked.w;
-
-#elif defined(SPECULAR_TOON)
+#if defined(SPECULAR_TOON)
vec3 R = normalize(-reflect(L, N));
float RdotV = dot(R, V);
@@ -236,24 +183,21 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#elif defined(SPECULAR_SCHLICK_GGX)
// shlick+ggx as default
-
+ float alpha_ggx = roughness * roughness;
#if defined(LIGHT_ANISOTROPY_USED)
- float alpha_ggx = roughness * roughness;
float aspect = sqrt(1.0 - anisotropy * 0.9);
float ax = alpha_ggx / aspect;
float ay = alpha_ggx * aspect;
float XdotH = dot(T, H);
float YdotH = dot(B, H);
float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
+ float G = V_GGX_anisotropic(ax, ay, dot(T, V), dot(T, L), dot(B, V), dot(B, L), cNdotV, cNdotL);
+#else // LIGHT_ANISOTROPY_USED
float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
+ float G = V_GGX(cNdotL, cNdotV, alpha_ggx);
+#endif // LIGHT_ANISOTROPY_USED
+ // F
float cLdotH5 = SchlickFresnel(cLdotH);
vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
@@ -263,18 +207,23 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_CLEARCOAT_USED)
+ // Clearcoat ignores normal_map, use vertex normal instead
+ float ccNdotL = max(min(A + dot(vertex_normal, L), 1.0), 0.0);
+ float ccNdotH = clamp(A + dot(vertex_normal, H), 0.0, 1.0);
+ float ccNdotV = max(dot(vertex_normal, V), 1e-4);
#if !defined(SPECULAR_SCHLICK_GGX)
float cLdotH5 = SchlickFresnel(cLdotH);
#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Dr = D_GGX(ccNdotH, mix(0.001, 0.1, clearcoat_roughness));
+ float Gr = 0.25 / (cLdotH * cLdotH);
float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+ float clearcoat_specular_brdf_NL = clearcoat * Gr * Fr * Dr * cNdotL;
specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
+ // TODO: Clearcoat adds light to the scene right now (it is non-energy conserving), both diffuse and specular need to be scaled by (1.0 - FR)
+ // but to do so we need to rearrange this entire function
+#endif // LIGHT_CLEARCOAT_USED
}
#ifdef USE_SHADOW_TO_OPACITY
@@ -587,7 +536,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
@@ -711,7 +660,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
rim * omni_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -827,7 +776,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float rim, float rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
+ float clearcoat, float clearcoat_roughness, vec3 vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
vec3 binormal, vec3 tangent, float anisotropy,
@@ -877,17 +826,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
- vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
+ vec2 proj_uv = splane.xy * spot_lights.data[idx].projector_rect.zw;
if (sc_projector_use_mipmaps) {
//ensure we have proper mipmaps
vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddx = splane_ddx.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddy = splane_ddy.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
color *= proj.rgb * proj.a;
@@ -912,7 +861,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
rim * spot_attenuation, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, vertex_normal,
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 4d6a3b5864..0fcf449659 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -511,8 +511,8 @@ layout(location = 0) out mediump vec4 frag_color;
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-/* Make a default specular mode SPECULAR_SCHLICK_GGX. */
-#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_BLINN) && !defined(SPECULAR_PHONG) && !defined(SPECULAR_TOON)
+// Default to SPECULAR_SCHLICK_GGX.
