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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp7
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_environment_rd.h8
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.h10
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp55
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h8
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp56
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_sdf.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_store.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/copy_to_fb.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/fsr_upscale.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/gi.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/giprobe_write.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/particles.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/resolve.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/roughness_limiter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/sort.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_blur.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssao_interleave.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_blur.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/ssil_interleave.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl4
62 files changed, 150 insertions, 128 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 87301a9d3a..d113fcd4f0 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -969,10 +969,11 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
if (inst->fade_near || inst->fade_far) {
float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin);
+ // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
if (inst->fade_far && fade_dist > inst->fade_far_begin) {
- fade_alpha = MAX(0.0, 1.0 - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
+ fade_alpha = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin));
} else if (inst->fade_near && fade_dist < inst->fade_near_end) {
- fade_alpha = MAX(0.0, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
+ fade_alpha = Math::smoothstep(0.0f, 1.0f, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin));
}
}
@@ -1390,7 +1391,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 778d7baa5d..a623af7533 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -633,7 +633,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
projection = correction * p_render_data->cam_projection;
}
- sky.setup(env, p_render_data->render_buffers, projection, p_render_data->cam_transform, screen_size, this);
+ sky.setup(env, p_render_data->render_buffers, *p_render_data->lights, projection, p_render_data->cam_transform, screen_size, this);
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
index ed26fd467b..4e170b8cfb 100644
--- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h
@@ -135,15 +135,15 @@ public:
/// SDFGI
bool sdfgi_enabled = false;
- int sdfgi_cascades = 6;
+ int sdfgi_cascades = 4;
float sdfgi_min_cell_size = 0.2;
bool sdfgi_use_occlusion = false;
- float sdfgi_bounce_feedback = 0.0;
- bool sdfgi_read_sky_light = false;
+ float sdfgi_bounce_feedback = 0.5;
+ bool sdfgi_read_sky_light = true;
float sdfgi_energy = 1.0;
float sdfgi_normal_bias = 1.1;
float sdfgi_probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+ RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
/// Adjustments
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 3069b1c379..cb07c75db4 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -46,7 +46,7 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V
min_cell_size = p_env->sdfgi_min_cell_size;
uses_occlusion = p_env->sdfgi_use_occlusion;
y_scale_mode = p_env->sdfgi_y_scale;
- static const float y_scale[3] = { 1.0, 1.5, 2.0 };
+ static const float y_scale[3] = { 2.0, 1.5, 1.0 };
y_mult = y_scale[y_scale_mode];
cascades.resize(num_cascades);
probe_axis_count = SDFGI::PROBE_DIVISOR + 1;
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
index 5e55262798..25f0dca3b7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h
@@ -392,7 +392,7 @@ public:
return voxel_gi->texture;
};
- RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_HIGH;
+ RS::VoxelGIQuality voxel_gi_quality = RS::VOXEL_GI_QUALITY_LOW;
/* SDFGI */
@@ -504,12 +504,12 @@ public:
RID cascades_ubo;
bool uses_occlusion = false;
- float bounce_feedback = 0.0;
- bool reads_sky = false;
+ float bounce_feedback = 0.5;
+ bool reads_sky = true;
float energy = 1.0;
float normal_bias = 1.1;
float probe_bias = 1.1;
- RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_DISABLED;
+ RS::EnvironmentSDFGIYScale y_scale_mode = RS::ENV_SDFGI_Y_SCALE_75_PERCENT;
float y_mult = 1.0;
@@ -536,7 +536,7 @@ public:
};
RS::EnvironmentSDFGIRayCount sdfgi_ray_count = RS::ENV_SDFGI_RAY_COUNT_16;
- RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_10_FRAMES;
+ RS::EnvironmentSDFGIFramesToConverge sdfgi_frames_to_converge = RS::ENV_SDFGI_CONVERGE_IN_30_FRAMES;
