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-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl17
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl21
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl50
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl9
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl17
19 files changed, 152 insertions, 84 deletions
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index eb5f68849e..1fb8b28b15 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -502,6 +502,12 @@ void main() {
if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ if (bool(draw_data.flags & FLAGS_FLIP_H)) {
+ normal.x = -normal.x;
+ }
+ if (bool(draw_data.flags & FLAGS_FLIP_V)) {
+ normal.y = -normal.y;
+ }
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 1b627a3e81..a904f4e0a6 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -27,6 +27,9 @@
#define FLAGS_USE_MSDF (1 << 28)
#define FLAGS_USE_LCD (1 << 29)
+#define FLAGS_FLIP_H (1 << 30)
+#define FLAGS_FLIP_V (1 << 31)
+
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
@@ -134,7 +137,7 @@ layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
layout(set = 0, binding = 5) uniform sampler shadow_sampler;
-layout(set = 0, binding = 6) uniform texture2D screen_texture;
+layout(set = 0, binding = 6) uniform texture2D color_buffer;
layout(set = 0, binding = 7) uniform texture2D sdf_texture;
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 134aae5ce7..4f81e36c58 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -56,7 +56,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) {
float depth_linearize_mul = params.z_near;
float depth_linearize_add = params.z_far;
- // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
+ // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
// Set your depth_linearize_mul and depth_linearize_add to:
// depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
@@ -161,17 +161,11 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid)
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) {
+ // Use the previous average, not ideal, but still not bad.
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));
+ imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(sample_00));
}
#endif
}
@@ -190,6 +184,7 @@ void prepare_depths(vec4 p_samples, uvec2 p_tid) {
void main() {
#ifdef USE_HALF_BUFFERS
+// Half buffers means that we divide depth into two half res buffers (we only capture 1/4 of pixels).
#ifdef USE_HALF_SIZE
float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x;
float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x;
@@ -219,11 +214,11 @@ void main() {
vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size;
vec4 samples = textureGather(source_depth, uv);
-#endif
+#endif //USE_HALF_SIZE
#ifdef GENERATE_MIPS
prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy);
#else
prepare_depths(samples, gl_GlobalInvocationID.xy);
#endif
-#endif
+#endif //USE_HALF_BUFFERS
}
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
index 2a87e273bc..ffaa6872c9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
@@ -221,7 +221,7 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa
// 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
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -259,7 +259,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
// 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)
+ // get left right top bottom neighboring 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;
@@ -304,7 +304,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
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)
+ // edge mask for between this and left/right/top/bottom neighbor 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
@@ -318,7 +318,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
// disable in case of quality level 4 (reference)
if (p_quality_level != 4) {
- //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
+ //approximate neighboring pixels positions (actually just deltas or "positions - pix_center_pos" )
vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
index 04f98964e8..d234ab4417 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
@@ -80,7 +80,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -98,7 +98,7 @@ void main() {
#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;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
index f6a9a92fac..45cc62d361 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
@@ -60,8 +60,8 @@ void main() {
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_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
index 513791dfbf..de7b97953f 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
@@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob
// 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
+ // calculate MIP based on the sample distance from the center, 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);
@@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
// 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)
+ // get left right top bottom neighboring 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;
@@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
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)
+ // edge mask for between this and left/right/top/bottom neighbor 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
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
index 47c56571f6..f48e6c4341 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
@@ -124,14 +124,14 @@ void main() {
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 center = 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;
+ vec4 sampled = value + center * 0.2;
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
index 6b6b02739d..193e3458ab 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
@@ -82,7 +82,7 @@ void main() {
#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;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -100,7 +100,7 @@ void main() {
#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;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
index 9e86ac0cf0..ed85b8ee4c 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
@@ -62,8 +62,8 @@ void main() {
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_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, 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);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index 9f7449b8aa..06709f65d3 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -24,7 +24,7 @@ struct ProcessVoxel {
uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors.
uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors.
uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors.
- //total neighbours: 26
+ //total neighbors: 26
};
#ifdef MODE_PROCESS_STATIC
@@ -443,10 +443,10 @@ void main() {
imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0));
imageStore(dst_light, positioni, uvec4(light_total_rgbe));
- //also fill neighbours, so light interpolation during the indirect pass works
+ //also fill neighbors, so light interpolation during the indirect pass works
- //recover the neighbour list from the leftover bits
- uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
+ //recover the neighbor list from the leftover bits
+ uint neighbors = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
const uint max_neighbours = 26;
const ivec3 neighbour_positions[max_neighbours] = ivec3[](
@@ -478,7 +478,7 @@ void main() {
ivec3(1, 1, 1));
for (uint i = 0; i < max_neighbours; i++) {
- if (bool(neighbours & (1 << i))) {
+ if (bool(neighbors & (1 << i))) {
ivec3 neighbour_pos = positioni + neighbour_positions[i];
imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe));
imageStore(dst_aniso0, neighbour_pos, aniso0);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
index bce98f4054..dd35ae3b73 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
@@ -102,10 +102,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
- //total neighbours: 26
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 11, std430) restrict buffer writeonly ProcessVoxels {
@@ -135,10 +135,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
- uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
- //total neighbours: 26
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 6, std430) restrict buffer readonly ProcessVoxels {
@@ -1016,14 +1016,14 @@ void main() {
store_positions[index].albedo = rgb >> 1; //store as it comes (555) to avoid precision loss (and move away the alpha bit)
store_positions[index].albedo |= (facing & 0x3F) << 15; // store facing in bits 15-21
- store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbours with remaining albedo
- store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbours with position
+ store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbors with remaining albedo
+ store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbors with position
store_positions[index].light = imageLoad(src_light, pos).r;
store_positions[index].light_aniso = imageLoad(src_light_aniso, pos).r;
- //add neighbours
- store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbours with light
- store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbours with aniso
+ //add neighbors
+ store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbors with light
+ store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbors with aniso
}
groupMemoryBarrier();
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
index 4658afd02d..8e4f5762fd 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl
@@ -37,7 +37,7 @@ layout(push_constant, std430) uniform Params {
vec3 position;
float pad;
- vec3 extents;
+ vec3 size;
float pad2;
ivec3 corner;
@@ -184,36 +184,37 @@ void main() {
vec4 local_pos = params.transform * world;
local_pos.xyz /= local_pos.w;
+ vec3 half_size = params.size / 2.0;
float sdf = -1.0;
if (params.shape == 0) {
// Ellipsoid
// https://www.shadertoy.com/view/tdS3DG
- float k0 = length(local_pos.xyz / params.extents);
- float k1 = length(local_pos.xyz / (params.extents * params.extents));
+ float k0 = length(local_pos.xyz / half_size);
+ float k1 = length(local_pos.xyz / (half_size * half_size));
sdf = k0 * (k0 - 1.0) / k1;
} else if (params.shape == 1) {
// Cone
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
- // Compute the cone angle automatically to fit within the volume's extents.
- float inv_height = 1.0 / max(0.001, params.extents.y);
- float radius = 1.0 / max(0.001, (min(params.extents.x, params.extents.z) * 0.5));
+ // Compute the cone angle automatically to fit within the volume's size.
+ float inv_height = 1.0 / max(0.001, half_size.y);
+ float radius = 1.0 / max(0.001, (min(half_size.x, half_size.z) * 0.5));
float hypotenuse = sqrt(radius * radius + inv_height * inv_height);
float rsin = radius / hypotenuse;
float rcos = inv_height / hypotenuse;
vec2 c = vec2(rsin, rcos);
float q = length(local_pos.xz);
- sdf = max(dot(c, vec2(q, local_pos.y - params.extents.y)), -params.extents.y - local_pos.y);
+ sdf = max(dot(c, vec2(q, local_pos.y - half_size.y)), -half_size.y - local_pos.y);
} else if (params.shape == 2) {
// Cylinder
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
- vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(params.extents.x, params.extents.z), params.extents.y);
+ vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(half_size.x, half_size.z), half_size.y);
sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0));
} else if (params.shape == 3) {
// Box
// https://iquilezles.org/www/articles/distfunctions/distfunctions.htm
- vec3 q = abs(local_pos.xyz) - params.extents;
+ vec3 q = abs(local_pos.xyz) - half_size;
sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0);
}
@@ -222,7 +223,7 @@ void main() {
#ifndef SDF_USED
cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf);
#endif
- uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0);
