diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
21 files changed, 137 insertions, 270 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 611f7c6494..fa3741c077 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -223,7 +223,6 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, - RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; @@ -484,7 +483,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p if (material_uniform_set != prev_material_uniform_set) { // Update uniform set. - if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. + if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); } @@ -1163,7 +1162,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers); } RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment); - static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 }; + static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; //first of all, make a new render pass //fill up ubo @@ -2552,7 +2551,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet SceneShaderForwardClustered::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; - if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) { + if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index a24860996c..1947680a7a 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -66,6 +66,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { unshaded = false; uses_vertex = false; + uses_position = false; uses_sss = false; uses_transmittance = false; uses_screen_texture = false; @@ -126,6 +127,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection; actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection; actions.write_flag_pointers["VERTEX"] = &uses_vertex; + actions.write_flag_pointers["POSITION"] = &uses_position; actions.uniforms = &uniforms; @@ -601,10 +603,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.usage_defines["UV2"] = "#define UV2_USED\n"; actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n"; actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n"; - actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n"; - actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; - actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; - actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; + actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n"; + actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n"; + actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n"; + actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n"; actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 8d75f30a20..09ef425e2e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -137,6 +137,7 @@ public: bool unshaded; bool uses_vertex; + bool uses_position; bool uses_sss; bool uses_transmittance; bool uses_screen_texture; 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 1b4052b622..a5cc2db48f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -159,7 +159,6 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, - RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; @@ -1982,7 +1981,7 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr if (material_uniform_set != prev_material_uniform_set) { // Update uniform set. - if (RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. + if (material_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET); } diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 14b3b6d9aa..cd314d8c56 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -593,10 +593,10 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.usage_defines["UV2"] = "#define UV2_USED\n"; actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n"; actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n"; - actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n"; - actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; - actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; - actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; + actions.usage_defines["CUSTOM0"] = "#define CUSTOM0_USED\n"; + actions.usage_defines["CUSTOM1"] = "#define CUSTOM1_USED\n"; + actions.usage_defines["CUSTOM2"] = "#define CUSTOM2_USED\n"; + actions.usage_defines["CUSTOM3"] = "#define CUSTOM3_USED\n"; actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 3af5047854..3c66fadbe9 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -541,6 +541,14 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend src_rect = Rect2(0, 0, 1, 1); } + if (rect->flags & CANVAS_RECT_MSDF) { + push_constant.flags |= FLAGS_USE_MSDF; + push_constant.msdf[0] = rect->px_range; // Pixel range. + push_constant.msdf[1] = rect->outline; // Outline size. + push_constant.msdf[2] = 0.f; // Reserved. + push_constant.msdf[3] = 0.f; // Reserved. + } + push_constant.modulation[0] = rect->modulate.r * base_color.r; push_constant.modulation[1] = rect->modulate.g * base_color.g; push_constant.modulation[2] = rect->modulate.b * base_color.b; @@ -1078,7 +1086,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co } } - RID material = ci->material; + RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; if (material.is_null() && ci->canvas_group != nullptr) { material = default_canvas_group_material; @@ -1094,7 +1102,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co if (material_data->shader_data->version.is_valid() && material_data->shader_data->valid) { pipeline_variants = &material_data->shader_data->pipeline_variants; // Update uniform set. - if (RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set. + if (material_data->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material_data->uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_data->uniform_set, MATERIAL_UNIFORM_SET); } } else { @@ -1346,8 +1354,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } } - if (ci->material.is_valid()) { - MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D); + RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material; + + if (material.is_valid()) { + MaterialData *md = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D); if (md && md->shader_data->valid) { if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) { if (!material_screen_texture_found) { @@ -1367,7 +1377,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) { // uniform set may be gone because a dependency was erased. In this case, it will happen // if a texture is deleted, so just re-create it. - storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D); + storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D); } } } diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 7c4f62832c..ec7d7e2854 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -84,8 +84,9 @@ class RendererCanvasRenderRD : public RendererCanvasRender { FLAGS_LIGHT_COUNT_SHIFT = 20, FLAGS_DEFAULT_NORMAL_MAP_USED = (1 << 26), - FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27) + FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27), + FLAGS_USE_MSDF = (1 << 28), }; enum { @@ -388,7 +389,10 @@ class RendererCanvasRenderRD : public RendererCanvasRender { //rect struct { float modulation[4]; - float ninepatch_margins[4]; + union { + float msdf[4]; + float ninepatch_margins[4]; + }; float dst_rect[4]; float src_rect[4]; float pad[2]; diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index 62e9386f95..c53c202bab 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -46,6 +46,8 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID RID rd_texture = storage->texture_get_rd_texture(texture); ERR_CONTINUE(rd_texture.is_null()); + // TODO if keep_3d_linear was set when rendering to this render target we need to add a linear->sRGB conversion in. + if (!render_target_descriptors.has(rd_texture) || !RD::get_singleton()->uniform_set_is_valid(render_target_descriptors[rd_texture])) { Vector<RD::Uniform> uniforms; RD::Uniform u; @@ -65,10 +67,14 @@ void RendererCompositorRD::blit_render_targets_to_screen(DisplayServer::WindowID RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_target_descriptors[rd_texture], 0); - blit.push_constant.rect[0] = p_render_targets[i].rect.position.x / screen_size.width; - blit.push_constant.rect[1] = p_render_targets[i].rect.position.y / screen_size.height; - blit.push_constant.rect[2] = p_render_targets[i].rect.size.width / screen_size.width; - blit.push_constant.rect[3] = p_render_targets[i].rect.size.height / screen_size.height; + blit.push_constant.src_rect[0] = p_render_targets[i].src_rect.position.x; + blit.push_constant.src_rect[1] = p_render_targets[i].src_rect.position.y; + blit.push_constant.src_rect[2] = p_render_targets[i].src_rect.size.width; + blit.push_constant.src_rect[3] = p_render_targets[i].src_rect.size.height; + blit.push_constant.dst_rect[0] = p_render_targets[i].dst_rect.position.x / screen_size.width; + blit.push_constant.dst_rect[1] = p_render_targets[i].dst_rect.position.y / screen_size.height; + blit.push_constant.dst_rect[2] = p_render_targets[i].dst_rect.size.width / screen_size.width; + blit.push_constant.dst_rect[3] = p_render_targets[i].dst_rect.size.height / screen_size.height; blit.push_constant.layer = p_render_targets[i].multi_view.layer; blit.push_constant.eye_center[0] = p_render_targets[i].lens_distortion.eye_center.x; blit.push_constant.eye_center[1] = p_render_targets[i].lens_distortion.eye_center.y; @@ -203,10 +209,14 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color RD::get_singleton()->draw_list_bind_index_array(draw_list, blit.array); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uset, 0); - blit.push_constant.rect[0] = screenrect.position.x; - blit.push_constant.rect[1] = screenrect.position.y; - blit.push_constant.rect[2] = screenrect.size.width; - blit.push_constant.rect[3] = screenrect.size.height; + blit.push_constant.src_rect[0] = 0.0; + blit.push_constant.src_rect[1] = 0.0; + blit.push_constant.src_rect[2] = 1.0; + blit.push_constant.src_rect[3] = 1.0; + blit.push_constant.dst_rect[0] = screenrect.position.x; + blit.push_constant.dst_rect[1] = screenrect.position.y; + blit.push_constant.dst_rect[2] = screenrect.size.width; + blit.push_constant.dst_rect[3] = screenrect.size.height; blit.push_constant.layer = 0; blit.push_constant.eye_center[0] = 