+#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON)
#define SPECULAR_SCHLICK_GGX
#endif
@@ -596,7 +596,7 @@ void main() {
float rim = 0.0;
float rim_tint = 0.0;
float clearcoat = 0.0;
- float clearcoat_gloss = 0.0;
+ float clearcoat_roughness = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
vec4 fog = vec4(0.0);
@@ -874,7 +874,16 @@ void main() {
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
if (scene_data.use_reflection_cubemap) {
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+ vec3 ref_vec = reflect(-view, bent_normal);
+#else
vec3 ref_vec = reflect(-view, normal);
+#endif
float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
ref_vec = scene_data.radiance_inverse_xform * ref_vec;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
@@ -917,7 +926,35 @@ void main() {
#if defined(CUSTOM_IRRADIANCE_USED)
ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
#endif // CUSTOM_IRRADIANCE_USED
+#ifdef LIGHT_CLEARCOAT_USED
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map
+ float NoV = max(dot(n, view), 0.0001);
+ vec3 ref_vec = reflect(-view, n);
+ // The clear coat layer assumes an IOR of 1.5 (4% reflectance)
+ float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV));
+ float attenuation = 1.0 - Fc;
+ ambient_light *= attenuation;
+ specular_light *= attenuation;
+
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+ float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness_lod, lod);
+ vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+#else
+ vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
+ }
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -1002,13 +1039,27 @@ void main() {
if (reflection_index == 0xFF) {
break;
}
-
- reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+#ifdef LIGHT_ANISOTROPY_USED
+ // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy
+ vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent;
+ vec3 anisotropic_tangent = cross(anisotropic_direction, view);
+ vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction);
+ vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0)));
+#else
+ vec3 bent_normal = normal;
+#endif
+ reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
specular_light = reflection_accum.rgb / reflection_accum.a;
}
+
+#if !defined(USE_LIGHTMAP)
+ if (ambient_accum.a > 0.0) {
+ ambient_light = ambient_accum.rgb / ambient_accum.a;
+ }
+#endif
} //Reflection probes
// finalize ambient light here
@@ -1079,7 +1130,6 @@ void main() {
float depth_z = -vertex.z;
vec4 pssm_coord;
- vec3 shadow_color = vec3(0.0);
vec3 light_dir = directional_lights.data[i].direction;
#define BIAS_FUNC(m_var, m_idx) \
@@ -1105,9 +1155,6 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color1.rgb;
-
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
@@ -1125,8 +1172,6 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
@@ -1144,9 +1189,6 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color3.rgb;
-
} else {
vec4 v = vec4(vertex, 1.0);
@@ -1164,12 +1206,9 @@ void main() {
} else {
shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
}
-
- shadow_color = directional_lights.data[i].shadow_color4.rgb;
}
if (directional_lights.data[i].blend_splits) {
- vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
float shadow2;
@@ -1190,7 +1229,6 @@ void main() {
}
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
- shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 2)
@@ -1208,8 +1246,6 @@ void main() {
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
-
- shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
vec4 v = vec4(vertex, 1.0);
BIAS_FUNC(v, 3)
@@ -1226,7 +1262,6 @@ void main() {
}
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
- shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
@@ -1234,7 +1269,6 @@ void main() {
pssm_blend = sqrt(pssm_blend);
shadow = mix(shadow, shadow2, pssm_blend);
- shadow_color = mix(shadow_color, shadow_color_blend, 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
@@ -1368,7 +1402,7 @@ void main() {
rim, rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
binormal, tangent, anisotropy,
@@ -1415,10 +1449,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
@@ -1459,10 +1494,11 @@ void main() {
rim_tint,
#endif
#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
+ clearcoat, clearcoat_roughness, normalize(normal_interp),
#endif
#ifdef LIGHT_ANISOTROPY_USED
- tangent, binormal, anisotropy,
+ tangent,
+ binormal, anisotropy,
#endif
diffuse_light, specular_light);
}
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 a9a4fce82a..7a624c3b95 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -7,7 +7,7 @@
#include "decal_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
@@ -15,7 +15,7 @@
/* don't exceed 128 bytes!! */
/* put instance data into our push content, not a array */
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
highp mat4 transform; // 64 - 64
uint flags; // 04 - 68
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index fde5688301..a416891ff2 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_
layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
layout(set = 3, binding = 0) uniform sampler2D source_metallic;
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 proj_info;
ivec2 screen_size;
@@ -190,8 +190,7 @@ void main() {
}
vec2 final_pos;
- float grad;
- grad = steps_taken / float(params.num_steps);
+ float grad = (steps_taken + 1.0) / float(params.num_steps);
float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
final_pos = pos;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
index 62d1cffb0a..20e1712496 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
@@ -16,7 +16,7 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
#endif
layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 proj_info;
bool orthogonal;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 2328effe7b..3f537e273a 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