+ uvw = clamp((local_pos.xyz + half_size) / params.size, 0.0, 1.0);
}
if (cull_mask > 0.0) {
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index d32e6d717f..c8ad1f0312 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -118,13 +118,13 @@ layout(location = 10) out flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
-vec3 normal_roughness_uv(vec2 uv) {
+vec3 multiview_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
-vec2 normal_roughness_uv(vec2 uv) {
+vec2 multiview_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
@@ -315,9 +315,11 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
#ifdef USE_MULTIVIEW
mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex];
mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex];
+ vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
#else
mat4 projection_matrix = scene_data.projection_matrix;
mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+ vec3 eye_offset = vec3(0.0, 0.0, 0.0);
#endif //USE_MULTIVIEW
//using world coordinates
@@ -550,13 +552,13 @@ layout(location = 10) in flat uint instance_index_interp;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif // has_VK_KHR_multiview
-vec3 normal_roughness_uv(vec2 uv) {
+vec3 multiview_uv(vec2 uv) {
return vec3(uv, ViewIndex);
}
#else // USE_MULTIVIEW
// Set to zero, not supported in non stereo
#define ViewIndex 0
-vec2 normal_roughness_uv(vec2 uv) {
+vec2 multiview_uv(vec2 uv) {
return uv;
}
#endif //USE_MULTIVIEW
@@ -722,8 +724,10 @@ void fragment_shader(in SceneData scene_data) {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
#ifdef USE_MULTIVIEW
- vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+ vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
+ vec3 view = -normalize(vertex_interp - eye_offset);
#else
+ vec3 eye_offset = vec3(0.0, 0.0, 0.0);
vec3 view = -normalize(vertex_interp);
#endif
vec3 albedo = vec3(1.0);
@@ -1305,24 +1309,26 @@ void fragment_shader(in SceneData scene_data) {
}
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
-
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- vec3 ref_vec = normalize(reflect(-view, normal));
- ref_vec = mix(ref_vec, normal, roughness * roughness);
+ // Make vertex orientation the world one, but still align to camera.
+ vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
+ vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
+ vec3 ref_vec = mat3(scene_data.inv_view_matrix) * normalize(reflect(-view, normal));
+
//find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
- mat3 normal_mat = mat3(tangent, bitangent, normal);
+ vec3 v0 = abs(cam_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, cam_normal));
+ vec3 bitangent = normalize(cross(tangent, cam_normal));
+ mat3 normal_mat = mat3(tangent, bitangent, cam_normal);
vec4 amb_accum = vec4(0.0);
vec4 spec_accum = vec4(0.0);
- voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ voxel_gi_compute(index1, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
uint index2 = instances.data[instance_index].gi_offset >> 16;
if (index2 != 0xFFFF) {
- voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
+ voxel_gi_compute(index2, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum);
}
if (amb_accum.a > 0.0) {
@@ -1351,8 +1357,8 @@ void fragment_shader(in SceneData scene_data) {
#endif // USE_MULTIVIEW
for (int i = 0; i < 4; i++) {
- const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
- vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
#ifdef USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
#else // USE_MULTIVIEW
@@ -1384,7 +1390,11 @@ void fragment_shader(in SceneData scene_data) {
#endif // !USE_LIGHTMAP
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
+#ifdef USE_MULTIVIEW
+ float ssao = texture(sampler2DArray(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex)).r;
+#else
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
+#endif
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
}
@@ -1467,7 +1477,11 @@ void fragment_shader(in SceneData scene_data) {
ambient_light *= ao;
if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
+#ifdef USE_MULTIVIEW
+ vec4 ssil = textureLod(sampler2DArray(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex), 0.0);
+#else
vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0);
+#endif // USE_MULTIVIEW
ambient_light *= 1.0 - ssil.a;
ambient_light += ssil.rgb * albedo.rgb;
}
@@ -1798,7 +1812,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0;
}
- shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
@@ -2082,7 +2096,7 @@ void fragment_shader(in SceneData scene_data) {
float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
+ //store as 8985 to have 2 extra neighbor bits
uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25);
imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 1f524313f2..043bba1e4e 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -271,21 +271,23 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid;
#define multiviewSampler sampler2D
#else
-layout(set = 1, binding = 10) uniform texture2D depth_buffer;
-layout(set = 1, binding = 11) uniform texture2D color_buffer;
-
#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 10) uniform texture2DArray depth_buffer;
