diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
14 files changed, 212 insertions, 117 deletions
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index bfd5c4c88d..3977f4efa0 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -35,7 +35,7 @@ layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture; layout(set = 0, binding = 12) uniform texture2D depth_buffer; layout(set = 0, binding = 13) uniform texture2D normal_roughness_buffer; -layout(set = 0, binding = 14) uniform utexture2D giprobe_buffer; +layout(set = 0, binding = 14) uniform utexture2D voxel_gi_buffer; layout(set = 0, binding = 15, std140) uniform SDFGI { vec3 grid_size; @@ -65,9 +65,9 @@ layout(set = 0, binding = 15, std140) uniform SDFGI { } sdfgi; -#define MAX_GI_PROBES 8 +#define MAX_VOXEL_GI_INSTANCES 8 -struct GIProbeData { +struct VoxelGIData { mat4 xform; vec3 bounds; float dynamic_range; @@ -83,12 +83,12 @@ struct GIProbeData { uint mipmaps; }; -layout(set = 0, binding = 16, std140) uniform GIProbes { - GIProbeData data[MAX_GI_PROBES]; +layout(set = 0, binding = 16, std140) uniform VoxelGIs { + VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; } -gi_probes; +voxel_gi_instances; -layout(set = 0, binding = 17) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; +layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; layout(push_constant, binding = 0, std430) uniform Params { ivec2 screen_size; @@ -98,7 +98,7 @@ layout(push_constant, binding = 0, std430) uniform Params { vec4 proj_info; vec3 ao_color; - uint max_giprobes; + uint max_voxel_gi_instances; bool high_quality_vct; bool orthogonal; @@ -155,7 +155,7 @@ vec3 reconstruct_position(ivec2 screen_pos) { return pos; } -void sdfgi_probe_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) { +void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, float roughness, out vec3 diffuse_light, out vec3 specular_light) { cascade_pos += cam_normal * sdfgi.normal_bias; vec3 base_pos = floor(cascade_pos); @@ -293,7 +293,7 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o float blend; vec3 diffuse, specular; - sdfgi_probe_process(cascade, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse, specular); + sdfvoxel_gi_process(cascade, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse, specular); { //process blend @@ -323,7 +323,7 @@ void sdfgi_process(vec3 vertex, vec3 normal, vec3 reflection, float roughness, o } else { vec3 diffuse2, specular2; cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe; - sdfgi_probe_process(cascade + 1, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse2, specular2); + sdfvoxel_gi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, reflection, roughness, diffuse2, specular2); diffuse = mix(diffuse, diffuse2, blend); specular = mix(specular, specular2, blend); } @@ -494,26 +494,26 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 return color; } -void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, inout vec4 out_spec, inout vec4 out_diff, inout float out_blend) { - position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz; - ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz); - normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz); +void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, inout vec4 out_spec, inout vec4 out_diff, inout float out_blend) { + position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz; + ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz); + normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz); - position += normal * gi_probes.data[index].normal_bias; + position += normal * voxel_gi_instances.data[index].normal_bias; //this causes corrupted pixels, i have no idea why.. - if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) { + if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) { return; } - mat3 dir_xform = mat3(gi_probes.data[index].xform) * normal_xform; + mat3 dir_xform = mat3(voxel_gi_instances.data[index].xform) * normal_xform; - vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0); + vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0); float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); //float blend=1.0; - float max_distance = length(gi_probes.data[index].bounds); - vec3 cell_size = 1.0 / gi_probes.data[index].bounds; + float max_distance = length(voxel_gi_instances.data[index].bounds); + vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds; //irradiance @@ -534,7 +534,7 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 for (uint i = 0; i < cone_dir_count; i++) { vec3 dir = normalize(dir_xform * cone_dirs[i]); - light += cone_weights[i] * voxel_cone_trace(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias); + light += cone_weights[i] * voxel_cone_trace(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias); } } else { const uint cone_dir_count = 4; @@ -547,42 +547,42 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 float cone_weights[cone_dir_count] = float[](0.25, 0.25, 0.25, 0.25); for (int i = 0; i < cone_dir_count; i++) { vec3 dir = normalize(dir_xform * cone_dirs[i]); - light += cone_weights[i] * voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, max_distance, gi_probes.data[index].bias); + light += cone_weights[i] * voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, max_distance, voxel_gi_instances.data[index].bias); } } - if (gi_probes.data[index].ambient_occlusion > 0.001) { - float size = 1.0 + gi_probes.data[index].ambient_occlusion_size * 7.0; + if (voxel_gi_instances.data[index].ambient_occlusion > 0.001) { + float size = 1.0 + voxel_gi_instances.data[index].ambient_occlusion_size * 7.0; float taps, blend; blend = modf(size, taps); float ao = 0.0; for (float i = 1.0; i <= taps; i++) { vec3 ofs = (position + normal * (i * 0.5 + 1.0)) * cell_size; - ao += textureLod(sampler3D(gi_probe_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i; + ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, i - 1.0).a * i; } if (blend > 0.001) { vec3 ofs = (position + normal * ((taps + 1.0) * 0.5 + 1.0)) * cell_size; - ao += textureLod(sampler3D(gi_probe_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend; + ao += textureLod(sampler3D(voxel_gi_textures[index], linear_sampler_with_mipmaps), ofs, taps).a * (taps + 1.0) * blend; } ao = 1.0 - min(1.0, ao); - light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, gi_probes.data[index].ambient_occlusion)); + light.rgb = mix(params.ao_color, light.rgb, mix(1.0, ao, voxel_gi_instances.data[index].ambient_occlusion)); } - light.rgb *= gi_probes.data[index].dynamic_range; - if (!gi_probes.data[index].blend_ambient) { + light.rgb *= voxel_gi_instances.data[index].dynamic_range; + if (!voxel_gi_instances.data[index].blend_ambient) { light.a = 1.0; } out_diff += light * blend; //radiance - vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias); - irr_light.rgb *= gi_probes.data[index].dynamic_range; - if (!gi_probes.data[index].blend_ambient) { + vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias); + irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; + if (!voxel_gi_instances.data[index].blend_ambient) { irr_light.a = 1.0; } @@ -614,9 +614,9 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref sdfgi_process(vertex, normal, reflection, roughness, ambient_light, reflection_light); #endif -#ifdef USE_GIPROBES +#ifdef USE_VOXEL_GI_INSTANCES { - uvec2 giprobe_tex = texelFetch(usampler2D(giprobe_buffer, linear_sampler), pos, 0).rg; + uvec2 voxel_gi_tex = texelFetch(usampler2D(voxel_gi_buffer, linear_sampler), pos, 0).rg; roughness *= roughness; //find arbitrary tangent and bitangent, then build a matrix vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); @@ -628,9 +628,9 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref vec4 spec_accum = vec4(0.0); float blend_accum = 0.0; - for (uint i = 0; i < params.max_giprobes; i++) { - if (any(equal(uvec2(i), giprobe_tex))) { - gi_probe_compute(i, vertex, normal, reflection, normal_mat, roughness, spec_accum, amb_accum, blend_accum); + for (uint i = 0; i < params.max_voxel_gi_instances; i++) { + if (any(equal(uvec2(i), voxel_gi_tex))) { + voxel_gi_compute(i, vertex, normal, reflection, normal_mat, roughness, spec_accum, amb_accum, blend_accum); } } if (blend_accum > 0.0) { diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl index 2286a26485..a4610e081c 100644 --- a/servers/rendering/renderer_rd/shaders/resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/resolve.glsl @@ -13,9 +13,9 @@ layout(set = 0, binding = 1) uniform sampler2DMS source_normal_roughness; layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_depth; layout(rgba8, set = 1, binding = 1) uniform restrict writeonly image2D dest_normal_roughness; -#ifdef GIPROBE_RESOLVE -layout(set = 2, binding = 0) uniform usampler2DMS source_giprobe; -layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_giprobe; +#ifdef VOXEL_GI_RESOLVE +layout(set = 2, binding = 0) uniform usampler2DMS source_voxel_gi; +layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_voxel_gi; #endif #endif @@ -38,8 +38,8 @@ void main() { float best_depth = 1e20; vec4 best_normal_roughness = vec4(0.0); -#ifdef GIPROBE_RESOLVE - uvec2 best_giprobe; +#ifdef VOXEL_GI_RESOLVE + uvec2 best_voxel_gi; #endif #if 0 @@ -50,8 +50,8 @@ void main() { best_depth = depth; best_normal_roughness = texelFetch(source_normal_roughness,pos,i); -#ifdef GIPROBE_RESOLVE - best_giprobe = texelFetch(source_giprobe,pos,i).rg; +#ifdef VOXEL_GI_RESOLVE + best_voxel_gi = texelFetch(source_voxel_gi,pos,i).rg; #endif } } @@ -204,16 +204,16 @@ void main() { #endif best_depth = texelFetch(source_depth, pos, best_index).r; best_normal_roughness = texelFetch(source_normal_roughness, pos, best_index); -#ifdef GIPROBE_RESOLVE - best_giprobe = texelFetch(source_giprobe, pos, best_index).rg; +#ifdef VOXEL_GI_RESOLVE + best_voxel_gi = texelFetch(source_voxel_gi, pos, best_index).rg; #endif #endif imageStore(dest_depth, pos, vec4(best_depth)); imageStore(dest_normal_roughness, pos, vec4(best_normal_roughness)); -#ifdef GIPROBE_RESOLVE - imageStore(dest_giprobe, pos, uvec4(best_giprobe, 0, 0)); +#ifdef VOXEL_GI_RESOLVE + imageStore(dest_voxel_gi, pos, uvec4(best_voxel_gi, 0, 0)); #endif #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index e09b8f15be..ce02d5c4d0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -426,8 +426,8 @@ layout(location = 4) out float depth_output_buffer; #ifdef MODE_RENDER_NORMAL_ROUGHNESS layout(location = 0) out vec4 normal_roughness_output_buffer; -#ifdef MODE_RENDER_GIPROBE -layout(location = 1) out uvec2 giprobe_buffer; +#ifdef MODE_RENDER_VOXEL_GI +layout(location = 1) out uvec2 voxel_gi_buffer; #endif #endif //MODE_RENDER_NORMAL @@ -850,7 +850,7 @@ void main() { if (scene_data.roughness_limiter_enabled) { //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; - vec3 dndu = dFdx(normal), dndv = dFdx(normal); + vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); @@ -1042,7 +1042,7 @@ void main() { } } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; vec3 ref_vec = normalize(reflect(normalize(vertex), normal)); @@ -1054,12 +1054,12 @@ void main() { vec4 amb_accum = vec4(0.0); vec4 spec_accum = vec4(0.0); - gi_probe_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); uint index2 = instances.data[instance_index].gi_offset >> 16; if (index2 != 0xFFFF) { - gi_probe_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); } if (amb_accum.a > 0.0) { @@ -1929,15 +1929,15 @@ void main() { #ifdef MODE_RENDER_NORMAL_ROUGHNESS normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness); -#ifdef MODE_RENDER_GIPROBE - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GIPROBE)) { // process giprobes +#ifdef MODE_RENDER_VOXEL_GI + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; uint index2 = instances.data[instance_index].gi_offset >> 16; - giprobe_buffer.x = index1 & 0xFF; - giprobe_buffer.y = index2 & 0xFF; + voxel_gi_buffer.x = index1 & 0xFF; + voxel_gi_buffer.y = index2 & 0xFF; } else { - giprobe_buffer.x = 0xFF; - giprobe_buffer.y = 0xFF; + voxel_gi_buffer.x = 0xFF; + voxel_gi_buffer.y = 0xFF; } #endif 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 ca75d6300e..e64e52623e 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -1,7 +1,7 @@ #define M_PI 3.14159265359 #define ROUGHNESS_MAX_LOD 5 -#define MAX_GI_PROBES 8 +#define MAX_VOXEL_GI_INSTANCES 8 #if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) @@ -15,7 +15,7 @@ #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_GIPROBE) || 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) #ifndef NORMAL_USED #define NORMAL_USED #endif @@ -57,7 +57,7 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; #define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) #define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) #define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) -#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11) +#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) #define INSTANCE_FLAGS_MULTIMESH (1 << 12) #define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) @@ -122,7 +122,7 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat } global_variables; -struct SDFGIProbeCascadeData { +struct SDFVoxelGICascadeData { vec3 position; float to_probe; ivec3 probe_world_offset; @@ -153,7 +153,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI { vec3 cascade_probe_size; uint pad5; - SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES]; + SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; } sdfgi; @@ -275,7 +275,7 @@ layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas; layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; -layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; +layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer { uint data[]; @@ -306,7 +306,7 @@ layout(set = 1, binding = 14) uniform texture2D reflection_buffer; layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; -struct GIProbeData { +struct VoxelGIData { mat4 xform; vec3 