RS::EnvironmentSDFGIFramesToUpdateLight sdfgi_frames_to_update_light = RS::ENV_SDFGI_UPDATE_LIGHT_IN_4_FRAMES;
float sdfgi_solid_cell_ratio = 0.25;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 43a1812f89..718825d652 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1818,11 +1818,14 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) {
if (rb->blur[i].mipmaps[m].fb.is_valid()) {
RD::get_singleton()->free(rb->blur[i].mipmaps[m].fb);
}
- if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
- }
- if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
- RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
+ // texture and framebuffer in both blur mipmaps are shared, so only free from the first one
+ if (i == 0) {
+ if (rb->blur[i].mipmaps[m].half_fb.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_fb);
+ }
+ if (rb->blur[i].mipmaps[m].half_texture.is_valid()) {
+ RD::get_singleton()->free(rb->blur[i].mipmaps[m].half_texture);
+ }
}
}
rb->blur[i].mipmaps.clear();
@@ -3263,7 +3266,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
r_directional_light_count = 0;
r_positional_light_count = 0;
- sky.sky_scene_state.ubo.directional_light_count = 0;
Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
@@ -3284,43 +3286,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
RS::LightType type = storage->light_get_type(base);
switch (type) {
case RS::LIGHT_DIRECTIONAL: {
- // Copy to SkyDirectionalLightData
- if (r_directional_light_count < sky.sky_scene_state.max_directional_lights) {
- RendererSceneSkyRD::SkyDirectionalLightData &sky_light_data = sky.sky_scene_state.directional_lights[r_directional_light_count];
- Transform3D light_transform = li->transform;
- Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
-
- sky_light_data.direction[0] = world_direction.x;
- sky_light_data.direction[1] = world_direction.y;
- sky_light_data.direction[2] = -world_direction.z;
-
- float sign = storage->light_is_negative(base) ? -1 : 1;
- sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
-
- Color linear_col = storage->light_get_color(base).to_linear();
- sky_light_data.color[0] = linear_col.r;
- sky_light_data.color[1] = linear_col.g;
- sky_light_data.color[2] = linear_col.b;
-
- sky_light_data.enabled = true;
-
- float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- if (angular_diameter > 0.0) {
- // I know tan(0) is 0, but let's not risk it with numerical precision.
- // technically this will keep expanding until reaching the sun, but all we care
- // is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
- if (storage->light_has_shadow(base)) {
- r_directional_light_soft_shadows = true;
- }
- } else {
- angular_diameter = 0.0;
- }
- sky_light_data.size = angular_diameter;
- sky.sky_scene_state.ubo.directional_light_count++;
- }
-
- if (r_directional_light_count >= cluster.max_directional_lights || storage->light_directional_is_sky_only(base)) {
+ if (r_directional_light_count >= cluster.max_directional_lights) {
continue;
}
@@ -3397,6 +3363,9 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ if (storage->light_has_shadow(base)) {
+ r_directional_light_soft_shadows = true;
+ }
} else {
angular_diameter = 0.0;
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 899d2d763d..09c828ba37 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -293,7 +293,7 @@ private:
uint32_t smallest_subdiv = 0;
int size = 0;
- bool use_16_bits = false;
+ bool use_16_bits = true;
RID depth;
RID fb; //for copying
@@ -333,7 +333,7 @@ private:
int light_count = 0;
int size = 0;
- bool use_16_bits = false;
+ bool use_16_bits = true;
int current_light = 0;
} directional_shadow;
@@ -981,7 +981,7 @@ public:
/* SHADOW ATLAS API */
virtual RID shadow_atlas_create() override;
- virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = false) override;
+ virtual void shadow_atlas_set_size(RID p_atlas, int p_size, bool p_16_bits = true) override;
virtual void shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) override;
virtual bool shadow_atlas_update_light(RID p_atlas, RID p_light_instance, float p_coverage, uint64_t p_light_version) override;
_FORCE_INLINE_ bool shadow_atlas_owns_light_instance(RID p_atlas, RID p_light_intance) {
@@ -1002,7 +1002,7 @@ public:
return Size2(atlas->size, atlas->size);
}
- virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) override;
+ virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = true) override;
virtual int get_directional_light_shadow_size(RID p_light_intance) override;
virtual void set_directional_shadow_count(int p_count) override;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index f6f39230f8..354516ae87 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -1040,8 +1040,8 @@ RendererSceneSkyRD::~RendererSceneSkyRD() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
}
-void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
- ERR_FAIL_COND(!p_env); // I guess without an environment we also can't have a sky...
