summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd/shaders
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl16
-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl19
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl25
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl (renamed from servers/rendering/renderer_rd/shaders/ssao_downsample.glsl)23
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil.glsl444
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_blur.glsl124
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl124
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_interleave.glsl102
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl56
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl5
20 files changed, 893 insertions, 123 deletions
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index 6b2671a42b..d4d0ed0f56 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -84,6 +84,8 @@ void main() {
color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
color /= 4.0;
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color));
+ color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color));
imageStore(dest_buffer, pos + params.target, color);
#endif
@@ -132,6 +134,13 @@ void main() {
local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114));
+ local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114));
+ }
memoryBarrierShared();
barrier();
@@ -177,6 +186,11 @@ void main() {
color += temp_cache[index - 2] * 0.140367;
color += temp_cache[index - 3] * 0.106595;
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+ // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114));
+ }
+
color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
@@ -186,7 +200,7 @@ void main() {
#endif
color *= params.glow_exposure;
- float luminance = max(color.r, max(color.g, color.b));
+ float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114));
float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
color = min(color * feedback, vec4(params.glow_luminance_cap));
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
index 4e2ba84033..54a7790f77 100644
--- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 5528ea3659..9854f124d7 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -68,19 +68,15 @@ sdfgi;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- uint pad0;
- uint pad1;
- uint pad2;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index 25d87ca45d..a6d65bffeb 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -7,7 +7,6 @@
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index e4628b2d5a..608b76b108 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -251,7 +251,9 @@ void main() {
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = world_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
@@ -290,12 +292,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+#ifdef NORMAL_USED
+ normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -1153,7 +1156,7 @@ void main() {
}
#endif // !USE_LIGHTMAP
- if (scene_data.ssao_enabled) {
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
@@ -1223,6 +1226,12 @@ void main() {
// convert ao to direct light ao
ao = mix(1.0, ao, ao_light_affect);
+ if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+ vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+ ambient_light *= 1.0 - ssil.a;
+ ambient_light += ssil.rgb * albedo.rgb;
+ }
+
//this saves some VGPRs
vec3 f0 = F0(metallic, specular, albedo);
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 be29cf4f58..0f7cd18534 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -72,6 +72,9 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
//3 bits of stride
#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1
+#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2
+
layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
LightData data[];
}
@@ -201,7 +204,7 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
float z_far;
float z_near;
- bool ssao_enabled;
+ uint ss_effects_flags;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
@@ -305,19 +308,15 @@ layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 1, binding = 17, std140) uniform VoxelGIs {
@@ -327,6 +326,8 @@ voxel_gi_instances;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
+layout(set = 1, binding = 19) uniform texture2D ssil_buffer;
+
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index e92fbecfd0..9e3732fd2b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -261,7 +261,9 @@ void main() {
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = world_normal_matrix * normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
@@ -302,12 +304,13 @@ void main() {
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
- normal = mat3(scene_data.inverse_normal_matrix) * normal;
+#ifdef NORMAL_USED
+ normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-
- binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
- tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+ binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index 78e0a85341..fde5688301 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -223,7 +223,6 @@ void main() {
blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
}
}
-
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
diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
index ee0db6a6f0..bdabc146d8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
@@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_
layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1;
layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2;
layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3;
+#ifdef GENERATE_FULL_MIPS
+layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4;
+#endif
#endif
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
@@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+#ifndef GENERATE_FULL_MIPS
+ }
+#else
+ depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg;
}
+ still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y;
+
+ p_output_coord /= 2;
+ groupMemoryBarrier();
+ barrier();
+
+ if (still_alive) {
+ float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0];
+ float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8];
+ float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0];
+ float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8];
+
+ float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11));
+ imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg));
+ }
+#endif
}
#else
#ifndef USE_HALF_BUFFERS
