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-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl7
2 files changed, 14 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 21fa7fa148..c8ad1f0312 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -1390,7 +1390,11 @@ void fragment_shader(in SceneData scene_data) {
#endif // !USE_LIGHTMAP
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
+#ifdef USE_MULTIVIEW
+ float ssao = texture(sampler2DArray(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex)).r;
+#else
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
+#endif
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
}
@@ -1473,7 +1477,11 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= ao;
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+#ifdef USE_MULTIVIEW
+ vec4 ssil = textureLod(sampler2DArray(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex), 0.0);
+#else
vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+#endif // USE_MULTIVIEW
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 8ff7a784dc..043bba1e4e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -275,6 +275,7 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
layout(set = 1, binding = 10) uniform texture2DArray depth_buffer;
layout(set = 1, binding = 11) uniform texture2DArray color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2DArray ao_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#define multiviewSampler sampler2DArray
@@ -282,11 +283,11 @@ layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
layout(set = 1, binding = 10) uniform texture2D depth_buffer;
layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
#define multiviewSampler sampler2D
#endif
-layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades;
@@ -312,7 +313,11 @@ voxel_gi_instances;
layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture;
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 20) uniform texture2DArray ssil_buffer;
+#else
layout(set = 1, binding = 20) uniform texture2D ssil_buffer;
+#endif // USE_MULTIVIEW
#endif