+void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {
+ ERR_FAIL_COND(!p_env);
SkyMaterialData *material = nullptr;
Sky *sky = get_sky(p_env->sky);
@@ -1122,15 +1122,67 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
}
if (shader_data->uses_light) {
+ sky_scene_state.ubo.directional_light_count = 0;
+ // Run through the list of lights in the scene and pick out the Directional Lights.
+ // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called
+ // after the depth prepass, but this runs before the depth prepass
+ for (int i = 0; i < (int)p_lights.size(); i++) {
+ RendererSceneRenderRD::LightInstance *li = p_scene_render->light_instance_owner.get_or_null(p_lights[i]);
+ if (!li) {
+ continue;
+ }
+ RID base = li->light;
+
+ ERR_CONTINUE(base.is_null());
+
+ RS::LightType type = storage->light_get_type(base);
+ if (type == RS::LIGHT_DIRECTIONAL) {
+ SkyDirectionalLightData &sky_light_data = sky_scene_state.directional_lights[sky_scene_state.ubo.directional_light_count];
+ Transform3D light_transform = li->transform;
+ Vector3 world_direction = light_transform.basis.xform(Vector3(0, 0, 1)).normalized();
+
+ sky_light_data.direction[0] = world_direction.x;
+ sky_light_data.direction[1] = world_direction.y;
+ sky_light_data.direction[2] = -world_direction.z;
+
+ float sign = storage->light_is_negative(base) ? -1 : 1;
+ sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
+
+ Color linear_col = storage->light_get_color(base).to_linear();
+ sky_light_data.color[0] = linear_col.r;
+ sky_light_data.color[1] = linear_col.g;
+ sky_light_data.color[2] = linear_col.b;
+
+ sky_light_data.enabled = true;
+
+ float angular_diameter = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (angular_diameter > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ } else {
+ angular_diameter = 0.0;
+ }
+ sky_light_data.size = angular_diameter;
+ sky_scene_state.ubo.directional_light_count++;
+ if (sky_scene_state.ubo.directional_light_count >= sky_scene_state.max_directional_lights) {
+ break;
+ }
+ }
+ }
// Check whether the directional_light_buffer changes
bool light_data_dirty = false;
+ // Light buffer is dirty if we have fewer or more lights
+ // If we have fewer lights, make sure that old lights are disabled
if (sky_scene_state.ubo.directional_light_count != sky_scene_state.last_frame_directional_light_count) {
light_data_dirty = true;
for (uint32_t i = sky_scene_state.ubo.directional_light_count; i < sky_scene_state.max_directional_lights; i++) {
sky_scene_state.directional_lights[i].enabled = false;
}
}
+
if (!light_data_dirty) {
for (uint32_t i = 0; i < sky_scene_state.ubo.directional_light_count; i++) {
if (sky_scene_state.directional_lights[i].direction[0] != sky_scene_state.last_frame_directional_lights[i].direction[0] ||
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index d81a415c2d..13d24e2508 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -292,7 +292,7 @@ public:
void set_texture_format(RD::DataFormat p_texture_format);
~RendererSceneSkyRD();
- void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
+ void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const PagedArray<RID> &p_lights, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
index 8051f96738..14f190a49f 100644
--- a/servers/rendering/renderer_rd/shaders/blit.glsl
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -4,7 +4,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
@@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 0, std140) uniform Pos {
+layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
index 52bf2886b5..e7a2e18323 100644
--- a/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/blur_raster_inc.glsl
@@ -2,7 +2,7 @@
#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 1)
#define FLAG_GLOW_FIRST_PASS (1 << 2)
-layout(push_constant, binding = 1, std430) uniform Blur {
+layout(push_constant, std430) uniform Blur {
vec2 pixel_size;
uint flags;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
index fadea1631c..b90a527554 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_inc.glsl
@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 size;
float z_far;
float z_near;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
index 9f89f4b3b7..930cf792cb 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl
@@ -6,7 +6,7 @@
layout(location = 0) in highp vec3 vertex;
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
@@ -34,7 +34,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 0, std430) uniform Constants {
+layout(push_constant, std430) uniform Constants {
mat4 projection;
mat2x4 modelview;
vec2 direction;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
index 2bdfbabfcf..0fafc7d486 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl
@@ -12,7 +12,7 @@ layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_s
layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process;
layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 size;
int stride;
int shift;
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 0cff505cae..12f57b0178 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -41,7 +41,7 @@
// Push Constant
-layout(push_constant, binding = 0, std430) uniform DrawData {
+layout(push_constant, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
index 40da2c6e5c..0034de8c91 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_debug.glsl
@@ -40,7 +40,7 @@ const vec3 usage_gradient[33] = vec3[]( // 1 (none) + 32
vec3(0.83, 0.22, 0.27),
vec3(0.83, 0.22, 0.32),
vec3(1.00, 0.63, 0.70));
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uvec2 screen_size;
uvec2 cluster_screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index 6d95722a57..2fe230f0bf 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -9,7 +9,7 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 0) out float depth_interp;
