diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
31 files changed, 434 insertions, 157 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index 05663226c0..d352743908 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]: glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] # make sure we recompile shaders if include files change - env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files) + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) # compile shaders for glsl_file in glsl_files: diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 12f57b0178..2ea6965c09 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -138,10 +138,10 @@ layout(set = 0, binding = 7) uniform texture2D sdf_texture; layout(set = 0, binding = 8) uniform sampler material_samplers[12]; -layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; /* SET1: Is reserved for the material */ diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub index fc513d3fb9..741da8fe69 100644 --- a/servers/rendering/renderer_rd/shaders/effects/SCsub +++ b/servers/rendering/renderer_rd/shaders/effects/SCsub @@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]: glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] # make sure we recompile shaders if include files change - env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files) + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) # compile shaders for glsl_file in glsl_files: diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 9787c9879d..1c17eabb56 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -88,7 +88,7 @@ layout(set = 0, binding = 0) uniform sampler2DArray source_color; layout(set = 1, binding = 0) uniform sampler2DArray source_depth; layout(location = 1) out float depth; #endif /* MODE_TWO_SOURCES */ -#else +#else /* MULTIVIEW */ layout(set = 0, binding = 0) uniform sampler2D source_color; #ifdef MODE_TWO_SOURCES layout(set = 1, binding = 0) uniform sampler2D source_color2; @@ -139,7 +139,7 @@ void main() { //uv.y = 1.0 - uv.y; uv = 1.0 - uv; } -#endif +#endif /* MODE_PANORAMA_TO_DP */ #ifdef MULTIVIEW vec4 color = textureLod(source_color, uv, 0.0); @@ -148,12 +148,13 @@ void main() { depth = textureLod(source_depth, uv, 0.0).r; #endif /* MODE_TWO_SOURCES */ -#else +#else /* MULTIVIEW */ vec4 color = textureLod(source_color, uv, 0.0); #ifdef MODE_TWO_SOURCES color += textureLod(source_color2, uv, 0.0); #endif /* MODE_TWO_SOURCES */ #endif /* MULTIVIEW */ + if (params.force_luminance) { color.rgb = vec3(max(max(color.r, color.g), color.b)); } @@ -163,5 +164,6 @@ void main() { if (params.srgb) { color.rgb = linear_to_srgb(color.rgb); } + frag_color = color; } diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index a416891ff2..d85ab3af2e 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -32,12 +32,17 @@ layout(push_constant, std430) uniform Params { bool use_half_res; uint metallic_mask; - mat4 projection; + uint view_index; + uint pad1; + uint pad2; + uint pad3; } params; +#include "screen_space_reflection_inc.glsl" + vec2 view_to_screen(vec3 view_pos, out float w) { - vec4 projected = params.projection * vec4(view_pos, 1.0); + vec4 projected = scene_data.projection[params.view_index] * vec4(view_pos, 1.0); projected.xyz /= projected.w; projected.xy = projected.xy * 0.5 + 0.5; w = projected.w; @@ -46,24 +51,16 @@ vec2 view_to_screen(vec3 view_pos, out float w) { #define M_PI 3.14159265359 -vec3 reconstructCSPosition(vec2 S, float z) { - if (params.orthogonal) { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z); - } else { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z); - } -} - void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } vec2 pixel_size = 1.0 / vec2(params.screen_size); - vec2 uv = vec2(ssC) * pixel_size; + vec2 uv = vec2(ssC.xy) * pixel_size; uv += pixel_size * 0.5; @@ -77,7 +74,12 @@ void main() { normal = normalize(normal); normal.y = -normal.y; //because this code reads flipped - vec3 view_dir = normalize(vertex); + vec3 view_dir; + if (sc_multiview) { + view_dir = normalize(vertex + scene_data.eye_offset[params.view_index].xyz); + } else { + view_dir = normalize(vertex); + } vec3 ray_dir = normalize(reflect(view_dir, normal)); if (dot(ray_dir, normal) < 0.001) { @@ -154,6 +156,11 @@ void main() { // convert to linear depth depth = imageLoad(source_depth, ivec2(pos - 0.5)).r; + if (sc_multiview) { + depth = depth * 2.0 - 1.0; + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + depth = -depth; + } z_from = z_to; z_to = z / w; @@ -222,13 +229,16 @@ void main() { blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); } } + + // Isn't this going to be overwritten after our endif? final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 -#endif +#endif // MODE_ROUGH final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); + //change blend by metallic vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask); final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0)); diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl index 20e1712496..a63d60e0b2 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl @@ -22,7 +22,7 @@ layout(push_constant, std430) uniform Params { bool orthogonal; float edge_tolerance; int increment; - uint pad; + uint view_index; ivec2 screen_size; bool vertical; @@ -30,6 +30,8 @@ layout(push_constant, std430) uniform Params { } params; +#include "screen_space_reflection_inc.glsl" + #define GAUSS_TABLE_SIZE 15 const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[]( @@ -64,14 +66,6 @@ float gauss_weight(float p_val) { #define M_PI 3.14159265359 -vec3 reconstructCSPosition(vec2 S, float z) { - if (params.orthogonal) { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z); - } else { - return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z); - } -} - void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) { for (int i = 1; i < params.steps; i++) { float d = float(i * params.increment); @@ -110,7 +104,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } @@ -130,13 +124,13 @@ void main() { ivec2 direction = ivec2(params.increment, 0); #endif float depth = imageLoad(source_depth, ssC).r; - vec3 pos = reconstructCSPosition(vec2(ssC) + 0.5, depth); + vec3 pos = reconstructCSPosition(vec2(ssC.xy) + 0.5, depth); vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0; normal = normalize(normal); normal.y = -normal.y; - do_filter(accum, accum_radius, divisor, ssC, direction, pos, normal, radius); - do_filter(accum, accum_radius, divisor, ssC, -direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, direction, pos, normal, radius); + do_filter(accum, accum_radius, divisor, ssC.xy, -direction, pos, normal, radius); if (divisor > 0.0) { accum /= divisor; diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl new file mode 100644 index 0000000000..26405ab040 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl @@ -0,0 +1,28 @@ +layout(constant_id = 0) const bool sc_multiview = false; + +layout(set = 4, binding = 0, std140) uniform SceneData { + mat4x4 projection[2]; + mat4x4 inv_projection[2]; + vec4 eye_offset[2]; +} +scene_data; + +vec3 reconstructCSPosition(vec2 screen_pos, float z) { + if (sc_multiview) { + vec4 pos; + pos.xy = (2.0 * vec2(screen_pos) / vec2(params.screen_size)) - 1.0; + pos.z = z * 2.0 - 1.0; + pos.w = 1.0; + + pos = scene_data.inv_projection[params.view_index] * pos; + pos.xyz /= pos.w; + + return pos.xyz; + } else { + if (params.orthogonal) { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw), z); + } else { + return vec3((screen_pos.xy * params.proj_info.xy + params.proj_info.zw) * z, z); + } + } +} diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl index 3f537e273a..a7da0812df 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl @@ -6,6 +6,11 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; +/* Specialization Constants (Toggles) */ + +layout(constant_id = 0) const bool sc_multiview = false; + +/* inputs */ layout(set = 0, binding = 0) uniform sampler2D source_ssr; layout(set = 1, binding = 0) uniform sampler2D source_depth; layout(set = 1, binding = 1) uniform sampler2D source_normal; @@ -28,7 +33,7 @@ void main() { // Pixel being shaded ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); - if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + if (any(greaterThanEqual(ssC.xy, params.screen_size))) { //too large, do nothing return; } //do not filter, SSR will generate arctifacts if this is done @@ -57,13 +62,19 @@ void main() { normal.xyz += nr.xyz * 2.0 - 1.0; normal.w += nr.w; - d = d * 2.0 - 1.0; - if (params.orthogonal) { - d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + if (sc_multiview) { + // we're doing a full unproject so we need the value as is. + depth += d; } else { - d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); + // unproject our Z value so we can use it directly. + d = d * 2.0 - 1.0; + if (params.orthogonal) { + d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + } else { + d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near)); + } + depth += -d; } - depth += -d; } color /= 4.0; @@ -71,17 +82,22 @@ void main() { normal.xyz = normalize(normal.xyz / 4.0) * 0.5 + 0.5; normal.w /= 4.0; } else { - color = texelFetch(source_ssr, ssC << 1, 0); - depth = texelFetch(source_depth, ssC << 1, 0).r; - normal = texelFetch(source_normal, ssC << 1, 0); - - depth = depth * 2.0 - 1.0; - if (params.orthogonal) { - depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; - } else { - depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + ivec2 ofs = ssC << 1; + + color = texelFetch(source_ssr, ofs, 0); + depth = texelFetch(source_depth, ofs, 0).r; + normal = texelFetch(source_normal, ofs, 0); + + if (!sc_multiview) { + // unproject our Z value so we can use it directly. + depth = depth * 2.0 - 1.0; + if (params.orthogonal) { + depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0; + } else { + depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near)); + } + depth = -depth; } - depth = -depth; } imageStore(dest_ssr, ssC, color); diff --git a/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl new file mode 100644 index 0000000000..c62144fdaf --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl @@ -0,0 +1,112 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#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 + +#ifdef USE_MULTIVIEW +layout(location = 0) out vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) out vec2 uv_interp; +#endif //USE_MULTIVIEW + +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)); + +#ifdef USE_MULTIVIEW + uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex); + + gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); +#else + uv_interp = base_arr[gl_VertexIndex]; + + gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); +#endif +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#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 + +#ifdef USE_MULTIVIEW +layout(location = 0) in vec3 uv_interp; +#else // USE_MULTIVIEW +layout(location = 0) in vec2 uv_interp; +#endif //USE_MULTIVIEW + +#ifdef USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2DArray specular; +#else // USE_MULTIVIEW +layout(set = 0, binding = 0) uniform sampler2D specular; +#endif //USE_MULTIVIEW + +#ifdef MODE_SSR + +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2DArray ssr; +#else // USE_MULTIVIEW +layout(set = 1, binding = 0) uniform sampler2D ssr; +#endif //USE_MULTIVIEW + +#endif + +#ifdef MODE_MERGE + +#ifdef USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2DArray diffuse; +#else // USE_MULTIVIEW +layout(set = 2, binding = 0) uniform sampler2D diffuse; +#endif //USE_MULTIVIEW + +#endif + +layout(location = 0) out vec4 frag_color; + +void main() { + frag_color.rgb = texture(specular, uv_interp).rgb; + frag_color.a = 0.0; +#ifdef MODE_SSR + + vec4 ssr_color = texture(ssr, uv_interp); + frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); +#endif + +#ifdef MODE_MERGE + frag_color += texture(diffuse, uv_interp); +#endif + //added using additive blend +} diff --git a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl index 134aae5ce7..134aae5ce7 100644 --- a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 2a87e273bc..2a87e273bc 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl index f42734c46d..f42734c46d 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl index 04f98964e8..04f98964e8 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl index f6a9a92fac..f6a9a92fac 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 513791dfbf..513791dfbf 100644 --- a/servers/rendering/renderer_rd/shaders/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl index 47c56571f6..47c56571f6 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl index 6b6b02739d..6b6b02739d 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl index 9e86ac0cf0..9e86ac0cf0 100644 --- a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl diff --git a/servers/rendering/renderer_rd/shaders/effects/vrs.glsl b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl new file mode 100644 index 0000000000..5ef83c0b44 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/effects/vrs.glsl @@ -0,0 +1,72 @@ +#[vertex] + +#version 450 + +#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 + +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.xy = base_arr[gl_VertexIndex]; +#ifdef MULTIVIEW + uv_interp.z = ViewIndex; +#endif + + gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0); +} + +#[fragment] + +#version 450 + +#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) in vec3 uv_interp; +layout(set = 0, binding = 0) uniform sampler2DArray source_color; +#else /* MULTIVIEW */ +layout(location = 0) in vec2 uv_interp; +layout(set = 0, binding = 0) uniform sampler2D source_color; +#endif /* MULTIVIEW */ + +layout(location = 0) out uint frag_color; + +void main() { +#ifdef MULTIVIEW + vec3 uv = uv_interp; +#else + vec2 uv = uv_interp; +#endif + +#ifdef MULTIVIEW + vec4 color = textureLod(source_color, uv, 0.0); +#else /* MULTIVIEW */ + vec4 color = textureLod(source_color, uv, 0.0); +#endif /* MULTIVIEW */ + + // See if we can change the sampler to one that returns int... + frag_color = uint(color.r * 256.0); +} diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub index fc513d3fb9..741da8fe69 100644 --- a/servers/rendering/renderer_rd/shaders/environment/SCsub +++ b/servers/rendering/renderer_rd/shaders/environment/SCsub @@ -10,7 +10,7 @@ if "RD_GLSL" in env["BUILDERS"]: glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] # make sure we recompile shaders if include files change - env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files) + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) # compile shaders for glsl_file in glsl_files: diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl index f687d50a2d..6ea8cb1377 100644 --- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl @@ -8,6 +8,12 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #define M_PI 3.141592 +/* Specialization Constants (Toggles) */ + +layout(constant_id = 0) const bool sc_half_res = false; +layout(constant_id = 1) const bool sc_use_full_projection_matrix = false; +layout(constant_id = 2) const bool sc_use_vrs = false; + #define SDFGI_MAX_CASCADES 8 //set 0 for SDFGI and render buffers @@ -97,18 +103,20 @@ layout(set = 0, binding = 18, std140) uniform SceneData { } scene_data; +layout(r8ui, set = 0, binding = 19) uniform restrict readonly uimage2D vrs_buffer; + layout(push_constant, std430) uniform Params { - uint view_index; uint max_voxel_gi_instances; bool high_quality_vct; bool orthogonal; + uint view_index; vec4 proj_info; float z_near; float z_far; - float pad1; float pad2; + float pad3; } params; @@ -140,34 +148,34 @@ vec4 blend_color(vec4 src, vec4 dst) { } vec3 reconstruct_position(ivec2 screen_pos) { -#ifdef USE_MULTIVIEW - vec4 pos; - pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0; - pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0; - pos.w = 1.0; + if (sc_use_full_projection_matrix) { + vec4 pos; + pos.xy = (2.0 * vec2(screen_pos) / vec2(scene_data.screen_size)) - 1.0; + pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r * 2.0 - 1.0; + pos.w = 1.0; - pos = scene_data.inv_projection[params.view_index] * pos; + pos = scene_data.inv_projection[params.view_index] * pos; - return pos.xyz / pos.w; -#else - vec3 pos; - pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r; - - pos.z = pos.z * 2.0 - 1.0; - if (params.orthogonal) { - pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + return pos.xyz / pos.w; } else { - pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near)); - } - pos.z = -pos.z; + vec3 pos; + pos.z = texelFetch(sampler2D(depth_buffer, linear_sampler), screen_pos, 0).r; + + pos.z = pos.z * 2.0 - 1.0; + if (params.orthogonal) { + pos.z = ((pos.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + } else { + pos.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - pos.z * (params.z_far - params.z_near)); + } + pos.z = -pos.z; - pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw; - if (!params.orthogonal) { - pos.xy *= pos.z; - } + pos.xy = vec2(screen_pos) * params.proj_info.xy + params.proj_info.zw; + if (!params.orthogonal) { + pos.xy *= pos.z; + } - return pos; -#endif + return pos; + } } 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) { @@ -587,7 +595,6 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 vec4 fetch_normal_and_roughness(ivec2 pos) { vec4 normal_roughness = texelFetch(sampler2D(normal_roughness_buffer, linear_sampler), pos, 0); - normal_roughness.xyz = normalize(normal_roughness.xyz * 2.0 - 1.0); return normal_roughness; } @@ -600,7 +607,7 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref if (normal.length() > 0.5) { //valid normal, can do GI float roughness = normal_roughness.w; - vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[params.view_index].xyz)); + vec3 view = -normalize(mat3(scene_data.cam_transform) * (vertex - scene_data.eye_offset[gl_GlobalInvocationID.z].xyz)); vertex = mat3(scene_data.cam_transform) * vertex; normal = normalize(mat3(scene_data.cam_transform) * normal); vec3 reflection = normalize(reflect(-view, normal)); @@ -648,9 +655,35 