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 6e945edfcd..18cab75c3b 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -23,8 +23,6 @@
#VERSION_DEFINES
-#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
-
#define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32)
const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = {
vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
@@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 };
#define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
#define SSAO_MAX_TAPS 32
-#define SSAO_MAX_REF_TAPS 512
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5
#define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT)
#define SSAO_DEPTH_MIP_LEVELS 4
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index d9cd2b4e85..b154f5e527 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -128,19 +128,19 @@ void main() {
#ifdef MODE_NON_SMART
- vec2 halfPixel = params.half_screen_pixel_size * 0.5f;
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy;
+ vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy;
vec4 vals;
- vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x;
- vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x;
- vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x;
- vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x;
+ vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x;
+ vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x;
+ vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x;
+ vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x;
- vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y);
+ vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y);
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 687fe1e6e2..23eba34d63 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -26,7 +26,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#ifdef GENERATE_MAP
-layout(set = 0, binding = 0) uniform sampler2DArray source_ssao;
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
#else
layout(set = 0, binding = 0) uniform sampler2D source_importance;
#endif
@@ -56,11 +56,10 @@ void main() {
vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size;
- float avg = 0.0;
float minV = 1.0;
float maxV = 0.0;
for (int i = 0; i < 4; i++) {
- vec4 vals = textureGather(source_ssao, vec3(base_uv, i));
+ vec4 vals = textureGather(source_texture, vec3(base_uv, i));
// apply the same modifications that would have been applied in the main shader
vals = params.intensity * vals;
@@ -69,8 +68,6 @@ void main() {
vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power));
- avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0));
-
maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w)));
minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w)));
}
diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl
new file mode 100644
index 0000000000..d1f8f42790
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil.glsl
@@ -0,0 +1,444 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+// 2021-05-27: clayjohn: convert SSAO to SSIL
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+#define SSIL_MAIN_DISK_SAMPLE_COUNT (32)
+const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = {
+ vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827),
+ vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283),
+ vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055),
+ vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520),
+ vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800),
+ vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046),
+ vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246),
+ vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244)
+};
+
+// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors
+// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples)
+const int num_taps[5] = { 3, 5, 12, 0, 0 };
+
+#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar
+#define SSIL_TILT_SAMPLES_AMOUNT (0.4)
+//
+#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar
+#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable)
+//
+#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2)
+#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically
+//
+// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for
+// testing purposes, it will not yield performance gains (or correct results)
+#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1)
+//
+#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1)
+
+#define SSIL_MAX_TAPS 32
+#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5
+#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT)
+#define SSIL_DEPTH_MIP_LEVELS 4
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps;
+layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal;
+layout(set = 0, binding = 2) uniform Constants { //get into a lower set
+ vec4 rotation_matrices[20];
+}
+constants;
+
+#ifdef ADAPTIVE
+layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil;
+layout(set = 1, binding = 1) uniform sampler2D source_importance;
+layout(set = 1, binding = 2, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image;
+
+layout(set = 3, binding = 0) uniform sampler2D last_frame;
+layout(set = 3, binding = 1) uniform ProjectionConstants {
+ mat4 reprojection;
+}
+projection_constants;
+
+layout(push_constant, binding = 3, std430) uniform Params {
+ ivec2 screen_size;
+ int pass;
+ int quality;
+
+ vec2 half_screen_pixel_size;
+ vec2 half_screen_pixel_size_x025;
+
+ vec2 NDC_to_view_mul;
+ vec2 NDC_to_view_add;
+
+ vec2 pad2;
+ float z_near;
+ float z_far;
+
+ float radius;
+ float intensity;
+ int size_multiplier;
+ int pad;
+
+ float fade_out_mul;
+ float fade_out_add;
+ float normal_rejection_amount;
+ float inv_radius_near_limit;
+
+ bool is_orthogonal;
+ float neg_inv_radius;
+ float load_counter_avg_div;
+ float adaptive_sample_limit;
+
+ ivec2 pass_coord_offset;
+ vec2 pass_uv_offset;
+}
+params;
+
+float pack_edges(vec4 p_edgesLRTB) {
+ p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05);
+ return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0));
+}
+
+vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) {
+ if (params.is_orthogonal) {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth);
+ } else {
+ return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth);
+ }
+}
+
+// calculate effect radius and fit our screen sampling pattern inside it
+void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) {
+ r_radius = params.radius;
+
+ // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts
+ const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2;
+
+ r_radius *= too_close_limit;
