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/scene_forward.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl53
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
3 files changed, 41 insertions, 24 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index adccf1e712..1cea9bf8db 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -799,13 +799,11 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-// Produces cheap white noise, optimized for window-space
-// Comes from: https://www.shadertoy.com/view/4djSRW
-// Copyright: Dave Hoskins, MIT License
+// Interleaved Gradient Noise
+// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float quick_hash(vec2 pos) {
- vec3 p3 = fract(vec3(pos.xyx) * .1031);
- p3 += dot(p3, p3.yzx + 33.33);
- return fract((p3.x + p3.y) * p3.z);
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ return fract(magic.z * fract(dot(pos, magic.xy)));
}
float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index 5e8934adb4..dc7238abed 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -80,6 +80,7 @@ layout(set = 0, binding = 9, std140) buffer restrict readonly Lights {
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 {
vec3 grid_size;
@@ -91,9 +92,9 @@ layout(push_constant, binding = 0, std430) uniform Params {
uint process_increment;
int probe_axis_size;
- bool multibounce;
+ float bounce_feedback;
float y_mult;
- uint pad;
+ bool use_occlusion;
}
params;
@@ -159,7 +160,8 @@ void main() {
// Add indirect light first, in order to save computation resources
#ifdef MODE_PROCESS_DYNAMIC
- if (params.multibounce) {
+ if (params.bounce_feedback > 0.001) {
+ vec3 feedback = (params.bounce_feedback < 1.0) ? (albedo * params.bounce_feedback) : mix(albedo, vec3(1.0), params.bounce_feedback - 1.0);
vec3 pos = (vec3(positioni) + vec3(0.5)) * float(params.probe_axis_size - 1) / params.grid_size;
ivec3 probe_base_pos = ivec3(pos);
@@ -172,7 +174,7 @@ void main() {
vec3 base_tex_posf = vec3(tex_pos);
vec2 tex_pixel_size = 1.0 / vec2(ivec2((OCT_SIZE + 2) * params.probe_axis_size * params.probe_axis_size, (OCT_SIZE + 2) * params.probe_axis_size));
- vec3 probe_uv_offset = (ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
+ vec3 probe_uv_offset = vec3(ivec3(OCT_SIZE + 2, OCT_SIZE + 2, (OCT_SIZE + 2) * params.probe_axis_size)) * tex_pixel_size.xyx;
for (uint j = 0; j < 8; j++) {
ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
@@ -192,18 +194,35 @@ void main() {
for (uint k = 0; k < 6; k++) {
if (bool(valid_aniso & (1 << k))) {
vec3 n = aniso_dir[k];
- float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(n, probe_dir));
-
- vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
- tex_posf.xy *= tex_pixel_size;
-
- vec3 pos_uvw = tex_posf;
- pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * probe_uv_offset.z;
- vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
-
- light_accum[k] += indirect_light * weight;
- weight_accum[k] += weight;
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0, dot(n, probe_dir));
+
+ if (weight > 0.0 && params.use_occlusion) {
+ ivec3 occ_indexv = abs((cascades.data[params.cascade].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 = (vec3(positioni) + aniso_dir[k] + vec3(0.5)) / params.grid_size;
+ occ_pos.z += float(params.cascade);
+ 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 *= vec3(0.5, 1.0, 1.0 / float(params.max_cascades)); //renormalize
+ float occlusion = dot(textureLod(sampler3D(occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask);
+
+ weight *= occlusion;
+ }
+
+ if (weight > 0.0) {
+ vec3 tex_posf = base_tex_posf + vec3(octahedron_encode(n) * float(OCT_SIZE), 0.0);
+ tex_posf.xy *= tex_pixel_size;
+
+ vec3 pos_uvw = tex_posf;
+ pos_uvw.xy += vec2(offset.xy) * probe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * probe_uv_offset.z;
+ vec3 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
+
+ light_accum[k] += indirect_light * weight;
+ weight_accum[k] += weight;
+ }
}
}
}
@@ -211,7 +230,7 @@ void main() {
for (uint k = 0; k < 6; k++) {
if (weight_accum[k] > 0.0) {
light_accum[k] /= weight_accum[k];
- light_accum[k] *= albedo;
+ light_accum[k] *= feedback;
}
}
}
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index b19f5a9ad3..680d1045cd 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -100,7 +100,7 @@ void main() {
for (uint i = 0; i < params.blend_shape_count; i++) {
float w = blend_shape_weights.data[i];
- if (w > 0.0001) {
+ if (abs(w) > 0.0001) {
uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;