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref void main() { ivec2 pos = ivec2(gl_GlobalInvocationID.xy); -#ifdef MODE_HALF_RES - pos <<= 1; -#endif + uint vrs_x, vrs_y; + if (sc_use_vrs) { + ivec2 vrs_pos; + + // Currently we use a 16x16 texel, possibly some day make this configurable. + if (sc_half_res) { + vrs_pos = pos >> 3; + } else { + vrs_pos = pos >> 4; + } + + uint vrs_texel = imageLoad(vrs_buffer, vrs_pos).r; + // note, valid values for vrs_x and vrs_y are 1, 2 and 4. + vrs_x = 1 << ((vrs_texel >> 2) & 3); + vrs_y = 1 << (vrs_texel & 3); + + if (mod(pos.x, vrs_x) != 0) { + return; + } + + if (mod(pos.y, vrs_y) != 0) { + return; + } + } + + if (sc_half_res) { + pos <<= 1; + } + if (any(greaterThanEqual(pos, scene_data.screen_size))) { //too large, do nothing return; } @@ -663,10 +696,69 @@ void main() { process_gi(pos, vertex, ambient_light, reflection_light); -#ifdef MODE_HALF_RES - pos >>= 1; -#endif + if (sc_half_res) { + pos >>= 1; + } imageStore(ambient_buffer, pos, ambient_light); imageStore(reflection_buffer, pos, reflection_light); + + if (sc_use_vrs) { + if (vrs_x > 1) { + imageStore(ambient_buffer, pos + ivec2(1, 0), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 0), reflection_light); + } + + if (vrs_x > 2) { + imageStore(ambient_buffer, pos + ivec2(2, 0), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 0), reflection_light); + + imageStore(ambient_buffer, pos + ivec2(3, 0), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 0), reflection_light); + } + + if (vrs_y > 1) { + imageStore(ambient_buffer, pos + ivec2(0, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(0, 1), reflection_light); + } + + if (vrs_y > 1 && vrs_x > 1) { + imageStore(ambient_buffer, pos + ivec2(1, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 1), reflection_light); + } + + if (vrs_y > 1 && vrs_x > 2) { + imageStore(ambient_buffer, pos + ivec2(2, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 1), reflection_light); + + imageStore(ambient_buffer, pos + ivec2(3, 1), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 1), reflection_light); + } + + if (vrs_y > 2) { + imageStore(ambient_buffer, pos + ivec2(0, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(0, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(0, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(0, 3), reflection_light); + } + + if (vrs_y > 2 && vrs_x > 1) { + imageStore(ambient_buffer, pos + ivec2(1, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(1, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(1, 3), reflection_light); + } + + if (vrs_y > 2 && vrs_x > 2) { + imageStore(ambient_buffer, pos + ivec2(2, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(2, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(2, 3), reflection_light); + + imageStore(ambient_buffer, pos + ivec2(3, 2), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 2), reflection_light); + imageStore(ambient_buffer, pos + ivec2(3, 3), ambient_light); + imageStore(reflection_buffer, pos + ivec2(3, 3), reflection_light); + } + } } diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index 5b4594da99..e825020a4e 100644 --- a/servers/rendering/renderer_rd/shaders/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -77,10 +77,10 @@ params; layout(set = 0, binding = 0) uniform sampler material_samplers[12]; -layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; layout(set = 0, binding = 2, std140) uniform SceneData { bool volumetric_fog_enabled; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl index eee609fb48..4658afd02d 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl @@ -21,17 +21,17 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; #define DENSITY_SCALE 1024.0 -#include "cluster_data_inc.glsl" -#include "light_data_inc.glsl" +#include "../cluster_data_inc.glsl" +#include "../light_data_inc.glsl" #define M_PI 3.14159265359 layout(set = 0, binding = 1) uniform sampler material_samplers[12]; -layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; layout(push_constant, std430) uniform Params { vec3 position; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index fdbd7d3e35..e74cfad65c 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -19,8 +19,8 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #endif -#include "cluster_data_inc.glsl" -#include "light_data_inc.glsl" +#include "../cluster_data_inc.glsl" +#include "../light_data_inc.glsl" #define M_PI 3.14159265359 diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index acb62b812e..4369bddc83 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -25,10 +25,10 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; layout(set = 0, binding = 1) uniform sampler material_samplers[12]; -layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; /* Set 1: FRAME AND PARTICLE DATA */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5947fc5351..22058b3a06 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -947,9 +947,9 @@ void fragment_shader(in SceneData scene_data) { if (decals.data[decal_index].emission_rect != vec4(0.0)) { //emission is additive, so its independent from albedo if (sc_decal_use_mipmaps) { - emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; } else { - emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; } } } @@ -1381,7 +1381,7 @@ void fragment_shader(in SceneData scene_data) { float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); #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 0c23de96c3..f0717294ef 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -129,10 +129,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { vec4 data[]; } -global_variables; +global_shader_uniforms; struct SDFVoxelGICascadeData { vec3 position; 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 c92b29b14a..e27c81eaea 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -199,7 +199,10 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif // LIGHT_ANISOTROPY_USED // F float cLdotH5 = SchlickFresnel(cLdotH); - vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0); + // Calculate Fresnel using specular occlusion term from Filament: + // https://google.github.io/filament/Filament.html#lighting/occlusion/specularocclusion + float f90 = clamp(dot(f0, vec3(50.0 * 0.33)), 0.0, 1.0); + vec3 F = f0 + (f90 - f0) * cLdotH5; vec3 specular_brdf_NL = cNdotL * D * F * G; 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 7413d8730a..98ad674ce0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -118,10 +118,10 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { } decals; -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { highp vec4 data[]; } -global_variables; +global_shader_uniforms; /* Set 1: Render Pass (changes per render pass) */ diff --git a/servers/rendering/renderer_rd/shaders/specular_merge.glsl b/servers/rendering/renderer_rd/shaders/specular_merge.glsl deleted file mode 100644 index 3579c35cce..0000000000 --- a/servers/rendering/renderer_rd/shaders/specular_merge.glsl +++ /dev/null @@ -1,53 +0,0 @@ -#[vertex] - -#version 450 - -#VERSION_DEFINES - -layout(location = 0) out vec2 uv_interp; - -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]; - - gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0); -} - -#[fragment] - -#version 450 - -#VERSION_DEFINES - -layout(location = 0) in vec2 uv_interp; - -layout(set = 0, binding = 0) uniform sampler2D specular; - -#ifdef MODE_SSR - -layout(set = 1, binding = 0) uniform sampler2D ssr; - -#endif - -#ifdef MODE_MERGE - -layout(set = 2, binding = 0) uniform sampler2D diffuse; - -#endif - -layout(location = 0) out vec4 frag_color; - -void main() { - frag_color.rgb = texture(specular, uv_interp).rgb; - frag_color.a = 0.0; -#ifdef MODE_SSR - - vec4 ssr_color = texture(ssr, uv_interp); - frag_color.rgb = mix(frag_color.rgb, ssr_color.rgb, ssr_color.a); -#endif - -#ifdef MODE_MERGE - frag_color += texture(diffuse, uv_interp); -#endif - //added using additive blend -} diff --git a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl index a1a77b95aa..b0a0839836 100644 --- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl +++ b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl @@ -29,7 +29,8 @@ #VERSION_DEFINES -// Based on Spartan Engine's TAA implementation https://github.com/PanosK92/SpartanEngine/blob/master/Data/shaders/temporal_antialiasing.hlsl +// Based on Spartan Engine's TAA implementation (without TAA upscale). +// <https://github.com/PanosK92/SpartanEngine/blob/a8338d0609b85dc32f3732a5c27fb4463816a3b9/Data/shaders/temporal_antialiasing.hlsl> #define USE_SUBGROUPS @@ -188,7 +189,7 @@ vec3 sample_catmull_rom_9(sampler2D stex, vec2 uv, vec2 resolution) { // Source: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1 // License: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae - // We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding + // We're going to sample a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding // down the sample location to get the exact center of our "starting" texel. The starting texel will be at // location [1, 1] in the grid, where [0, 0] is the top left corner. vec2 sample_pos = uv * resolution; |