bounds; float dynamic_range; @@ -322,10 +322,10 @@ struct GIProbeData { uint mipmaps; }; -layout(set = 1, binding = 17, std140) uniform GIProbes { - GIProbeData data[MAX_GI_PROBES]; +layout(set = 1, binding = 17, std140) uniform VoxelGIs { + VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; } -gi_probes; +voxel_gi_instances; layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index b41f16cbe7..c88bd0a14b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -48,24 +48,24 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 return color; } -void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) { - position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz; - ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz); - normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz); +void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) { + position = (voxel_gi_instances.data[index].xform * vec4(position, 1.0)).xyz; + ref_vec = normalize((voxel_gi_instances.data[index].xform * vec4(ref_vec, 0.0)).xyz); + normal = normalize((voxel_gi_instances.data[index].xform * vec4(normal, 0.0)).xyz); - position += normal * gi_probes.data[index].normal_bias; + position += normal * voxel_gi_instances.data[index].normal_bias; //this causes corrupted pixels, i have no idea why.. - if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) { + if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, voxel_gi_instances.data[index].bounds))))) { return; } - vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0); + vec3 blendv = abs(position / voxel_gi_instances.data[index].bounds * 2.0 - 1.0); float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0); //float blend=1.0; - float max_distance = length(gi_probes.data[index].bounds); - vec3 cell_size = 1.0 / gi_probes.data[index].bounds; + float max_distance = length(voxel_gi_instances.data[index].bounds); + vec3 cell_size = 1.0 / voxel_gi_instances.data[index].bounds; //radiance @@ -83,26 +83,26 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 vec3 light = vec3(0.0); for (int i = 0; i < MAX_CONE_DIRS; i++) { - vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz); + vec3 dir = normalize((voxel_gi_instances.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz); - vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias); + vec4 cone_light = voxel_cone_trace_45_degrees(voxel_gi_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, voxel_gi_instances.data[index].bias); - if (gi_probes.data[index].blend_ambient) { + if (voxel_gi_instances.data[index].blend_ambient) { cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95)); } light += cone_weights[i] * cone_light.rgb; } - light *= gi_probes.data[index].dynamic_range; + light *= voxel_gi_instances.data[index].dynamic_range; out_diff += vec4(light * blend, blend); //irradiance - vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias); - if (gi_probes.data[index].blend_ambient) { + vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias); + if (voxel_gi_instances.data[index].blend_ambient) { irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95)); } - irr_light.rgb *= gi_probes.data[index].dynamic_range; + irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range; //irr_light=vec3(0.0); out_spec += vec4(irr_light.rgb * blend, blend); 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 32a86cb166..709ea45b88 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -144,12 +144,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, float metallic = unpackUnorm4x8(orms).z; if (metallic < 1.0) { float roughness = unpackUnorm4x8(orms).y; - -#if defined(DIFFUSE_OREN_NAYAR) - vec3 diffuse_brdf_NL; -#else float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance -#endif #if defined(DIFFUSE_LAMBERT_WRAP) // energy conserving lambert wrap shader @@ -243,7 +238,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, #elif defined(SPECULAR_PHONG) vec3 R = normalize(-reflect(L, N)); +#ifdef USE_SOFT_SHADOWS float cRdotV = clamp(A + dot(R, V), 0.0, 1.0); +#else + float cRdotV = clamp(dot(R, V), 0.0, 1.0); +#endif float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25; float phong = pow(cRdotV, shininess); phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI)); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index d488c99b6d..aa8a0b96c5 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -96,6 +96,18 @@ layout(location = 8) out float dp_clip; #endif +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif +#else +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + invariant gl_Position; #GLOBALS @@ -234,7 +246,13 @@ void main() { vec4 position; #endif +#ifdef