layout(location = 1) out flat uint element_index;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint base_index;
uint pad0;
uint pad1;
diff --git a/servers/rendering/renderer_rd/shaders/cluster_store.glsl b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
index b0606efa94..64a145f3c6 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_store.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_store.glsl
@@ -6,7 +6,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint cluster_render_data_size; // how much data for a single cluster takes
uint max_render_element_count_div_32; //divided by 32
uvec2 cluster_screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl
index ecf7bb9817..4563ac7af9 100644
--- a/servers/rendering/renderer_rd/shaders/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy.glsl
@@ -17,7 +17,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
#define FLAG_ALPHA_TO_ONE (1 << 9)
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec4 section;
ivec2 target;
uint flags;
diff --git a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
index 8c68e2dc2f..2f1f9c4765 100644
--- a/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/copy_to_fb.glsl
@@ -6,7 +6,7 @@
layout(location = 0) out vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
@@ -39,7 +39,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 section;
vec2 pixel_size;
bool flip_y;
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index 69b895ed29..e77d0de719 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -4,7 +4,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
@@ -31,7 +31,7 @@ layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform samplerCube source_cube;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float z_far;
float z_near;
vec2 texel_size;
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
index b329e67293..641e0906f5 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_downsampler_inc.glsl
@@ -1,4 +1,4 @@
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint face_size;
uint face_id; // only used in raster shader
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
index 324d306218..0990dc7c2f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl
@@ -25,7 +25,7 @@
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
@@ -47,7 +47,7 @@ void main() {
#VERSION_DEFINES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
int mip_level;
uint face_id;
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
index be12be5dec..ce0a25e12f 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -1,6 +1,6 @@
#define M_PI 3.14159265359
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint face_id;
uint sample_count;
float roughness;
diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
index 54a7790f77..c8eb78a2f0 100644
--- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
+++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl
@@ -53,7 +53,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_image;
#define FSR_UPSCALE_PASS_TYPE_EASU 0
#define FSR_UPSCALE_PASS_TYPE_RCAS 1
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float resolution_width;
float resolution_height;
float upscaled_width;
diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl
index 9854f124d7..0c7f08813b 100644
--- a/servers/rendering/renderer_rd/shaders/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/gi.glsl
@@ -86,7 +86,7 @@ voxel_gi_instances;
layout(set = 0, binding = 17) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float z_near;
float z_far;
diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
index a6d65bffeb..6c73864bf6 100644
--- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
+++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl
@@ -58,7 +58,7 @@ lights;
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
index 466442b67a..0ee4cf6e31 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl
@@ -28,7 +28,7 @@ layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_lumin
layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 source_size;
float max_luminance;
float min_luminance;
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 3cde9923fa..b8860f6518 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -1,5 +1,5 @@
-layout(push_constant, binding = 1, std430) uniform PushConstant {
+layout(push_constant, std430) uniform PushConstant {
ivec2 source_size;
ivec2 dest_size;
diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl
index 328becbc20..d691ea2fdf 100644
--- a/servers/rendering/renderer_rd/shaders/particles.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles.glsl
@@ -168,7 +168,7 @@ layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
} material;
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float lifetime;
bool clear;
uint total_particles;
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index e88e68b511..bb11e4c78d 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -42,7 +42,7 @@ layout(set = 2, binding = 0, std430) restrict readonly buffer TrailBindPoses {
}
trail_bind_poses;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 sort_direction;
uint total_particles;
diff --git a/servers/rendering/renderer_rd/shaders/resolve.glsl b/servers/rendering/renderer_rd/shaders/resolve.glsl
index fecf812a8c..0e086331c0 100644
--- a/servers/rendering/renderer_rd/shaders/resolve.glsl
+++ b/servers/rendering/renderer_rd/shaders/resolve.glsl
@@ -25,7 +25,7 @@ layout(rg8ui, set = 3, binding = 0) uniform restrict writeonly uimage2D dest_vox
#endif
-layout(push_constant, binding = 16, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int sample_count;
uint pad;