0; blit.push_constant.eye_center[1] = 0; diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 8639362da9..0230c46800 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -55,7 +55,8 @@ protected: }; struct BlitPushConstant { - float rect[4]; + float src_rect[4]; + float dst_rect[4]; float eye_center[2]; float k1; diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index 098e2a5c87..36943c5e5c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -1469,7 +1469,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; lights[idx].type = RS::LIGHT_DIRECTIONAL; - lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY); + lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); lights[idx].has_shadow = storage->light_has_shadow(li->light); idx++; @@ -1514,7 +1514,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; lights[idx].type = storage->light_get_type(li->light); - lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY); + lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); lights[idx].has_shadow = storage->light_has_shadow(li->light); lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); @@ -1953,7 +1953,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32 lights[idx].color[0] = color.r; lights[idx].color[1] = color.g; lights[idx].color[2] = color.b; - lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY); + lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(li->light, RS::LIGHT_PARAM_INDIRECT_ENERGY); lights[idx].has_shadow = storage->light_has_shadow(li->light); lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION); lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE); diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index da84f615b2..c388da755c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -288,7 +288,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_ // Update uniform sets. { RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0); - if (RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. + if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set. RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1); } RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 14a5a01054..ec0d25376f 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -4848,7 +4848,7 @@ void RendererStorageRD::_particles_process(Particles *p_particles, double p_delt RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2); - if (m->uniform_set.is_valid()) { + if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3); } diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl index 967da1e6e4..8051f96738 100644 --- a/servers/rendering/renderer_rd/shaders/blit.glsl +++ b/servers/rendering/renderer_rd/shaders/blit.glsl @@ -5,6 +5,7 @@ #VERSION_DEFINES layout(push_constant, binding = 0, std140) uniform Pos { + vec4 src_rect; vec4 dst_rect; vec2 eye_center; @@ -22,8 +23,8 @@ layout(location = 0) out vec2 uv; void main() { vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); - uv = base_arr[gl_VertexIndex]; - vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw; + uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw; + vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw; gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0); } @@ -34,6 +35,7 @@ void main() { #VERSION_DEFINES layout(push_constant, binding = 0, std140) uniform Pos { + vec4 src_rect; vec4 dst_rect; vec2 eye_center; diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index a443bcdcb8..2911e8b731 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -458,6 +458,14 @@ void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) { #endif +float msdf_median(float r, float g, float b, float a) { + return min(max(min(r, g), min(max(r, g), b)), a); +} + +vec2 msdf_map(vec2 value, vec2 in_min, vec2 in_max, vec2 out_min, vec2 out_max) { + return out_min + (out_max - out_min) * (value - in_min) / (in_max - in_min); +} + void main() { vec4 color = color_interp; vec2 uv = uv_interp; @@ -485,7 +493,34 @@ void main() { #endif - color *= texture(sampler2D(color_texture, texture_sampler), uv); +#ifndef USE_PRIMITIVE + if (bool(draw_data.flags & FLAGS_USE_MSDF)) { + float px_range = draw_data.ninepatch_margins.x; + float outline_thickness = draw_data.ninepatch_margins.y; + //float reserved1 = draw_data.ninepatch_margins.z; + //float reserved2 = draw_data.ninepatch_margins.w; + + vec4 msdf_sample = texture(sampler2D(color_texture, texture_sampler), uv); + vec2 msdf_size = vec2(textureSize(sampler2D(color_texture, texture_sampler), 0)); + vec2 dest_size = vec2(1.0) / fwidth(uv); + float px_size = max(0.5 * dot((vec2(px_range) / msdf_size), dest_size), 1.0); + float d = msdf_median(msdf_sample.r, msdf_sample.g, msdf_sample.b, msdf_sample.a) - 0.5; + + if (outline_thickness > 0) { + float cr = clamp(outline_thickness, 0.0, px_range / 2) / px_range; + float a = clamp((d + cr) * px_size, 0.0, 1.0); + color.a = a * color.a; + } else { + float a = clamp(d * px_size + 0.5, 0.0, 1.0); + color.a = a * color.a; + } + + } else { +#else + { +#endif + color *= texture(sampler2D(color_texture, texture_sampler), uv); + } uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights bool using_light = light_count > 0 || canvas_data.directional_light_count > 0; diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 451f9b0089..0cff505cae 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -24,6 +24,8 @@ #define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26) #define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27) +#define FLAGS_USE_MSDF (1 << 28) + #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl index 5dc2d08a3b..25d87ca45d 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl @@ -202,12 +202,7 @@ void main() { vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale; vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal); -#ifdef MODE_ANISOTROPIC - vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); -#else vec3 accum = vec3(0.0); -#endif for (uint i = 0; i < params.light_count; i++) { float attenuation; @@ -242,77 +237,35 @@ void main() { vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy; -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission; - } -#else if (length(normal.xyz) > 0.2) { accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission; } else { //all directions accum += light + emission; } -#endif } -#ifdef MODE_ANISOTROPIC - - output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0); - output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0); - output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0); - output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0); - output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0); - output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0); -#else output.data[cell_index] = vec4(accum, 0.0); -#endif - #endif //MODE_COMPUTE_LIGHT #ifdef MODE_UPDATE_MIPMAPS { -#ifdef MODE_ANISOTROPIC - vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); -#else vec3 light_accum = vec3(0.0); -#endif float count = 0.0; for (uint i = 0; i < 8; i++) { uint child_index = cell_children.data[cell_index].children[i]; if (child_index == NO_CHILDREN) { continue; } -#ifdef MODE_ANISOTROPIC - light_accum[1] += output.data[child_index * 6 + 0].rgb; - light_accum[2] += output.data[child_index * 6 + 1].rgb; - light_accum[3] += output.data[child_index * 6 + 2].rgb; - light_accum[4] += output.data[child_index * 6 + 3].rgb; - light_accum[5] += output.data[child_index * 6 + 4].rgb; - light_accum[6] += output.data[child_index * 6 + 5].rgb; - -#else light_accum += output.data[child_index].rgb; -#endif - count += 1.0; } float divisor = mix(8.0, count, params.propagation); -#ifdef MODE_ANISOTROPIC - output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0); - output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0); - output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0); - output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0); - output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0); - output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0); - -#else output.data[cell_index] = vec4(light_accum / divisor, 0.0); -#endif } #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index edbe1031b7..8cb56fbc83 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -903,6 +903,7 @@ void main() { if (scene_data.use_reflection_cubemap) { vec3 ref_vec = reflect(-view, normal); + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -915,7 +916,6 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 518b0a6c7f..c3c4139450 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -868,6 +868,7 @@ void main() { if (scene_data.use_reflection_cubemap) { vec3 ref_vec = reflect(-view, normal); + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -880,7 +881,6 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index 4411587116..1ce3e04421 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -169,16 +169,33 @@ vec3 tonemap_filmic(vec3 color, float white) { return color_tonemapped / white_tonemapped; } +// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl +// (MIT License). vec3 tonemap_aces(vec3 color, float white) { - const float exposure_bias = 0.85f; - const float A = 2.51f * exposure_bias * exposure_bias; - const float B = 0.03f * exposure_bias; - const float C = 2.43f * exposure_bias * exposure_bias; - const float D = 0.59f * exposure_bias; - const float E = 0.14f; - - vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E); - float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E); + const float exposure_bias = 1.8f; + const float A = 0.0245786f; + const float B = 0.000090537f; + const float C = 0.983729f; + const float D = 0.432951f; + const float E = 0.238081f; + + // Exposure bias baked into transform to save shader instructions. Equivalent to `color *= exposure_bias` + const mat3 rgb_to_rrt = mat3( + vec3(0.59719f * exposure_bias, 0.35458f * exposure_bias, 0.04823f * exposure_bias), + vec3(0.07600f * exposure_bias, 0.90834f * exposure_bias, 0.01566f * exposure_bias), + vec3(0.02840f * exposure_bias, 0.13383f * exposure_bias, 0.83777f * exposure_bias)); + + const mat3 odt_to_rgb = mat3( + vec3(1.60475f, -0.53108f, -0.07367f), + vec3(-0.10208f, 1.10813f, -0.00605f), + vec3(-0.00327f, -0.07276f, 1.07602f)); + + color *= rgb_to_rrt; + vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E); + color_tonemapped *= odt_to_rgb; + + white *= exposure_bias; + float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E); return color_tonemapped / white_tonemapped; } @@ -200,15 +217,16 @@ vec3 linear_to_srgb(vec3 color) { #define TONEMAPPER_ACES 3 vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color - + // Ensure color values passed to tonemappers are positive. + // They can be negative in the case of negative lights, which leads to undesired behavior. if (params.tonemapper == TONEMAPPER_LINEAR) { return color; } else if (params.tonemapper == TONEMAPPER_REINHARD) { - return tonemap_reinhard(color, white); + return tonemap_reinhard(max(vec3(0.0f), color), white); } else if (params.tonemapper == TONEMAPPER_FILMIC) { - return tonemap_filmic(color, white); + return tonemap_filmic(max(vec3(0.0f), color), white); } else { // TONEMAPPER_ACES - return tonemap_aces(color, white); + return tonemap_aces(max(vec3(0.0f), color), white); } } @@ -401,9 +419,7 @@ void main() { color += screen_space_dither(gl_FragCoord.xy); } - // Ensure color values passed to tonemappers are positive. - // They can be negative in the case of negative lights, which leads to undesired behavior. - color = apply_tonemapping(max(vec3(0.0), color), params.white); + color = apply_tonemapping(color, params.white); color = linear_to_srgb(color); // regular linear -> SRGB conversion diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl index 49a493cdc7..779f04ed35 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl @@ -71,11 +71,6 @@ lights; layout(set = 0, binding = 5) uniform texture3D color_texture; -#ifdef MODE_ANISOTROPIC -layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture; -layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture; -#endif // MODE ANISOTROPIC - #endif // MODE_SECOND_BOUNCE #ifndef MODE_DYNAMIC @@ -110,13 +105,6 @@ layout(set = 0, binding = 10) uniform sampler texture_sampler; layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex; -#ifdef MODE_ANISOTROPIC - -layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex; -layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex; - -#endif - #endif #ifdef MODE_DYNAMIC @@ -170,13 +158,6 @@ layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth; layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture; -#ifdef MODE_ANISOTROPIC - -layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture; -layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture; - -#endif // MODE ANISOTROPIC - #endif //MODE_DYNAMIC_SHRINK_PLOT #endif // MODE_DYNAMIC_SHRINK @@ -374,12 +355,7 @@ void main() { vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0); vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz; -#ifdef MODE_ANISOTROPIC - vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); -#else vec3 accum = vec3(0.0); -#endif for (uint i = 0; i < params.light_count; i++) { vec3 light; @@ -390,38 +366,16 @@ void main() { light *= albedo.rgb; -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light; - } -#else if (length(normal) > 0.2) { accum += max(0.0, dot(normal, -light_dir)) * light; } else { //all directions accum += light; } -#endif } -#ifdef MODE_ANISOTROPIC - - for (uint i = 0; i < 6; i++) { - vec3 light = accum[i]; - if (length(normal) > 0.2) { - light += max(0.0, dot(accum_dirs[i], -normal)) * emission; - } else { - light += emission; - } - - outputs.data[cell_index * 6 + i] = vec4(light, 0.0); - } - -#else outputs.data[cell_index] = vec4(accum + emission, 0.0); -#endif - #endif //MODE_COMPUTE_LIGHT /////////////////SECOND BOUNCE/////////////////////////////// @@ -431,32 +385,8 @@ void main() { ivec3 ipos = ivec3(posu); vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal); -#ifdef MODE_ANISOTROPIC - vec3 accum[6]; - const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0)); - - /*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range; - vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb; - vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb; - accum[0]=src_col * src_aniso_pos.x; - accum[1]=src_col * src_aniso_neg.x; - accum[2]=src_col * src_aniso_pos.y; - accum[3]=src_col * src_aniso_neg.y; - accum[4]=src_col * src_aniso_pos.z; - accum[5]=src_col * src_aniso_neg.z;*/ - - accum[0] = outputs.data[cell_index * 6 + 0].rgb; - accum[1] = outputs.data[cell_index * 6 + 1].rgb; - accum[2] = outputs.data[cell_index * 6 + 2].rgb; - accum[3] = outputs.data[cell_index * 6 + 3].rgb; - accum[4] = outputs.data[cell_index * 6 + 4].rgb; - accum[5] = outputs.data[cell_index * 6 + 5].rgb; - -#else vec3 accum = outputs.data[cell_index].rgb; -#endif - if (length(normal.xyz) > 0.2) { vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); vec3 tangent = normalize(cross(v0, normal.xyz)); @@ -484,9 +414,6 @@ void main() { float max_distance = length(vec3(params.limits)); vec3 cell_size = 1.0 / vec3(params.limits); -#ifdef