+
+ // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence
+ r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x;
+
+ // used to calculate falloff (both for AO samples and per-sample weights)
+ r_fallof_sq = -1.0 / (r_radius * r_radius);
+}
+
+vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) {
+ // slope-sensitive depth-based edge detection
+ vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z;
+ vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz;
+ edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted));
+ return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0);
+}
+
+vec3 decode_normal(vec3 p_encoded_normal) {
+ vec3 normal = p_encoded_normal * 2.0 - 1.0;
+ return normal;
+}
+
+vec3 load_normal(ivec2 p_pos) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+vec3 load_normal(ivec2 p_pos, ivec2 p_offset) {
+ vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz;
+ encoded_normal.z = 1.0 - encoded_normal.z;
+ return decode_normal(encoded_normal);
+}
+
+// all vectors in viewspace
+float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) {
+ float length_sq = dot(p_hit_delta, p_hit_delta);
+ float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq);
+
+ float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0);
+
+ return max(0, NdotD - 0.05) * falloff_mult;
+}
+
+void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) {
+ // get depth at sample
+ float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x;
+ vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size)));
+
+ // convert to viewspace
+ vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z);
+ vec3 hit_delta = hit_pos - p_pix_center_pos;
+
+ float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq);
+ float weight = 1.0;
+
+ if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) {
+ float reduct = max(0, -hit_delta.z);
+ reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0);
+ weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT);
+ }
+
+ // Translate sampling_uv to last screen's coordinates
+ const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0);
+ vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5;
+
+ weight *= p_weight_mod;
+
+ r_obscurance_sum += obscurance * weight;
+
+ vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb;
+ // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html
+ sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114)));
+ r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount);
+ r_weight_sum += weight;
+}
+
+void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) {
+ vec2 sample_offset;
+ float sample_pow_2_len;
+
+ // patterns
+ {
+ vec4 new_sample = sample_pattern[p_tap_index];
+ sample_offset = new_sample.xy * p_rot_scale;
+ sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) );
+ p_weight_mod *= new_sample.z;
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ sample_offset = round(sample_offset);
+
+ // calculate MIP based on the sample distance from the centre, similar to as described
+ // in http://graphics.cs.williams.edu/papers/SAOHPG12/.
+ float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
+
+ vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+
+ // for the second tap, just use the mirrored offset
+ vec2 sample_offset_mirrored_uv = -sample_offset;
+
+ // tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) {
+ float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy);
+ sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy;
+ sample_offset_mirrored_uv = round(sample_offset_mirrored_uv);
+ }
+
+ // snap to pixel center (more correct obscurance math, avoids artifacts)
+ vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos;
+
+ SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod);
+}
+
+void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) {
+ vec2 pos_rounded = trunc(p_pos);
+ uvec2 upos = uvec2(pos_rounded);
+
+ const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]);
+ float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z;
+
+ vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass));
+ vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass));
+
+ // get this pixel's viewspace depth
+ pix_z = valuesUL.y;
+
+ // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ pix_left_z = valuesUL.x;
+ pix_top_z = valuesUL.z;
+ pix_right_z = valuesBR.z;
+ pix_bottom_z = valuesBR.x;
+
+ vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025;
+ vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z);
+
+ // Load this pixel's viewspace normal
+ uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy;
+ vec3 pixel_normal = load_normal(ivec2(full_res_coord));
+
+ const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy;
+
+ float pixel_lookup_radius;
+ float fallof_sq;
+
+ // calculate effect radius and fit our screen sampling pattern inside it
+ float viewspace_radius;
+ calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq);
+
+ // calculate samples rotation/scaling
+ mat2 rot_scale_matrix;
+ uint pseudo_random_index;
+
+ {
+ vec4 rotation_scale;
+ // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead
+ if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) {
+ float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y));
+ near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0);
+ pixel_lookup_radius *= near_screen_border;
+ }
+
+ // load & update pseudo-random rotation matrix
+ pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5;
+ rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index];
+ rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius);
+ }
+
+ // the main obscurance & sample weight storage
+ vec3 color_sum = vec3(0.0);
+ float obscurance_sum = 0.0;
+ float weight_sum = 0.0;
+
+ // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
+
+ // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
+ pix_center_pos *= 0.9992;
+
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z);
+ }
+
+ const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET;
+ float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset);
+
+ // Used to tilt the second set of samples so that the disk is effectively rotated by the normal
+ // effective at removing one set of artifacts, but too expensive for lower quality settings
+ vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y);
+ float norm_xy_length = length(norm_xy);
+ norm_xy /= vec2(norm_xy_length, -norm_xy_length);
+ norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT;
+
+ // standard, non-adaptive approach
+ if ((p_quality_level != 3) || p_adaptive_base) {
+ for (int i = 0; i < number_of_taps; i++) {
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length);
+ }
+ }
+#ifdef ADAPTIVE
+ else {
+ // add new ones if needed
+ vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy;
+ float importance = textureLod(source_importance, full_res_uv, 0.0).x;
+
+ //Need to store obscurance from base pass
+ // load existing base values
+ vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass));
+ weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0);
+ color_sum += (base_values.rgb) * weight_sum;
+ obscurance_sum += (base_values.a) * weight_sum;
+
+ // increase importance around edges
+ float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0));
+
+ float avg_total_importance = float(counter.sum) * params.load_counter_avg_div;
+
+ float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0);
+ importance *= importance_limiter;
+
+ float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance;
+
+ const float blend_range = 3.0;
+ const float blend_range_inv = 1.0 / blend_range;
+
+ additional_sample_count += 0.5;
+ uint additional_samples = uint(additional_sample_count);
+ uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT);
+
+ for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) {
+ additional_sample_count -= 1.0f;
+ float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0);
+ SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length);
+ }
+ }
+#endif
+
+ // Early out for adaptive base
+ if (p_adaptive_base) {
+ vec3 color = color_sum / weight_sum;
+
+ r_color = color;
+ r_edges = vec4(0.0);
+ r_obscurance = obscurance_sum / weight_sum;
+ r_weight = weight_sum;
+ return;
+ }
+
+ // Calculate weighted average
+ vec3 color = color_sum / weight_sum;
+ color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114));
+
+ // Calculate fadeout (1 close, gradient, 0 far)
+ float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0);
+
+ // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one)
+ if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) {
+ // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts
+ float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0);
+
+ fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0);
+ }
+
+ color = params.intensity * color;
+
+ color *= fade_out;
+
+ // outputs!
+ r_color = color;
+ r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc.
+ r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0);
+ r_weight = weight_sum;
+}
+
+void main() {
+ vec3 out_color;
+ float out_obscurance;
+ float out_weight;
+ vec4 out_edges;
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5);
+#ifdef SSIL_BASE
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true);
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0)));
+#else
+ generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels
+
+ imageStore(dest_image, ssC, vec4(out_color, out_obscurance));
+ imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges)));
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
new file mode 100644
index 0000000000..11861e261f
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
@@ -0,0 +1,124 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssil;
+
+layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float edge_sharpness;
+ float pad;
+ vec2 half_screen_pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0);
+}
+
+void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) {
+ float weight = p_edge_value;
+
+ r_sum += (weight * p_ssil_value);
+ r_sum_weight += weight;
+}
+
+#ifdef MODE_WIDE
+vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) {
+ vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0));
+ vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2));
+ vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0));
+ vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2));
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r);
+ edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y;
+ edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w;
+ edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x;
+ edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z;
+
+ float sum_weight = 0.8;
+ vec4 sum = ssil_value * sum_weight;
+
+ add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight);
+ add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight);
+ add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight);
+ add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+#ifdef MODE_SMART
+vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) {
+ vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0));
+ vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0));
+ vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1));
+ vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0));
+ vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1));
+
+ float packed_edges = imageLoad(source_edges, p_pos).r;
+ vec4 edgesLRTB = unpack_edges(packed_edges);
+
+ float sum_weight = 0.5;
+ vec4 sum = vC * sum_weight;
+
+ add_sample(vL, edgesLRTB.x, sum, sum_weight);
+ add_sample(vR, edgesLRTB.y, sum, sum_weight);
+ add_sample(vT, edgesLRTB.z, sum, sum_weight);
+ add_sample(vB, edgesLRTB.w, sum, sum_weight);
+
+ vec4 ssil_avg = sum / sum_weight;
+
+ vec4 ssil_value = ssil_avg;
+
+ return ssil_value;
+}
+#endif
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef MODE_NON_SMART
+
+ vec2 half_pixel = params.half_screen_pixel_size * 0.5;
+
+ vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
+
+ vec4 centre = textureLod(source_ssil, uv, 0.0);
+
+ vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
+ value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
+
+ vec4 sampled = value + centre * 0.2;
+
+#else
+#ifdef MODE_SMART
+ vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#else // MODE_WIDE
+ vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size);
+#endif
+#endif // MODE_NON_SMART
+ imageStore(dest_image, ssC, sampled);
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
new file mode 100644
index 0000000000..815aa55fd4
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
@@ -0,0 +1,124 @@
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Copyright (c) 2016, Intel Corporation
+// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
+// documentation files (the "Software"), to deal in the Software without restriction, including without limitation
+// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
+// permit persons to whom the Software is furnished to do so, subject to the following conditions:
+// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
+// the Software.
