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-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl13
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl24
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl4
3 files changed, 24 insertions, 17 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index d85ab3af2e..246ef81cb2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -182,17 +182,18 @@ void main() {
if (found) {
float margin_blend = 1.0;
- vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
- if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) {
- // clip outside screen + margin
+ vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin
+ if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) {
+ // clip at the screen edges
imageStore(ssr_image, ssC, vec4(0.0));
return;
}
{
- //blend fading out towards external margin
- vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0)));
- margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
+ //blend fading out towards inner margin
+ // 0.5 = midpoint of reflection
+ vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5));
+ margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y);
//margin_blend = 1.0;
}
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
index af5f7d0a58..9640d30e78 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl
@@ -37,16 +37,14 @@ layout(push_constant, std430) uniform Params {
uint max_cascades;
ivec2 screen_size;
- bool use_occlusion;
float y_mult;
- int probe_axis_size;
float z_near;
- float reserved1;
- float reserved2;
- mat4 cam_transform;
- mat4 inv_projection;
+ mat3x4 inv_projection;
+ // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
+ float cam_basis[3][3];
+ float cam_origin[3];
}
params;
@@ -82,13 +80,21 @@ void main() {
vec3 ray_pos;
vec3 ray_dir;
{
- ray_pos = params.cam_transform[3].xyz;
+ ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
ray_dir.z = params.z_near;
- ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz;
- ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
+ ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
+
+ mat3 cam_basis;
+ {
+ vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
+ vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
+ vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
+ cam_basis = mat3(c0, c1, c2);
+ }
+ ray_dir = normalize(cam_basis * ray_dir);
}
ray_pos.y *= params.y_mult;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 4369bddc83..fb5759bc17 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -458,11 +458,11 @@ void main() {
} break;
case ATTRACTOR_TYPE_VECTOR_FIELD: {
- vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents + 1.0) * 0.5;
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
continue;
}
- vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0;
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
amount = length(s);