USE_MULTIVIEW + mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; +#else mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; +#endif //USE_MULTIVIEW //using world coordinates #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) @@ -386,10 +404,26 @@ layout(location = 8) in float dp_clip; #endif +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif +#else +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + //defines to keep compatibility with vertex #define world_matrix draw_call.transform +#ifdef USE_MULTIVIEW +#define projection_matrix scene_data.projection_matrix_view[ViewIndex] +#else #define projection_matrix scene_data.projection_matrix +#endif #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) //both required for transmittance to be enabled @@ -761,7 +795,7 @@ void main() { if (scene_data.roughness_limiter_enabled) { //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; - vec3 dndu = dFdx(normal), dndv = dFdx(normal); + vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); 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 0156b58574..7fcd84695d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -1,4 +1,9 @@ #define M_PI 3.14159265359 +#define MAX_VIEWS 2 + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif #include "decal_data_inc.glsl" @@ -51,7 +56,7 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; #define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) #define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) #define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) -#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11) +#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) #define INSTANCE_FLAGS_MULTIMESH (1 << 12) #define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) @@ -121,10 +126,13 @@ global_variables; layout(set = 1, binding = 0, std140) uniform SceneData { mat4 projection_matrix; mat4 inv_projection_matrix; - mat4 camera_matrix; mat4 inv_camera_matrix; + // only used for multiview + mat4 projection_matrix_view[MAX_VIEWS]; + mat4 inv_projection_matrix_view[MAX_VIEWS]; + vec2 viewport_size; vec2 screen_pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl index 9924da37d5..41c6325bc5 100644 --- a/servers/rendering/renderer_rd/shaders/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/sky.glsl @@ -4,11 +4,17 @@ #VERSION_DEFINES +#define MAX_VIEWS 2 + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + layout(location = 0) out vec2 uv_interp; layout(push_constant, binding = 1, std430) uniform Params { mat3 orientation; - vec4 proj; + vec4 projections[MAX_VIEWS]; vec4 position_multiplier; float time; } @@ -26,15 +32,29 @@ void main() { #VERSION_DEFINES +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#extension GL_EXT_multiview : enable +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + #define M_PI 3.14159265359 +#define MAX_VIEWS 2 layout(location = 0) in vec2 uv_interp; layout(push_constant, binding = 1, std430) uniform Params { mat3 orientation; - vec4 proj; + vec4 projections[MAX_VIEWS]; vec4 position_multiplier; - float time; //TODO consider adding vec2 screen res, and float radiance size + float time; } params; @@ -85,7 +105,6 @@ struct DirectionalLightData { layout(set = 0, binding = 3, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } - directional_lights; #ifdef MATERIAL_UNIFORMS_USED @@ -154,8 +173,8 @@ vec4 fog_process(vec3 view, vec3 sky_color) { void main() { vec3 cube_normal; cube_normal.z = -1.0; - cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y; - cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w; + cube_normal.x = (cube_normal.z * (-uv_interp.x - params.projections[ViewIndex].x)) / params.projections[ViewIndex].y; + cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.projections[ViewIndex].z)) / params.projections[ViewIndex].w; cube_normal = mat3(params.orientation) * cube_normal; cube_normal.z = -cube_normal.z; cube_normal = normalize(cube_normal); diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index 86b4da6b08..23f83b3b9c 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -4,6 +4,12 @@ #VERSION_DEFINES +#ifdef MULTIVIEW +#ifdef has_VK_KHR_multiview +#extension GL_EXT_multiview : enable +#endif +#endif + layout(location = 0) out vec2 uv_interp; void main() { @@ -18,9 +24,22 @@ void main() { #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 + layout(location = 0) in vec2 uv_interp; +#ifdef MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2DArray source_color; +#else layout(set = 0, binding = 0) uniform sampler2D source_color; +#endif layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; layout(set = 2, binding = 0) uniform sampler2D