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO
+// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
+// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+// SOFTWARE.
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// File changes (yyyy-mm-dd)
+// 2016-09-07: filip.strugar@intel.com: first commit
+// 2020-12-05: clayjohn: convert to Vulkan and Godot
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+#ifdef GENERATE_MAP
+layout(set = 0, binding = 0) uniform sampler2DArray source_texture;
+#else
+layout(set = 0, binding = 0) uniform sampler2D source_importance;
+#endif
+layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+
+#ifdef PROCESS_MAPB
+layout(set = 2, binding = 0, std430) buffer Counter {
+ uint sum;
+}
+counter;
+#endif
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec2 half_screen_pixel_size;
+ float intensity;
+ float pad;
+}
+params;
+
+void main() {
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+#ifdef GENERATE_MAP
+ // importance map stuff
+ uvec2 base_position = ssC * 2;
+
+ float avg = 0.0;
+ float minV = 1.0;
+ float maxV = 0.0;
+ for (int i = 0; i < 4; i++) {
+ vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity;
+ vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity;
+ vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity;
+ vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity;
+
+ // Calculate luminance (black and white value)
+ float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721));
+ float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721));
+ float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721));
+ float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721));
+
+ maxV = max(maxV, max(max(a, b), max(c, d)));
+ minV = min(minV, min(min(a, b), min(c, d)));
+ }
+
+ float min_max_diff = maxV - minV;
+
+ imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6)));
+#endif
+
+#ifdef PROCESS_MAPA
+ vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+#endif
+
+#ifdef PROCESS_MAPB
+ vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
+
+ float centre = textureLod(source_importance, uv, 0.0).x;
+
+ vec2 half_pixel = params.half_screen_pixel_size;
+
+ vec4 vals;
+ vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x;
+ vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x;
+ vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x;
+ vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x;
+
+ float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25));
+
+ imageStore(dest_image, ssC, vec4(avg));
+
+ // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel
+ uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5);
+
+ // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9
+ if (((ssC.x % 3) + (ssC.y % 3)) == 0) {
+ atomicAdd(counter.sum, sum);
+ }
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
new file mode 100644
index 0000000000..8a7a5ae4fd
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
@@ -0,0 +1,102 @@
+#[compute]
+
+#version 450
+
+#VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
+layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ float inv_sharpness;
+ uint size_modifier;
+ vec2 pixel_size;
+}
+params;
+
+vec4 unpack_edges(float p_packed_val) {
+ uint packed_val = uint(p_packed_val * 255.5);
+ vec4 edgesLRTB;
+ edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0;
+ edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0;
+ edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0;
+ edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0;
+
+ return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0);
+}
+
+void main() {
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing
+ return;
+ }
+
+#ifdef MODE_SMART
+ uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy);
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+
+ // calculate index in the four deinterleaved source array texture
+ int mx = int(pix_pos.x % 2);
+ int my = int(pix_pos.y % 2);
+ int index_center = mx + my * 2; // center index
+ int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
+
+ vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
+
+ vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r);
+
+ // convert index shifts to sampling offsets
+ float fmx = float(mx);
+ float fmy = float(my);
+
+ // in case of an edge, push sampling offsets away from the edge (towards pixel center)
