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-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl)38
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl)20
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl (renamed from servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl)48
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl112
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl (renamed from servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_blur.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_interleave.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil_blur.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl (renamed from servers/rendering/renderer_rd/shaders/ssil_interleave.glsl)0
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/specular_merge.glsl53
-rw-r--r--servers/rendering/renderer_rd/shaders/taa_resolve.glsl2
17 files changed, 205 insertions, 98 deletions
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/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 5f34e7112d..6ea8cb1377 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -659,7 +659,7 @@ void main() {
if (sc_use_vrs) {
ivec2 vrs_pos;
- // Currenty we use a 16x16 texel, possibly some day make this configurable.
+ // Currently we use a 16x16 texel, possibly some day make this configurable.
if (sc_half_res) {
vrs_pos = pos >> 3;
} else {
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 ddd984ad83..b0a0839836 100644
--- a/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/taa_resolve.glsl
@@ -189,7 +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;