MODE_ANISOTROPIC - vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength); -#endif while (dist < max_distance && color.a < 0.95) { float diameter = max(1.0, 2.0 * tan_half_angle * dist); vec3 uvw_pos = (pos + dist * direction) * cell_size; @@ -498,42 +425,18 @@ void main() { float log2_diameter = log2(diameter); vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter); -#ifdef MODE_ANISOTROPIC - - vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb; - vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb; - - scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0)); -#endif float a = (1.0 - color.a); color += a * scolor; dist += half_diameter; } } color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range -#ifdef MODE_ANISOTROPIC - for (uint j = 0; j < 6; j++) { - accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb; - } -#else accum += color.rgb; -#endif } } -#ifdef MODE_ANISOTROPIC - - outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0); - outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0); - outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0); - outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0); - outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0); - outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0); -#else outputs.data[cell_index] = vec4(accum, 0.0); -#endif - #endif // MODE_SECOND_BOUNCE /////////////////UPDATE MIPMAPS/////////////////////////////// @@ -541,45 +444,20 @@ void main() { #ifdef MODE_UPDATE_MIPMAPS { -#ifdef MODE_ANISOTROPIC - vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0)); -#else vec3 light_accum = vec3(0.0); -#endif float count = 0.0; for (uint i = 0; i < 8; i++) { uint child_index = cell_children.data[cell_index].children[i]; if (child_index == NO_CHILDREN) { continue; } -#ifdef MODE_ANISOTROPIC - light_accum[0] += outputs.data[child_index * 6 + 0].rgb; - light_accum[1] += outputs.data[child_index * 6 + 1].rgb; - light_accum[2] += outputs.data[child_index * 6 + 2].rgb; - light_accum[3] += outputs.data[child_index * 6 + 3].rgb; - light_accum[4] += outputs.data[child_index * 6 + 4].rgb; - light_accum[5] += outputs.data[child_index * 6 + 5].rgb; - -#else light_accum += outputs.data[child_index].rgb; -#endif - count += 1.0; } float divisor = mix(8.0, count, params.propagation); -#ifdef MODE_ANISOTROPIC - outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0); - outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0); - outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0); - outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0); - outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0); - outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0); - -#else outputs.data[cell_index] = vec4(light_accum / divisor, 0.0); -#endif } #endif @@ -587,40 +465,7 @@ void main() { #ifdef MODE_WRITE_TEXTURE { -#ifdef MODE_ANISOTROPIC - vec3 accum_total = vec3(0.0); - accum_total += outputs.data[cell_index * 6 + 0].rgb; - accum_total += outputs.data[cell_index * 6 + 1].rgb; - accum_total += outputs.data[cell_index * 6 + 2].rgb; - accum_total += outputs.data[cell_index * 6 + 3].rgb; - accum_total += outputs.data[cell_index * 6 + 4].rgb; - accum_total += outputs.data[cell_index * 6 + 5].rgb; - - float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001); - vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy); - vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy); - - { - uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0)); - aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5; - aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11; - imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos)); - } - - { - uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0)); - aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5; - aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11; - imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg)); - } - - imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a)); - -#else - imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a)); - -#endif } #endif @@ -763,13 +608,6 @@ void main() { color.rgb /= params.dynamic_range; imageStore(color_texture, pos3d, color); //imageStore(color_texture,pos3d,vec4(1,1,1,1)); - -#ifdef MODE_ANISOTROPIC - //do not care about anisotropy for dynamic objects, just store full lit in all directions - imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF)); - imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF)); - -#endif // ANISOTROPIC } #endif // MODE_DYNAMIC_SHRINK_PLOT } diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl index 7d4d72967a..281c496df3 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl @@ -20,11 +20,6 @@ layout(set = 0, binding = 2) uniform texture3D color_tex; layout(set = 0, binding = 3) uniform sampler tex_sampler; -#ifdef USE_ANISOTROPY -layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex; -layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex; -#endif - layout(push_constant, binding = 0, std430) uniform Params { mat4 projection; uint cell_offset; |