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-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl8
2 files changed, 11 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index fd7975ed3a..52f09e1ccb 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -3493,6 +3493,9 @@ void GI::init(SkyRD *p_sky) {
if (RendererSceneRenderRD::get_singleton()->is_vrs_supported()) {
defines += "\n#define USE_VRS\n";
}
+ if (!RD::get_singleton()->sampler_is_format_supported_for_filter(RD::DATA_FORMAT_R8G8_UINT, RD::SAMPLER_FILTER_LINEAR)) {
+ defines += "\n#define SAMPLE_VOXEL_GI_NEAREST\n";
+ }
Vector<String> gi_modes;
@@ -3931,7 +3934,6 @@ void GI::process_gi(Ref<RenderSceneBuffersRD> p_render_buffers, const RID *p_nor
u.append_id(material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED));
uniforms.push_back(u);
}
-
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_IMAGE;
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 459c4dcb1d..59af9501ba 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -4,6 +4,10 @@
#VERSION_DEFINES
+#ifdef SAMPLE_VOXEL_GI_NEAREST
+#extension GL_EXT_samplerless_texture_functions : enable
+#endif
+
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define M_PI 3.141592
@@ -625,7 +629,11 @@ void process_gi(ivec2 pos, vec3 vertex, inout vec4 ambient_light, inout vec4 ref
#ifdef USE_VOXEL_GI_INSTANCES
{
+#ifdef SAMPLE_VOXEL_GI_NEAREST
+ uvec2 voxel_gi_tex = texelFetch(voxel_gi_buffer, pos, 0).rg;
+#else
uvec2 voxel_gi_tex = texelFetch(usampler2D(voxel_gi_buffer, linear_sampler), pos, 0).rg;
+#endif
roughness *= roughness;
//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);