diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
11 files changed, 58 insertions, 41 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl index 0789a4b396..f8b4e3f610 100644 --- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl @@ -38,6 +38,8 @@ layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; layout(location = 0) out vec4 frag_color; void main() { + // We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster. + #ifdef MODE_MIPMAP vec2 pix_size = blur.pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl index 43a2a29616..a3b3938ee9 100644 --- a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl @@ -47,7 +47,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight; #endif //DOF -// Bokeh single pass implementation based on http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html +// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html #ifdef MODE_GEN_BLUR_SIZE diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl index da7d189281..6d95722a57 100644 --- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl +++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl @@ -117,7 +117,7 @@ void main() { uint cluster_thread_group_index; if (!gl_HelperInvocation) { - //http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf + //https://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf uvec4 mask; diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl index 80c0ac4fb4..be12be5dec 100644 --- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl @@ -69,13 +69,13 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { return TangentX * H.x + TangentY * H.y + N * H.z; } -// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float GGX(float NdotV, float a) { float k = a / 2.0; return NdotV / (NdotV * (1.0 - k) + k); } -// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html +// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float G_Smith(float a, float nDotV, float nDotL) { return GGX(nDotL, a * a) * GGX(nDotV, a * a); } diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl index ed389ffe56..3cde9923fa 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl @@ -6,6 +6,6 @@ layout(push_constant, binding = 1, std430) uniform PushConstant { float exposure_adjust; float min_luminance; float max_luminance; - float pad; + uint pad1; } settings; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index adf9f20618..edbe1031b7 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -118,7 +118,7 @@ void main() { mat3 world_normal_matrix; if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { - world_normal_matrix = inverse(mat3(world_matrix)); + world_normal_matrix = transpose(inverse(mat3(world_matrix))); } else { world_normal_matrix = mat3(world_matrix); } @@ -374,6 +374,9 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4; layout(constant_id = 10) const bool sc_decal_use_mipmaps = true; layout(constant_id = 11) const bool sc_projector_use_mipmaps = true; +// not used in clustered renderer but we share some code with the mobile renderer that requires this. +const float sc_luminance_multiplier = 1.0; + #include "scene_forward_clustered_inc.glsl" /* Varyings */ @@ -881,7 +884,7 @@ void main() { #ifdef NORMAL_USED if (scene_data.roughness_limiter_enabled) { - //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index ef2fde7516..f3db4abe3b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -288,7 +288,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #ifndef USE_NO_SHADOWS // Interleaved Gradient Noise -// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare float quick_hash(vec2 pos) { const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); return fract(magic.z * fract(dot(pos, magic.xy))); @@ -969,7 +969,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes vec4 reflection; - reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb; + reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier; if (reflections.data[ref_index].exterior) { reflection.rgb = mix(specular_light, reflection.rgb, blend); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index a2a54a0511..518b0a6c7f 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -124,7 +124,7 @@ void main() { mat3 world_normal_matrix; if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { - world_normal_matrix = inverse(mat3(world_matrix)); + world_normal_matrix = transpose(inverse(mat3(world_matrix))); } else { world_normal_matrix = mat3(world_matrix); } @@ -401,6 +401,8 @@ layout(constant_id = 14) const bool sc_disable_fog = false; #endif //!MODE_RENDER_DEPTH +layout(constant_id = 15) const float sc_luminance_multiplier = 2.0; + /* Include our forward mobile UBOs definitions etc. */ #include "scene_forward_mobile_inc.glsl" @@ -847,7 +849,7 @@ void main() { #ifdef NORMAL_USED if (scene_data.roughness_limiter_enabled) { - //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf float roughness2 = roughness * roughness; vec3 dndu = dFdx(normal), dndv = dFdy(normal); float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); @@ -1551,12 +1553,15 @@ void main() { frag_color = vec4(albedo, alpha); #else // MODE_UNSHADED frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); - //frag_color = vec4(1.0); #endif // MODE_UNSHADED // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking + // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images + frag_color.rgb = frag_color.rgb / sc_luminance_multiplier; + #endif //MODE_MULTIPLE_RENDER_TARGETS #endif //MODE_RENDER_DEPTH diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl index 0eacbc5363..4290d5b869 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl @@ -24,7 +24,7 @@ layout(push_constant, binding = 0, std430) uniform Params { } params; -// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm +// https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm vec3 get_sphere_vertex(uint p_vertex_id) { float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power); diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl index 41c6325bc5..d07a454ade 100644 --- a/servers/rendering/renderer_rd/shaders/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/sky.glsl @@ -17,6 +17,8 @@ layout(push_constant, binding = 1, std430) uniform Params { vec4 projections[MAX_VIEWS]; vec4 position_multiplier; float time; + float luminance_multiplier; + float pad[2]; } params; @@ -55,6 +57,8 @@ layout(push_constant, binding = 1, std430) uniform Params { vec4 projections[MAX_VIEWS]; vec4 position_multiplier; float time; + float luminance_multiplier; + float pad[2]; } params; @@ -199,17 +203,17 @@ void main() { vec3 inverted_cube_normal = cube_normal; inverted_cube_normal.z *= -1.0; #ifdef USES_HALF_RES_COLOR - half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal); + half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal); + quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier; #endif #else #ifdef USES_HALF_RES_COLOR - half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); + half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier; #endif #ifdef USES_QUARTER_RES_COLOR - quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0); + quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier; #endif #endif @@ -246,4 +250,7 @@ void main() { if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) { frag_color.a = 0.0; } + + // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer + frag_color.rgb = frag_color.rgb / params.luminance_multiplier; } diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index 3c685c25b9..4411587116 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -37,15 +37,15 @@ layout(location = 0) in vec2 uv_interp; #ifdef SUBPASS layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color; -#else -#if MULTIVIEW +#elif defined(MULTIVIEW) layout(set = 0, binding = 0) uniform sampler2DArray source_color; #else layout(set = 0, binding = 0) uniform sampler2D source_color; #endif -#endif + layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure; layout(set = 2, binding = 0) uniform sampler2D source_glow; + #ifdef USE_1D_LUT layout(set = 3, binding = 0) uniform sampler2D source_color_correction; #else @@ -71,7 +71,7 @@ layout(push_constant, binding = 1, std430) uniform Params { float exposure; float white; float auto_exposure_grey; - uint pad2; + float luminance_multiplier; vec2 pixel_size; bool use_fxaa; @@ -298,15 +298,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { const float FXAA_SPAN_MAX = 8.0; #ifdef MULTIVIEW - vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; - vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; - vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; - vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure; + vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier; #else - vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure; - vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure; - vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure; - vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure; + vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; + vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier; #endif vec3 rgbM = color; vec3 luma = vec3(0.299, 0.587, 0.114); @@ -333,11 +333,11 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { params.pixel_size; #ifdef MULTIVIEW - vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz); - vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz); + vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier; + vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz) * params.luminance_multiplier; #else - vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz); - vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz); + vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * params.luminance_multiplier; + vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz) * params.luminance_multiplier; #endif float lumaB = dot(rgbB, luma); @@ -349,7 +349,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { } #endif // !SUBPASS -// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf +// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom) // NOTE: `frag_coord` is in pixels (i.e. not normalized UV). vec3 screen_space_dither(vec2 frag_coord) { @@ -364,11 +364,11 @@ vec3 screen_space_dither(vec2 frag_coord) { void main() { #ifdef SUBPASS // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer - vec3 color = subpassLoad(input_color).rgb; -#elif MULTIVIEW - vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb; + vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier; +#elif defined(MULTIVIEW) + vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier; #else - vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb; + vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier; #endif // Exposure @@ -377,7 +377,7 @@ void main() { #ifndef SUBPASS if (params.use_auto_exposure) { - exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey); + exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey); } #endif @@ -386,7 +386,7 @@ void main() { // Early Tonemap & SRGB Conversion #ifndef SUBPASS if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) { - vec3 glow = gather_glow(source_glow, uv_interp); + vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier; color.rgb = mix(color.rgb, glow, params.glow_intensity); } @@ -411,7 +411,7 @@ void main() { // Glow if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) { - vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity; + vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier; // high dynamic range -> SRGB glow = apply_tonemapping(glow, params.white); |