@@ -13,7 +13,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_near;
float camera_z_far;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index 8b58796962..802a410825 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -32,7 +32,7 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen
layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 4290d5b869..e0be0bca12 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
@@ -6,7 +6,7 @@
#define MAX_CASCADES 8
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint band_power;
@@ -160,7 +160,7 @@ layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint band_power;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index d6e5c6a92e..b95fad650e 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -70,8 +70,6 @@ struct Light {
float cos_spot_angle;
float inv_spot_attenuation;
float radius;
-
- vec4 shadow_color;
};
layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
@@ -82,7 +80,7 @@ lights;
layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index eedd28959c..9c03297f5c 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define SKY_MODE_COLOR 1
#define SKY_MODE_SKY 2
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index f6ec249b5e..bce98f4054 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 scroll;
int grid_size;
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index b831005256..4ef6a26443 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
}
bone_transforms;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
bool has_normal;
bool has_tangent;
bool has_skeleton;
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index d07a454ade..b258e89c66 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -12,7 +12,7 @@
layout(location = 0) out vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
@@ -52,7 +52,7 @@ void main() {
layout(location = 0) in vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl
index 307e60dc21..48cf69012a 100644
--- a/servers/rendering/renderer_rd/shaders/sort.glsl
+++ b/servers/rendering/renderer_rd/shaders/sort.glsl
@@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
}
sort_buffer;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint total_elements;
uint pad[3];
ivec4 job_params;
diff --git a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
index bdabc146d8..134aae5ce7 100644
--- a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
@@ -25,7 +25,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 18cab75c3b..2a87e273bc 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -85,7 +85,7 @@ counter;
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index b154f5e527..f42734c46d 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao;
layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 23eba34d63..04f98964e8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float power;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
index 0907423d5d..f6a9a92fac 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
@@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl
index d1f8f42790..513791dfbf 100644
--- a/servers/rendering/renderer_rd/shaders/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil.glsl
@@ -87,7 +87,7 @@ layout(set = 3, binding = 1) uniform ProjectionConstants {
}
projection_constants;
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
index 11861e261f..ee21d46a74 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
@@ -12,7 +12,7 @@ layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_ima
layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
index 815aa55fd4..8818f8cada 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float pad;
diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
index 8a7a5ae4fd..fa4309353d 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
@@ -10,7 +10,7 @@ layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_ima
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 {
+layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
index 9367b641c2..fb35d3cde6 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
@@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 41d41758f4..19a9350137 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -53,7 +53,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 bcs;
bool use_bcs;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 181d3b272f..a2a4c91894 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -33,7 +33,7 @@ layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 position;
float pad;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 7c8d4f7f99..347fd13b28 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -235,7 +235,6 @@ void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max,
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
@@ -383,7 +382,6 @@ void main() {
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;
@@ -414,7 +412,7 @@ void main() {
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);
+ shadow_attenuation = mix(vec3(0.0), 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);
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index 73a97d9df1..577c6d0cd0 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -74,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifndef MODE_DYNAMIC
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
@@ -108,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex
#ifdef MODE_DYNAMIC
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint light_count; //when not lighting
ivec3 x_dir;
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 3f3437f527..fd7a2bf8ad 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint cell_offset;
float dynamic_range;
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index 3bb4421646..47a611a543 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
@@ -33,7 +33,7 @@ cell_data;
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint offset;
uint end;
uint pad0;
@@ -66,7 +66,7 @@ void main() {
}
#if 0
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
}