diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
5 files changed, 33 insertions, 22 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl index 246ef81cb2..9f86643e52 100644 --- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl @@ -30,12 +30,7 @@ layout(push_constant, std430) uniform Params { bool orthogonal; float filter_mipmap_levels; bool use_half_res; - uint metallic_mask; - uint view_index; - uint pad1; - uint pad2; - uint pad3; } params; @@ -167,7 +162,7 @@ void main() { if (depth > z_to) { // if depth was surpassed - if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) { + if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far * 0.95) { // check the depth tolerance and far clip // check that normal is valid found = true; @@ -231,18 +226,20 @@ void main() { } } - // Isn't this going to be overwritten after our endif? - final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); - imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 #endif // MODE_ROUGH final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend); - //change blend by metallic - vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask); - final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0)); + // Schlick term. + float metallic = texelFetch(source_metallic, ssC << 1, 0).w; + float f0 = mix(0.04, 1.0, metallic); // Assume a "specular" amount of 0.5 + normal.y = -normal.y; + float m = clamp(1.0 - dot(normalize(normal), -view_dir), 0.0, 1.0); + float m2 = m * m; + m = m2 * m2 * m; // pow(m,5) + final_color.a *= f0 + (1.0 - f0) * m; // Fresnel Schlick term. imageStore(ssr_image, ssC, final_color); diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index 0eb0f5f8fd..d523461600 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -153,6 +153,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture; layout(location = 0) out vec4 frag_color; +#ifdef USE_DEBANDING +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +vec3 interleaved_gradient_noise(vec2 pos) { + const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); + float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0; + return vec3(res, -res, res) / 255.0; +} +#endif + vec4 volumetric_fog_process(vec2 screen_uv) { vec3 fog_pos = vec3(screen_uv, 1.0); @@ -252,4 +261,8 @@ void main() { // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. // For both mobile and clustered, we also bake in the exposure value for the environment and camera. frag_color.rgb = frag_color.rgb * params.luminance_multiplier; + +#ifdef USE_DEBANDING + frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy); +#endif } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 26b96b358f..8e8ec6883a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -129,7 +129,7 @@ invariant gl_Position; #GLOBALS -void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { +void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; @@ -208,7 +208,7 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc } } - uint offset = stride * gl_InstanceIndex; + uint offset = stride * (gl_InstanceIndex + multimesh_offset); if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); @@ -397,13 +397,13 @@ void main() { mat4 model_matrix = instances.data[instance_index].transform; #if defined(MOTION_VECTORS) global_time = scene_data_block.prev_data.time; - vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); global_time = scene_data_block.data.time; - vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); #else global_time = scene_data_block.data.time; vec4 screen_position; - vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); #endif } 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 45484b8c47..d97da0c571 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -29,8 +29,8 @@ layout(push_constant, std430) uniform DrawCall { uint instance_index; uint uv_offset; - uint pad0; - uint pad1; + uint multimesh_motion_vectors_current_offset; + uint multimesh_motion_vectors_previous_offset; } draw_call; 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 4e6e29b315..2fba1351f7 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -97,11 +97,12 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance #if defined(DIFFUSE_LAMBERT_WRAP) - // energy conserving lambert wrap shader - diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))); + // Energy conserving lambert wrap shader. + // https://web.archive.org/web/20210228210901/http://blog.stevemcauley.com/2011/12/03/energy-conserving-wrapped-diffuse/ + diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness))) * (1.0 / M_PI); #elif defined(DIFFUSE_TOON) - diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL); + diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL) * (1.0 / M_PI); #elif defined(DIFFUSE_BURLEY) |