diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 8 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl | 7 |
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 |