+ float fmxe = (edgesLRTB.y - edgesLRTB.x);
+ float fmye = (edgesLRTB.w - edgesLRTB.z);
+
+ // calculate final sampling offsets and sample using bilinear filter
+ vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size;
+ vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0);
+ vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0);
+ vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size;
+ vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0);
+
+ // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0
+ vec4 blendWeights;
+ blendWeights.x = 1.0;
+ blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5;
+ blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5;
+ blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5;
+
+ // calculate weighted average
+ float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0));
+ color += color_horizontal * blendWeights.y;
+ color += color_vertical * blendWeights.z;
+ color += color_diagonal * blendWeights.w;
+ color /= blendWeightsSum;
+
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color);
+#else // !MODE_SMART
+
+ vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size;
+#ifdef MODE_HALF
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + d) * 0.5;
+
+#else
+ vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0);
+ vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0);
+ vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0);
+ vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0);
+ vec4 avg = (a + b + c + d) * 0.25;
+
+#endif
+ imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg);
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
index 999e8d0844..7c8d4f7f99 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl
@@ -76,19 +76,15 @@ layout(set = 0, binding = 10) uniform sampler shadow_sampler;
#define MAX_VOXEL_GI_INSTANCES 8
struct VoxelGIData {
- mat4 xform;
- vec3 bounds;
- float dynamic_range;
+ mat4 xform; // 64 - 64
- float bias;
- float normal_bias;
- bool blend_ambient;
- uint texture_slot;
+ vec3 bounds; // 12 - 76
+ float dynamic_range; // 4 - 80
- float anisotropy_strength;
- float ambient_occlusion;
- float ambient_occlusion_size;
- uint mipmaps;
+ float bias; // 4 - 84
+ float normal_bias; // 4 - 88
+ bool blend_ambient; // 4 - 92
+ uint mipmaps; // 4 - 96
};
layout(set = 0, binding = 11, std140) uniform VoxelGIs {
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index 779f04ed35..73a97d9df1 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
#ifndef MODE_DYNAMIC
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 281c496df3..3f3437f527 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -90,66 +90,10 @@ void main() {
#endif
#ifdef MODE_DEBUG_LIGHT
-
-#ifdef USE_ANISOTROPY
-
-#define POS_X 0
-#define POS_Y 1
-#define POS_Z 2
-#define NEG_X 3
-#define NEG_Y 4
-#define NEG_Z 5
-
- const uint triangle_aniso[12] = uint[](
- NEG_X,
- NEG_Z,
- NEG_Y,
- NEG_Z,
- NEG_X,
- NEG_Y,
- POS_Z,
- POS_X,
- POS_X,
- POS_Y,
- POS_Y,
- POS_Z);
-
- color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
- vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
- uint side = triangle_aniso[gl_VertexIndex / 3];
-
- float strength = 0.0;
- switch (side) {
- case POS_X:
- strength = aniso_pos.x;
- break;
- case POS_Y:
- strength = aniso_pos.y;
- break;
- case POS_Z:
- strength = aniso_pos.z;
- break;
- case NEG_X:
- strength = aniso_neg.x;
- break;
- case NEG_Y:
- strength = aniso_neg.y;
- break;
- case NEG_Z:
- strength = aniso_neg.z;
- break;
- }
-
- color_interp.xyz *= strength;
-
-#else
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
color_interp.xyz *params.dynamic_range;
-
#endif
-#endif
float scale = (1 << params.level);
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index e20b3f680d..3bb4421646 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
@@ -6,10 +6,9 @@
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
-#define MAX_DISTANCE 100000
+#define MAX_DISTANCE 100000.0
#define NO_CHILDREN 0xFFFFFFFF
-#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
struct CellChildren {
uint children[8];
@@ -44,7 +43,7 @@ params;
void main() {
vec3 pos = vec3(gl_GlobalInvocationID);
- float closest_dist = 100000.0;
+ float closest_dist = MAX_DISTANCE;
for (uint i = params.offset; i < params.end; i++) {
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));