diff --git a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
index 7b964675ca..59027df8e9 100644
--- a/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
+++ b/servers/rendering/renderer_rd/shaders/roughness_limiter.glsl
@@ -9,7 +9,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(set = 0, binding = 0) uniform sampler2D source_normal;
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float curve;
uint pad;
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 0f7cd18534..084e2a0673 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -21,7 +21,7 @@
#endif
#endif
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
uint pad0;
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 d22f936a35..16f77fb91a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -877,17 +877,17 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
splane /= splane.w;
- vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw;
+ vec2 proj_uv = splane.xy * spot_lights.data[idx].projector_rect.zw;
if (sc_projector_use_mipmaps) {
//ensure we have proper mipmaps
vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0));
splane_ddx /= splane_ddx.w;
- vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddx = splane_ddx.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0));
splane_ddy /= splane_ddy.w;
- vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv;
+ vec2 proj_uv_ddy = splane_ddy.xy * spot_lights.data[idx].projector_rect.zw - proj_uv;
vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy);
color *= proj.rgb * proj.a;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index a9a4fce82a..541c0b0603 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -15,7 +15,7 @@
/* don't exceed 128 bytes!! */
/* put instance data into our push content, not a array */
-layout(push_constant, binding = 0, std430) uniform DrawCall {
+layout(push_constant, std430) uniform DrawCall {
highp mat4 transform; // 64 - 64
uint flags; // 04 - 68
uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
index 57349e55b1..a416891ff2 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl
@@ -15,7 +15,7 @@ layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_
layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal_roughness;
layout(set = 3, binding = 0) uniform sampler2D source_metallic;
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 proj_info;
ivec2 screen_size;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
index 62d1cffb0a..20e1712496 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_filter.glsl
@@ -16,7 +16,7 @@ layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
#endif
layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
-layout(push_constant, binding = 2, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec4 proj_info;
bool orthogonal;
diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
index 2328effe7b..3f537e273a 100644
--- a/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
+++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl
@@ -13,7 +13,7 @@ layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ss
layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_near;
float camera_z_far;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
index 8b58796962..802a410825 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug.glsl
@@ -32,7 +32,7 @@ layout(rgba16f, set = 0, binding = 10) uniform restrict writeonly image2D screen
layout(set = 0, binding = 11) uniform texture2DArray lightprobe_texture;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 4290d5b869..e0be0bca12 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
@@ -6,7 +6,7 @@
#define MAX_CASCADES 8
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint band_power;
@@ -160,7 +160,7 @@ layout(location = 0) out vec4 frag_color;
layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 3) uniform sampler linear_sampler;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint band_power;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
index d6e5c6a92e..5bda15236c 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_direct_light.glsl
@@ -82,7 +82,7 @@ lights;
layout(set = 0, binding = 10) uniform texture2DArray lightprobe_texture;
layout(set = 0, binding = 11) uniform texture3D occlusion_texture;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
index eedd28959c..9c03297f5c 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_integrate.glsl
@@ -52,7 +52,7 @@ layout(set = 1, binding = 1) uniform sampler linear_sampler_mipmaps;
#define SKY_MODE_COLOR 1
#define SKY_MODE_SKY 2
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
index f6ec249b5e..bce98f4054 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl
@@ -155,7 +155,7 @@ layout(r16ui, set = 0, binding = 2) uniform restrict readonly uimage3D src_occlu
#endif
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 scroll;
int grid_size;
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index b831005256..4ef6a26443 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -36,7 +36,7 @@ layout(set = 2, binding = 0, std430) buffer restrict readonly SkeletonData {
}
bone_transforms;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
bool has_normal;
bool has_tangent;
bool has_skeleton;
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index d07a454ade..b258e89c66 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -12,7 +12,7 @@
layout(location = 0) out vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
@@ -52,7 +52,7 @@ void main() {
layout(location = 0) in vec2 uv_interp;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat3 orientation;
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
diff --git a/servers/rendering/renderer_rd/shaders/sort.glsl b/servers/rendering/renderer_rd/shaders/sort.glsl
