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-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl6
6 files changed, 33 insertions, 34 deletions
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 9f8410fd8a..328becbc20 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -567,11 +567,11 @@ void main() {
depth = particle_size - s;
const float EPSILON = 0.001;
normal = mat3(FRAME.colliders[i].transform) *
- normalize(
- vec3(
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
- texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
}
} break;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 99714b4504..97c913d489 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -2,7 +2,7 @@
float hash_2d(vec2 p) {
return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
}
float hash_3d(vec3 p) {
@@ -29,8 +29,7 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
(a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp))));
float alpha_hash_threshold =
(lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 5bb8fea89a..79f64051c0 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -964,15 +964,15 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
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 61559fe809..b26489ddf1 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -182,11 +182,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
float d = scale * abs(transmittance_z);
float dd = -d * d;
vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
#else
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 2b59e85e4f..2f5cc58619 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -930,15 +930,15 @@ void main() {
const float c4 = 0.886227;
const float c5 = 0.247708;
ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
- c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
- c4 * lightmap_captures.data[index].sh[0].rgb -
- c5 * lightmap_captures.data[index].sh[6].rgb +
- 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
- 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
- 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
- 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
- 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
- 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 1ce3e04421..948c6e1e39 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -140,7 +140,7 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
- (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
+ (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
}
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
@@ -341,14 +341,14 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
- (0.25 * FXAA_REDUCE_MUL),
+ (0.25 * FXAA_REDUCE_MUL),
FXAA_REDUCE_MIN);
float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) *
- params.pixel_size;
+ 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) * params.luminance_multiplier;