source_glow; #ifdef USE_1D_LUT @@ -277,10 +296,17 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { const float FXAA_REDUCE_MUL = (1.0 / 8.0); const float FXAA_SPAN_MAX = 8.0; +#ifdef MULTIVIEW + vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; + vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; + vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; + vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; +#else vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure; vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure; vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure; vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure; +#endif vec3 rgbM = color; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); @@ -305,8 +331,13 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { dir * rcpDirMin)) * params.pixel_size; +#ifdef MULTIVIEW + vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz); + vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz); +#else vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz); vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz); +#endif float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) { @@ -329,7 +360,11 @@ vec3 screen_space_dither(vec2 frag_coord) { } void main() { +#ifdef MULTIVIEW + vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb; +#else vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb; +#endif // Exposure diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl index c793b6ebe1..f2010222e5 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl @@ -72,9 +72,9 @@ layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_ma layout(set = 0, binding = 10) uniform sampler shadow_sampler; -#define MAX_GI_PROBES 8 +#define MAX_VOXEL_GI_INSTANCES 8 -struct GIProbeData { +struct VoxelGIData { mat4 xform; vec3 bounds; float dynamic_range; @@ -90,12 +90,12 @@ struct GIProbeData { uint mipmaps; }; -layout(set = 0, binding = 11, std140) uniform GIProbes { - GIProbeData data[MAX_GI_PROBES]; +layout(set = 0, binding = 11, std140) uniform VoxelGIs { + VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; } -gi_probes; +voxel_gi_instances; -layout(set = 0, binding = 12) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; +layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; @@ -104,7 +104,7 @@ layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; // SDFGI Integration on set 1 #define SDFGI_MAX_CASCADES 8 -struct SDFGIProbeCascadeData { +struct SDFVoxelGICascadeData { vec3 position; float to_probe; ivec3 probe_world_offset; @@ -135,7 +135,7 @@ layout(set = 1, binding = 0, std140) uniform SDFGI { vec3 cascade_probe_size; uint pad5; - SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES]; + SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; } sdfgi; @@ -162,7 +162,7 @@ layout(set = 0, binding = 14, std140) uniform Params { float detail_spread; float gi_inject; - uint max_gi_probes; + uint max_voxel_gi_instances; uint cluster_type_size; vec2 screen_size; @@ -533,21 +533,21 @@ void main() { vec3 world_pos = mat3(params.cam_rotation) * view_pos; - for (uint i = 0; i < params.max_gi_probes; i++) { - vec3 position = (gi_probes.data[i].xform * vec4(world_pos, 1.0)).xyz; + for (uint i = 0; i < params.max_voxel_gi_instances; i++) { + vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz; //this causes corrupted pixels, i have no idea why.. - if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, gi_probes.data[i].bounds))))) { - position /= gi_probes.data[i].bounds; + if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) { + position /= voxel_gi_instances.data[i].bounds; vec4 light = vec4(0.0); - for (uint j = 0; j < gi_probes.data[i].mipmaps; j++) { - vec4 slight = textureLod(sampler3D(gi_probe_textures[i], linear_sampler_with_mipmaps), position, float(j)); + for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) { + vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j)); float a = (1.0 - light.a); light += a * slight; } - light.rgb *= gi_probes.data[i].dynamic_range * params.gi_inject; + light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; total_light += light.rgb; } diff --git a/servers/rendering/renderer_rd/shaders/giprobe.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl index 49a493cdc7..49a493cdc7 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl diff --git a/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl index 7d4d72967a..7d4d72967a 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl diff --git a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl index e20b3f680d..e20b3f680d 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl |