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-rw-r--r--servers/rendering/renderer_rd/shaders/SCsub1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl37
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl199
5 files changed, 243 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub
index 1fe43b25f6..cb62882deb 100644
--- a/servers/rendering/renderer_rd/shaders/SCsub
+++ b/servers/rendering/renderer_rd/shaders/SCsub
@@ -41,3 +41,4 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("particles.glsl")
env.RD_GLSL("particles_copy.glsl")
env.RD_GLSL("sort.glsl")
+ env.RD_GLSL("skeleton.glsl")
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index 5b01cb1f82..a7fe86b029 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -9,7 +9,13 @@ VERSION_DEFINES
/* INPUT ATTRIBS */
layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
layout(location = 1) in vec3 normal_attrib;
+#endif
+
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 2) in vec4 tangent_attrib;
#endif
@@ -18,7 +24,9 @@ layout(location = 2) in vec4 tangent_attrib;
layout(location = 3) in vec4 color_attrib;
#endif
+#ifdef UV_USED
layout(location = 4) in vec2 uv_attrib;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
layout(location = 5) in vec2 uv2_attrib;
@@ -51,13 +59,18 @@ layout(location = 11) in vec4 weight_attrib;
/* Varyings */
layout(location = 0) out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
layout(location = 1) out vec3 normal_interp;
+#endif
#if defined(COLOR_USED)
layout(location = 2) out vec4 color_interp;
#endif
+#ifdef UV_USED
layout(location = 3) out vec2 uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) out vec2 uv2_interp;
@@ -138,7 +151,9 @@ void main() {
}
vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
vec3 normal = normal_attrib * 2.0 - 1.0;
+#endif
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
@@ -171,7 +186,10 @@ void main() {
#endif
}
#endif
+
+#ifdef UV_USED
uv_interp = uv_attrib;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
@@ -215,9 +233,12 @@ VERTEX_SHADER_CODE
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
+#endif
+
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = modelview_normal * binormal;
@@ -238,7 +259,9 @@ VERTEX_SHADER_CODE
#endif
vertex_interp = vertex;
+#ifdef NORMAL_USED
normal_interp = normal;
+#endif
#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent_interp = tangent;
@@ -250,7 +273,6 @@ VERTEX_SHADER_CODE
#ifdef MODE_DUAL_PARABOLOID
vertex_interp.z *= scene_data.dual_paraboloid_side;
- normal_interp.z *= scene_data.dual_paraboloid_side;
dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
@@ -301,13 +323,18 @@ VERSION_DEFINES
/* Varyings */
layout(location = 0) in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
layout(location = 1) in vec3 normal_interp;
+#endif
#if defined(COLOR_USED)
layout(location = 2) in vec4 color_interp;
#endif
+#ifdef UV_USED
layout(location = 3) in vec2 uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) in vec2 uv2_interp;
@@ -1799,6 +1826,8 @@ void main() {
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
+
+#ifdef NORMAL_USED
vec3 normal = normalize(normal_interp);
#if defined(DO_SIDE_CHECK)
@@ -1807,7 +1836,11 @@ void main() {
}
#endif
+#endif //NORMAL_USED
+
+#ifdef UV_USED
vec2 uv = uv_interp;
+#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
@@ -1994,6 +2027,7 @@ FRAGMENT_SHADER_CODE
#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
+#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
//http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
@@ -2003,6 +2037,7 @@ FRAGMENT_SHADER_CODE
float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
roughness = sqrt(filteredRoughness2);
}
+#endif
//apply energy conservation
vec3 specular_light = vec3(0.0, 0.0, 0.0);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index d18581c1b3..fdc9941bba 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -5,6 +5,12 @@
#include "cluster_data_inc.glsl"
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMALMAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
uint pad; //16 bits minimum size
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
index eec0a90c0d..69d8824d8a 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_fields.glsl
@@ -14,7 +14,7 @@ layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
-ayout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
+layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
struct CascadeData {
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
new file mode 100644
index 0000000000..b19f5a9ad3
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -0,0 +1,199 @@
+#[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
+
+layout(set = 0, binding = 1, std430) buffer restrict writeonly DstVertexData {
+ uint data[];
+}
+dst_vertices;
+
+layout(set = 0, binding = 2, std430) buffer restrict readonly BlendShapeWeights {
+ float data[];
+}
+blend_shape_weights;
+
+layout(set = 1, binding = 0, std430) buffer restrict readonly SrcVertexData {
+ uint data[];
+}
+src_vertices;
+
+layout(set = 1, binding = 1, std430) buffer restrict readonly BoneWeightData {
