diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
5 files changed, 38 insertions, 215 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index a443bcdcb8..2911e8b731 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -458,6 +458,14 @@ void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) { #endif +float msdf_median(float r, float g, float b, float a) { + return min(max(min(r, g), min(max(r, g), b)), a); +} + +vec2 msdf_map(vec2 value, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max) { + return out_min + (out_max - out_min) * (value - in_min) / (in_max - in_min); +} + void main() { vec4 color = color_interp; vec2 uv = uv_interp; @@ -485,7 +493,34 @@ void main() { #endif - color *= texture(sampler2D(color_texture, texture_sampler), uv); +#ifndef USE_PRIMITIVE + if (bool(draw_data.flags & FLAGS_USE_MSDF)) { + float px_range = draw_data.ninepatch_margins.x; + float outline_thickness = draw_data.ninepatch_margins.y; + //float reserved1 = draw_data.ninepatch_margins.z; + //float reserved2 = draw_data.ninepatch_margins.w; + + vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv); + vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 0)); + vec2 dest_size = vec2(1.0) / fwidth(uv); + float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); + float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; + + if (outline_thickness > 0) { + float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range; + float a = clamp((d + cr) * px_size, 0.0, 1.0); + color.a = a * color.a; + } else { + float a = clamp(d * px_size + 0.5, 0.0, 1.0); + color.a = a * color.a; + } + + } else { +#else + { +#endif + color *= texture(sampler2D(color_texture, texture_sampler), uv); + } uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights bool using_light = light_count > 0 || canvas_data.directional_light_count > 0; diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 451f9b0089..0cff505cae 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -24,6 +24,8 @@ #define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26) #define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27) +#define FLAGS_USE_MSDF (1 << 28) + #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl index 5dc2d08a3b..25d87ca45d 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl @@ -202,12 +202,7 @@ void main() { vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale; vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal); -#ifdef MODE_ANISOTROPIC - vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); -#else vec3 accum = vec3(0.0); -#endif for (uint i = 0; i < params.light_count; i++) { float attenuation; @@ -242,77 +237,35 @@ void main() { vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy; -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission; - } -#else if (length(normal.xyz) > 0.2) { accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission; } else { //all directions accum += light + emission; } -#endif } -#ifdef MODE_ANISOTROPIC - - output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0); - output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0); - output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0); - output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0); - output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0); - output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0); -#else output.data[cell_index] = vec4(accum, 0.0); -#endif - #endif //MODE_COMPUTE_LIGHT #ifdef MODE_UPDATE_MIPMAPS { -#ifdef MODE_ANISOTROPIC - vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); -#else vec3 light_accum = vec3(0.0); -#endif float count = 0.0; for (uint i = 0; i < 8; i++) { uint child_index = cell_children.data[cell_index].children[i]; if (child_index == NO_CHILDREN) { continue; } -#ifdef MODE_ANISOTROPIC - light_accum[1] += output.data[child_index * 6 + 0].rgb; - light_accum[2] += output.data[child_index * 6 + 1].rgb; - light_accum[3] += output.data[child_index * 6 + 2].rgb; - light_accum[4] += output.data[child_index * 6 + 3].rgb; - light_accum[5] += output.data[child_index * 6 + 4].rgb; - light_accum[6] += output.data[child_index * 6 + 5].rgb; - -#else light_accum += output.data[child_index].rgb; -#endif - count += 1.0; } float divisor = mix(8.0, count, params.propagation); -#ifdef MODE_ANISOTROPIC - output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0); - output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0); - output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0); - output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0); - output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0); - output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0); - -#else output.data[cell_index] = vec4(light_accum / divisor, 0.0); -#endif } #endif diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl index 49a493cdc7..779f04ed35 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl @@ -71,11 +71,6 @@ lights; layout(set = 0, binding = 5) uniform texture3D color_texture; -#ifdef MODE_ANISOTROPIC -layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture; -layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture; -#endif // MODE ANISOTROPIC - #endif // MODE_SECOND_BOUNCE #ifndef MODE_DYNAMIC @@ -110,13 +105,6 @@ layout(set = 0, binding = 10) uniform sampler texture_sampler; layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex; -#ifdef MODE_ANISOTROPIC - -layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex; -layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex; - -#endif - #endif #ifdef MODE_DYNAMIC @@ -170,13 +158,6 @@ layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth; layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture; -#ifdef MODE_ANISOTROPIC - -layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture; -layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture; - -#endif // MODE ANISOTROPIC - #endif //MODE_DYNAMIC_SHRINK_PLOT #endif // MODE_DYNAMIC_SHRINK @@ -374,12 +355,7 @@ void main() { vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0); vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz; -#ifdef MODE_ANISOTROPIC - vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); -#else vec3 accum = vec3(0.0); -#endif for (uint i = 0; i < params.light_count; i++) { vec3 light; @@ -390,38 +366,16 @@ void main() { light *= albedo.rgb; -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light; - } -#else if (length(normal) > 0.2) { accum += max(0.0, dot(normal, -light_dir)) * light; } else { //all directions accum += light; } -#endif } -#ifdef MODE_ANISOTROPIC - - for (uint i = 0; i < 6; i++) { - vec3 light = accum[i]; - if (length(normal) > 0.2) { - light += max(0.0, dot(accum_dirs[i], -normal)) * emission; - } else { - light += emission; - } - - outputs.data[cell_index * 6 + i] = vec4(light, 0.0); - } - -#else outputs.data[cell_index] = vec4(accum + emission, 0.0); -#endif - #endif //MODE_COMPUTE_LIGHT /////////////////SECOND BOUNCE/////////////////////////////// @@ -431,32 +385,8 @@ void main() { ivec3 ipos = ivec3(posu); vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal); -#ifdef MODE_ANISOTROPIC - vec3 accum[6]; - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); - - /*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range; - vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb; - vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb; - accum[0]=src_col * src_aniso_pos.x; - accum[1]=src_col * src_aniso_neg.x; - accum[2]=src_col * src_aniso_pos.y; - accum[3]=src_col * src_aniso_neg.y; - accum[4]=src_col * src_aniso_pos.z; - accum[5]=src_col * src_aniso_neg.z;*/ - - accum[0] = outputs.data[cell_index * 6 + 0].rgb; - accum[1] = outputs.data[cell_index * 6 + 1].rgb; - accum[2] = outputs.data[cell_index * 6 + 2].rgb; - accum[3] = outputs.data[cell_index * 6 + 3].rgb; - accum[4] = outputs.data[cell_index * 6 + 4].rgb; - accum[5] = outputs.data[cell_index * 6 + 5].rgb; - -#else vec3 accum = outputs.data[cell_index].rgb; -#endif - if (length(normal.xyz) > 0.2) { vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal.xyz)); @@ -484,9 +414,6 @@ void main() { float max_distance = length(vec3(params.limits)); vec3 cell_size = 1.0 / vec3(params.limits); -#ifdef MODE_ANISOTROPIC - vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength); -#endif while (dist < max_distance && color.a < 0.95) { float diameter = max(1.0, 2.0 * tan_half_angle * dist); vec3 uvw_pos = (pos + dist * direction) * cell_size; @@ -498,42 +425,18 @@ void main() { float log2_diameter = log2(diameter); vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter); -#ifdef MODE_ANISOTROPIC - - vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb; - vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb; - - scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0)); -#endif float a = (1.0 - color.a); color += a * scolor; dist += half_diameter; } } color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb; - } -#else accum += color.rgb; -#endif } } -#ifdef MODE_ANISOTROPIC - - outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0); - outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0); - outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0); - outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0); - outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0); - outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0); -#else outputs.data[cell_index] = vec4(accum, 0.0); -#endif - #endif // MODE_SECOND_BOUNCE /////////////////UPDATE MIPMAPS/////////////////////////////// @@ -541,45 +444,20 @@ void main() { #ifdef MODE_UPDATE_MIPMAPS { -#ifdef MODE_ANISOTROPIC - vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); -#else vec3 light_accum = vec3(0.0); -#endif float count = 0.0; for (uint i = 0; i < 8; i++) { uint child_index = cell_children.data[cell_index].children[i]; if (child_index == NO_CHILDREN) { continue; } -#ifdef MODE_ANISOTROPIC - light_accum[0] += outputs.data[child_index * 6 + 0].rgb; - light_accum[1] += outputs.data[child_index * 6 + 1].rgb; - light_accum[2] += outputs.data[child_index * 6 + 2].rgb; - light_accum[3] += outputs.data[child_index * 6 + 3].rgb; - light_accum[4] += outputs.data[child_index * 6 + 4].rgb; - light_accum[5] += outputs.data[child_index * 6 + 5].rgb; - -#else light_accum += outputs.data[child_index].rgb; -#endif - count += 1.0; } float divisor = mix(8.0, count, params.propagation); -#ifdef MODE_ANISOTROPIC - outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0); - outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0); - outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0); - outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0); - outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0); - outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0); - -#else outputs.data[cell_index] = vec4(light_accum / divisor, 0.0); -#endif } #endif @@ -587,40 +465,7 @@ void main() { #ifdef MODE_WRITE_TEXTURE { -#ifdef MODE_ANISOTROPIC - vec3 accum_total = vec3(0.0); - accum_total += outputs.data[cell_index * 6 + 0].rgb; - accum_total += outputs.data[cell_index * 6 + 1].rgb; - accum_total += outputs.data[cell_index * 6 + 2].rgb; - accum_total += outputs.data[cell_index * 6 + 3].rgb; - accum_total += outputs.data[cell_index * 6 + 4].rgb; - accum_total += outputs.data[cell_index * 6 + 5].rgb; - - float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001); - vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy); - vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy); - - { - uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0)); - aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5; - aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11; - imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos)); - } - - { - uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0)); - aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5; - aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11; - imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg)); - } - - imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a)); - -#else - imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a)); - -#endif } #endif @@ -763,13 +608,6 @@ void main() { color.rgb /= params.dynamic_range; imageStore(color_texture, pos3d, color); //imageStore(color_texture,pos3d,vec4(1,1,1,1)); - -#ifdef MODE_ANISOTROPIC - //do not care about anisotropy for dynamic objects, just store full lit in all directions - imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF)); - imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF)); - -#endif // ANISOTROPIC } #endif // MODE_DYNAMIC_SHRINK_PLOT } diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl index 7d4d72967a..281c496df3 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl @@ -20,11 +20,6 @@ layout(set = 0, binding = 2) uniform texture3D color_tex; layout(set = 0, binding = 3) uniform sampler tex_sampler; -#ifdef USE_ANISOTROPY -layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex; -layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex; -#endif - layout(push_constant, binding = 0, std430) uniform Params { mat4 projection; uint cell_offset; |