+layout(set = 1, binding = 11) uniform texture2DArray color_buffer;
layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2DArray ao_buffer;
layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
#define multiviewSampler sampler2DArray
#else // USE_MULTIVIEW
+layout(set = 1, binding = 10) uniform texture2D depth_buffer;
+layout(set = 1, binding = 11) uniform texture2D color_buffer;
layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
+layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
#define multiviewSampler sampler2D
#endif
-layout(set = 1, binding = 13) uniform texture2D ao_buffer;
layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades;
@@ -311,7 +313,11 @@ voxel_gi_instances;
layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture;
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 20) uniform texture2DArray ssil_buffer;
+#else
layout(set = 1, binding = 20) uniform texture2D ssil_buffer;
+#endif // USE_MULTIVIEW
#endif
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 5e64d4e651..a8b28bbd4f 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -112,9 +112,15 @@ layout(location = 9) out highp float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
invariant gl_Position;
@@ -308,9 +314,11 @@ void main() {
#ifdef USE_MULTIVIEW
mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex];
mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex];
+ vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
#else
mat4 projection_matrix = scene_data.projection_matrix;
mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
+ vec3 eye_offset = vec3(0.0, 0.0, 0.0);
#endif //USE_MULTIVIEW
//using world coordinates
@@ -523,9 +531,15 @@ layout(location = 9) highp in float dp_clip;
// !BAS! This needs to become an input once we implement our fallback!
#define ViewIndex 0
#endif
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
// Set to zero, not supported in non stereo
#define ViewIndex 0
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif //USE_MULTIVIEW
//defines to keep compatibility with vertex
@@ -659,8 +673,10 @@ void main() {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
#ifdef USE_MULTIVIEW
- vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+ vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
+ vec3 view = -normalize(vertex_interp - eye_offset);
#else
+ vec3 eye_offset = vec3(0.0, 0.0, 0.0);
vec3 view = -normalize(vertex_interp);
#endif
vec3 albedo = vec3(1.0);
@@ -1515,6 +1531,8 @@ void main() {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 631ff0575b..78b39a356d 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -154,8 +154,15 @@ layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas;
// this needs to change to providing just the lightmap we're using..
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+#ifdef USE_MULTIVIEW
+layout(set = 1, binding = 9) uniform highp texture2DArray depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2DArray color_buffer;
+#define multiviewSampler sampler2DArray
+#else
layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
+#define multiviewSampler sampler2D
+#endif // USE_MULTIVIEW
/* Set 2 Skeleton & Instancing (can change per item) */
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 b30b0c8169..9dda62c28d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -794,8 +794,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
float light_length = length(light_rel_vec);
float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
vec3 spot_dir = spot_lights.data[idx].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
+
+ // This conversion to a highp float is crucial to prevent light leaking
+ // due to precision errors in the following calculations (cone angle is mediump).
+ highp float cone_angle = spot_lights.data[idx].cone_angle;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cone_angle));
+
spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
float light_attenuation = spot_attenuation;
vec3 color = spot_lights.data[idx].color;
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index f5b233cca0..59c161548c 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -51,6 +51,15 @@ layout(push_constant, std430) uniform Params {
bool normalized_blend_shapes;
uint pad0;
uint pad1;
+
+ vec2 skeleton_transform_x;
+ vec2 skeleton_transform_y;
+
+ vec2 skeleton_transform_offset;
+ vec2 inverse_transform_x;
+
+ vec2 inverse_transform_y;
+ vec2 inverse_transform_offset;
}
params;
@@ -158,8 +167,12 @@ void main() {
m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x;
m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
- //reverse order because its transposed
- vertex = (vec4(vertex, 0.0, 1.0) * m).xy;
+ mat4 skeleton_matrix = mat4(vec4(params.skeleton_transform_x, 0.0, 0.0), vec4(params.skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(params.skeleton_transform_offset, 0.0, 1.0));
+ mat4 inverse_matrix = mat4(vec4(params.inverse_transform_x, 0.0, 0.0), vec4(params.inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(params.inverse_transform_offset, 0.0, 1.0));
+
+ m = skeleton_matrix * transpose(m) * inverse_matrix;
+
+ vertex = (m * vec4(vertex, 0.0, 1.0)).xy;
}
uint dst_offset = index * params.vertex_stride;