index 307e60dc21..48cf69012a 100644
--- a/servers/rendering/renderer_rd/shaders/sort.glsl
+++ b/servers/rendering/renderer_rd/shaders/sort.glsl
@@ -47,7 +47,7 @@ layout(set = 1, binding = 0, std430) restrict buffer SortBuffer {
}
sort_buffer;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint total_elements;
uint pad[3];
ivec4 job_params;
diff --git a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
index bdabc146d8..134aae5ce7 100644
--- a/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl
@@ -25,7 +25,7 @@
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 pixel_size;
float z_far;
float z_near;
diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl
index 18cab75c3b..2a87e273bc 100644
--- a/servers/rendering/renderer_rd/shaders/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao.glsl
@@ -85,7 +85,7 @@ counter;
layout(rg8, set = 2, binding = 0) uniform restrict writeonly image2D dest_image;
// This push_constant is full - 128 bytes - if you need to add more data, consider adding to the uniform buffer instead
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
index b154f5e527..f42734c46d 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl
@@ -29,7 +29,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_ssao;
layout(rg8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
index 23eba34d63..04f98964e8 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl
@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float power;
diff --git a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
index 0907423d5d..f6a9a92fac 100644
--- a/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssao_interleave.glsl
@@ -27,7 +27,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
layout(rgba8, set = 0, binding = 0) uniform restrict writeonly image2D dest_image;
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl
index d1f8f42790..513791dfbf 100644
--- a/servers/rendering/renderer_rd/shaders/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil.glsl
@@ -87,7 +87,7 @@ layout(set = 3, binding = 1) uniform ProjectionConstants {
}
projection_constants;
-layout(push_constant, binding = 3, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
int pass;
int quality;
diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
index 11861e261f..ee21d46a74 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl
@@ -12,7 +12,7 @@ layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_ima
layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float edge_sharpness;
float pad;
vec2 half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
index 815aa55fd4..8818f8cada 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl
@@ -39,7 +39,7 @@ layout(set = 2, binding = 0, std430) buffer Counter {
counter;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec2 half_screen_pixel_size;
float intensity;
float pad;
diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
index 8a7a5ae4fd..fa4309353d 100644
--- a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl
@@ -10,7 +10,7 @@ layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_ima
layout(set = 1, binding = 0) uniform sampler2DArray source_texture;
layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges;
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
float inv_sharpness;
uint size_modifier;
vec2 pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
index 9367b641c2..fb35d3cde6 100644
--- a/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
+++ b/servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl
@@ -87,7 +87,7 @@ const vec4 skin_kernel[kernel_size] = vec4[](
#endif //USE_11_SAMPLES
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec2 screen_size;
float camera_z_far;
float camera_z_near;
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 41d41758f4..19a9350137 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -53,7 +53,7 @@ layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
#endif
-layout(push_constant, binding = 1, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 bcs;
bool use_bcs;
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index 181d3b272f..a2a4c91894 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -33,7 +33,7 @@ layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData
}
global_variables;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
vec3 position;
float pad;
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
index 73a97d9df1..577c6d0cd0 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl
@@ -74,7 +74,7 @@ layout(set = 0, binding = 5) uniform texture3D color_texture;
#ifndef MODE_DYNAMIC
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
@@ -108,7 +108,7 @@ layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex
#ifdef MODE_DYNAMIC
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint light_count; //when not lighting
ivec3 x_dir;
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
index 3f3437f527..fd7a2bf8ad 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl
@@ -20,7 +20,7 @@ layout(set = 0, binding = 2) uniform texture3D color_tex;
layout(set = 0, binding = 3) uniform sampler tex_sampler;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
mat4 projection;
uint cell_offset;
float dynamic_range;
diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
index 3bb4421646..47a611a543 100644
--- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
+++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl
@@ -33,7 +33,7 @@ cell_data;
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
uint offset;
uint end;
uint pad0;
@@ -66,7 +66,7 @@ void main() {
}
#if 0
-layout(push_constant, binding = 0, std430) uniform Params {
+layout(push_constant, std430) uniform Params {
ivec3 limits;
uint stack_size;
}