+ uint data[];
+}
+src_bone_weights;
+
+layout(set = 1, binding = 2, std430) buffer restrict readonly BlendShapeData {
+ uint data[];
+}
+src_blend_shapes;
+
+layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
+ vec4 data[];
+}
+bone_transforms;
+
+layout(push_constant, binding = 0, std430) uniform Params {
+ bool has_normal;
+ bool has_tangent;
+ bool has_skeleton;
+ bool has_blend_shape;
+
+ uint vertex_count;
+ uint vertex_stride;
+ uint skin_stride;
+ uint skin_weight_offset;
+
+ uint blend_shape_count;
+ bool normalized_blend_shapes;
+ uint pad0;
+ uint pad1;
+}
+params;
+
+vec4 decode_abgr_2_10_10_10(uint base) {
+ uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
+ return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
+}
+
+uint encode_abgr_2_10_10_10(vec4 base) {
+ uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
+ return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
+}
+
+void main() {
+ uint index = gl_GlobalInvocationID.x;
+ if (index >= params.vertex_count) {
+ return;
+ }
+
+ uint src_offset = index * params.vertex_stride;
+
+#ifdef MODE_2D
+ vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1]));
+#else
+ vec3 vertex;
+ vec3 normal;
+ vec4 tangent;
+
+ vertex = uintBitsToFloat(uvec3(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1], src_vertices.data[src_offset + 2]));
+
+ src_offset += 3;
+
+ if (params.has_normal) {
+ normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
+ src_offset++;
+ }
+
+ if (params.has_tangent) {
+ tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
+ }
+
+ if (params.has_blend_shape) {
+ float blend_total = 0.0;
+ vec3 blend_vertex = vec3(0.0);
+ vec3 blend_normal = vec3(0.0);
+ vec3 blend_tangent = vec3(0.0);
+
+ for (uint i = 0; i < params.blend_shape_count; i++) {
+ float w = blend_shape_weights.data[i];
+ if (w > 0.0001) {
+ uint base_offset = (params.vertex_count * i + index) * params.vertex_stride;
+
+ blend_vertex += uintBitsToFloat(uvec3(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1], src_blend_shapes.data[base_offset + 2])) * w;
+
+ base_offset += 3;
+
+ if (params.has_normal) {
+ blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ base_offset++;
+ }
+
+ if (params.has_tangent) {
+ blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb;
+ }
+
+ blend_total += w;
+ }
+ }
+
+ if (params.normalized_blend_shapes) {
+ vertex = (1.0 - blend_total) * vertex;
+ normal = (1.0 - blend_total) * normal;
+ tangent.rgb = (1.0 - blend_total) * tangent.rgb;
+ }
+
+ vertex += blend_vertex;
+ normal += normalize(normal + blend_normal);
+ tangent.rgb += normalize(tangent.rgb + blend_tangent);
+ }
+
+ if (params.has_skeleton) {
+ uint skin_offset = params.skin_stride * index;
+
+ uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+ uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
+ uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+
+ skin_offset += params.skin_weight_offset;
+
+ uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+
+ vec2 weights_01 = unpackUnorm2x16(weights.x);
+ vec2 weights_23 = unpackUnorm2x16(weights.y);
+
+ mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
+ m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
+ m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], 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], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
+
+ if (params.skin_weight_offset == 4) {
+ //using 8 bones/weights
+ skin_offset = params.skin_stride * index + 2;
+
+ bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+ bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset
+ bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3;
+
+ skin_offset += params.skin_weight_offset;
+
+ weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]);
+
+ weights_01 = unpackUnorm2x16(weights.x);
+ weights_23 = unpackUnorm2x16(weights.y);
+
+ m += mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], bone_transforms.data[bones_01.x + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x;
+ m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], bone_transforms.data[bones_01.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y;
+ m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], bone_transforms.data[bones_23.x + 2], 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], bone_transforms.data[bones_23.y + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y;
+ }
+
+ //reverse order because its transposed
+ vertex = (vec4(vertex, 1.0) * m).xyz;
+ normal = normalize((vec4(normal, 0.0) * m).xyz);
+ tangent.xyz = normalize((vec4(tangent.xyz, 0.0) * m).xyz);
+ }
+
+ uint dst_offset = index * params.vertex_stride;
+
+ uvec3 uvertex = floatBitsToUint(vertex);
+ dst_vertices.data[dst_offset + 0] = uvertex.x;
+ dst_vertices.data[dst_offset + 1] = uvertex.y;
+ dst_vertices.data[dst_offset + 2] = uvertex.z;
+
+ dst_offset += 3;
+
+ if (params.has_normal) {
+ dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
+ dst_offset++;
+ }
+
+ if (params.has_tangent) {
+ dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
+ }
+
+#endif
+}