From 02ea1de7d0c0f9fea5b76bda3d3ca0c498412fea Mon Sep 17 00:00:00 2001 From: Bastiaan Olij Date: Wed, 7 Sep 2022 21:23:01 +1000 Subject: Extract shared scene data into a separate class --- .../forward_clustered/render_forward_clustered.cpp | 632 +++--- .../forward_clustered/render_forward_clustered.h | 72 +- .../scene_shader_forward_clustered.h | 2 +- .../forward_mobile/render_forward_mobile.cpp | 320 +-- .../forward_mobile/render_forward_mobile.h | 69 - .../forward_mobile/scene_shader_forward_mobile.h | 2 +- .../renderer_rd/renderer_scene_render_rd.cpp | 123 +- .../renderer_rd/renderer_scene_render_rd.h | 35 +- servers/rendering/renderer_rd/shaders/SCsub | 2 + .../renderer_rd/shaders/forward_clustered/SCsub | 17 + .../forward_clustered/scene_forward_clustered.glsl | 2110 ++++++++++++++++++++ .../scene_forward_clustered_inc.glsl | 320 +++ .../renderer_rd/shaders/forward_mobile/SCsub | 17 + .../forward_mobile/scene_forward_mobile.glsl | 1655 +++++++++++++++ .../forward_mobile/scene_forward_mobile_inc.glsl | 166 ++ .../renderer_rd/shaders/scene_data_inc.glsl | 69 + .../shaders/scene_forward_clustered.glsl | 2110 -------------------- .../shaders/scene_forward_clustered_inc.glsl | 371 ---- .../renderer_rd/shaders/scene_forward_mobile.glsl | 1655 --------------- .../shaders/scene_forward_mobile_inc.glsl | 231 --- .../storage_rd/render_scene_data_rd.cpp | 246 +++ .../renderer_rd/storage_rd/render_scene_data_rd.h | 157 ++ 22 files changed, 5179 insertions(+), 5202 deletions(-) create mode 100644 servers/rendering/renderer_rd/shaders/forward_clustered/SCsub create mode 100644 servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl create mode 100644 servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl create mode 100644 servers/rendering/renderer_rd/shaders/forward_mobile/SCsub create mode 100644 servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl create mode 100644 servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl create mode 100644 servers/rendering/renderer_rd/shaders/scene_data_inc.glsl delete mode 100644 servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl delete mode 100644 servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl delete mode 100644 servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl delete mode 100644 servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl create mode 100644 servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp create mode 100644 servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h 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 33d7ddd6e8..935ea07f6b 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -578,47 +578,21 @@ void RenderForwardClustered::_render_list_with_threads(RenderListParameters *p_p void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { Ref rd = p_render_data->render_buffers; + RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID(); + RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID(); - //Projection projection = p_render_data->cam_projection; - //projection.flip_y(); // Vulkan and modern APIs use Y-Down - Projection correction; - correction.set_depth_correction(p_flip_y); - correction.add_jitter_offset(p_render_data->taa_jitter); - Projection projection = correction * p_render_data->cam_projection; - - //store camera into ubo - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); - - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - projection = correction * p_render_data->view_projection[v]; - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); - - scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; - scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; - scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; - scene_state.ubo.eye_offset[v][3] = 0.0; + // May do this earlier in RenderSceneRenderRD::render_scene + if (p_index >= (int)scene_state.uniform_buffers.size()) { + uint32_t from = scene_state.uniform_buffers.size(); + scene_state.uniform_buffers.resize(p_index + 1); + for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { + scene_state.uniform_buffers[i] = p_render_data->scene_data->create_uniform_buffer(); + } } - scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x; - scene_state.ubo.taa_jitter[1] = p_render_data->taa_jitter.y; - - scene_state.ubo.z_far = p_render_data->z_far; - scene_state.ubo.z_near = p_render_data->z_near; - - scene_state.ubo.pancake_shadows = p_pancake_shadows; - - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); + p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers); - Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); - scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; - scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; + // now do implementation UBO scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_render_data->cluster_size); scene_state.ubo.max_cluster_element_count_div_32 = p_render_data->cluster_max_elements / 32; @@ -629,22 +603,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.cluster_width = cluster_screen_width; } - if (p_render_data->shadow_atlas.is_valid()) { - Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas); - scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x; - scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y; - } - { - Vector2 dss = directional_shadow_get_size(); - scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x; - scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y; - } - //time global variables - scene_state.ubo.time = time; - scene_state.ubo.gi_upscale_for_msaa = false; scene_state.ubo.volumetric_fog_enabled = false; - scene_state.ubo.fog_enabled = false; if (rd.is_valid()) { if (rd->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { @@ -672,59 +632,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat } if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - scene_state.ubo.use_ambient_light = true; - scene_state.ubo.ambient_light_color_energy[0] = 1; - scene_state.ubo.ambient_light_color_energy[1] = 1; - scene_state.ubo.ambient_light_color_energy[2] = 1; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; scene_state.ubo.ss_effects_flags = 0; - } else if (is_environment(p_render_data->environment)) { - RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); - RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment); - - float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); - - scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier; - - scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); - - //ambient - if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { - Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); - color = color.srgb_to_linear(); - - scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; - scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; - scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; - scene_state.ubo.use_ambient_light = true; - scene_state.ubo.use_ambient_cubemap = false; - } else { - float energy = environment_get_ambient_light_energy(p_render_data->environment); - Color color = environment_get_ambient_light(p_render_data->environment); - color = color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; - scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; - scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; - - Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); - sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; - RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); - - scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; - scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; - } - - //specular - RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment); - if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { - scene_state.ubo.use_reflection_cubemap = true; - } else { - scene_state.ubo.use_reflection_cubemap = false; - } - scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment); scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment); uint32_t ss_flags = 0; @@ -733,97 +642,19 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat ss_flags |= environment_get_ssil_enabled(p_render_data->environment) ? 2 : 0; } scene_state.ubo.ss_effects_flags = ss_flags; - - scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment); - scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); - scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); - scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); - scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); - - Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); - float fog_energy = environment_get_fog_light_energy(p_render_data->environment); - - scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; - scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; - scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; - - scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); - } else { - if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { - scene_state.ubo.use_ambient_light = false; - } else { - scene_state.ubo.use_ambient_light = true; - Color clear_color = p_default_bg_color; - clear_color = clear_color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; - scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; - scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - } - - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; scene_state.ubo.ss_effects_flags = 0; } - if (p_render_data->camera_attributes.is_valid()) { - scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); - scene_state.ubo.IBL_exposure_normalization = 1.0; - if (is_environment(p_render_data->environment)) { - RID sky_rid = environment_get_sky(p_render_data->environment); - if (sky_rid.is_valid()) { - float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier(); - scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid)); - } - } - } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) { - // This branch is triggered when using render_material(). - // Emissive is set outside the function, so don't set it. - // IBL isn't used don't set it. - } else { - scene_state.ubo.emissive_exposure_normalization = 1.0; - scene_state.ubo.IBL_exposure_normalization = 1.0; - } - - scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); - scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); - scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); - - if (rd.is_valid()) { - if (rd->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { - memcpy(&scene_state.prev_ubo, &scene_state.ubo, sizeof(SceneState::UBO)); - - Projection prev_correction; - prev_correction.set_depth_correction(true); - prev_correction.add_jitter_offset(p_render_data->prev_taa_jitter); - Projection prev_projection = prev_correction * p_render_data->prev_cam_projection; - - //store camera into ubo - RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix); - RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform, scene_state.prev_ubo.inv_view_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->prev_cam_transform.affine_inverse(), scene_state.prev_ubo.view_matrix); - - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - prev_projection = prev_correction * p_render_data->view_projection[v]; - RendererRD::MaterialStorage::store_camera(prev_projection, scene_state.prev_ubo.projection_matrix_view[v]); - RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), scene_state.prev_ubo.inv_projection_matrix_view[v]); - } - scene_state.prev_ubo.taa_jitter[0] = p_render_data->prev_taa_jitter.x; - scene_state.prev_ubo.taa_jitter[1] = p_render_data->prev_taa_jitter.y; - scene_state.prev_ubo.time -= time_step; + if (p_index >= (int)scene_state.implementation_uniform_buffers.size()) { + uint32_t from = scene_state.implementation_uniform_buffers.size(); + scene_state.implementation_uniform_buffers.resize(p_index + 1); + for (uint32_t i = from; i < scene_state.implementation_uniform_buffers.size(); i++) { + scene_state.implementation_uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); } } - if (p_index >= (int)scene_state.uniform_buffers.size()) { - uint32_t from = scene_state.uniform_buffers.size(); - scene_state.uniform_buffers.resize(p_index + 1); - for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { - scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO) * 2); - } - } - RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO) * 2, &scene_state.ubo_data, RD::BARRIER_MASK_RASTER); + RD::get_singleton()->buffer_update(scene_state.implementation_uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); } void RenderForwardClustered::_update_instance_data_buffer(RenderListType p_render_list) { @@ -939,9 +770,9 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } uint32_t lightmap_captures_used = 0; - Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); - near_plane.d += p_render_data->cam_projection.get_z_near(); - float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); + Plane near_plane = Plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + near_plane.d += p_render_data->scene_data->cam_projection.get_z_near(); + float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near(); RenderList *rl = &render_list[p_render_list]; _update_dirty_geometry_instances(); @@ -972,7 +803,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con float fade_alpha = 1.0; if (inst->fade_near || inst->fade_far) { - float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin); + float fade_dist = inst->transform.origin.distance_to(p_render_data->scene_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 = Math::smoothstep(0.0f, 1.0f, 1.0f - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin)); @@ -1067,13 +898,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con // LOD - if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { //lod - Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); - Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); + Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal); + Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal); - float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min); - float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max); + float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min); + float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max); float distance = 0.0; @@ -1086,12 +917,12 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con distance = -distance_max; } - if (p_render_data->cam_orthogonal) { + if (p_render_data->scene_data->cam_orthogonal) { distance = 1.0; } uint32_t indices; - surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); + surf->sort.lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1230,9 +1061,18 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RENDER_TIMESTAMP("Setup 3D Scene"); - //scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size; - scene_state.ubo.directional_light_count = 0; - scene_state.ubo.opaque_prepass_threshold = 0.99f; + // check if we need motion vectors + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + p_render_data->scene_data->calculate_motion_vectors = true; + } else if (rb.is_valid() && rb->get_use_taa()) { + p_render_data->scene_data->calculate_motion_vectors = true; + } else { + p_render_data->scene_data->calculate_motion_vectors = false; + } + + //p_render_data->scene_data->subsurface_scatter_width = subsurface_scatter_size; + p_render_data->scene_data->directional_light_count = 0; + p_render_data->scene_data->opaque_prepass_threshold = 0.99f; Size2i screen_size; RID color_framebuffer; @@ -1295,7 +1135,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co }; } - if (p_render_data->view_count > 1) { + if (p_render_data->scene_data->view_count > 1) { color_pass_flags |= COLOR_PASS_FLAG_MULTIVIEW; } @@ -1319,14 +1159,11 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co ERR_FAIL(); //bug? } - scene_state.ubo.viewport_size[0] = screen_size.x; - scene_state.ubo.viewport_size[1] = screen_size.y; - - scene_state.ubo.emissive_exposure_normalization = -1.0; + p_render_data->scene_data->emissive_exposure_normalization = -1.0; RD::get_singleton()->draw_command_begin_label("Render Setup"); - _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform); + _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform); _setup_voxelgis(*p_render_data->voxel_gi_instances); _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); @@ -1406,20 +1243,20 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - Projection projection = p_render_data->cam_projection; + Projection projection = p_render_data->scene_data->cam_projection; if (p_render_data->reflection_probe.is_valid()) { Projection correction; correction.set_depth_correction(true); - projection = correction * p_render_data->cam_projection; + projection = correction * p_render_data->scene_data->cam_projection; } - sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, rb, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->scene_data->cam_transform, screen_size, this); sky_energy_multiplier *= bg_energy_multiplier; RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier); + sky.update(p_render_data->environment, projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid); } else { // do not try to draw sky if invalid @@ -1458,7 +1295,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1498,8 +1335,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); - scene_state.ubo.directional_light_count = p_render_data->directional_light_count; - scene_state.ubo.opaque_prepass_threshold = 0.0f; + p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; + p_render_data->scene_data->opaque_prepass_threshold = 0.0f; _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, rb.is_valid()); @@ -1528,7 +1365,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } } - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used @@ -1546,7 +1383,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co Projection dc; dc.set_depth_correction(true); - Projection cm = (dc * p_render_data->cam_projection) * Projection(p_render_data->cam_transform.affine_inverse()); + Projection cm = (dc * p_render_data->scene_data->cam_projection) * Projection(p_render_data->scene_data->cam_transform.affine_inverse()); RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(color_only_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ); RD::get_singleton()->draw_command_begin_label("Debug VoxelGIs"); for (int i = 0; i < (int)p_render_data->voxel_gi_instances->size(); i++) { @@ -1564,10 +1401,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co Projection dc; dc.set_depth_correction(true); Projection cms[RendererSceneRender::MAX_RENDER_VIEWS]; - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - cms[v] = (dc * p_render_data->view_projection[v]) * Projection(p_render_data->cam_transform.affine_inverse()); + for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) { + cms[v] = (dc * p_render_data->scene_data->view_projection[v]) * Projection(p_render_data->scene_data->cam_transform.affine_inverse()); } - _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->view_count, cms, will_continue_color, will_continue_depth); + _debug_sdfgi_probes(rb, color_only_framebuffer, p_render_data->scene_data->view_count, cms, will_continue_color, will_continue_depth); } if (draw_sky || draw_sky_fog_only) { @@ -1578,10 +1415,10 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (p_render_data->reflection_probe.is_valid()) { Projection correction; correction.set_depth_correction(true); - Projection projection = correction * p_render_data->cam_projection; - sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier); + Projection projection = correction * p_render_data->scene_data->cam_projection; + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } else { - sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier); + sky.draw(p_render_data->environment, can_continue_color, can_continue_depth, color_only_framebuffer, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); } @@ -1608,7 +1445,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (using_sss) { RENDER_TIMESTAMP("Sub-Surface Scattering"); RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering"); - _process_sss(rb, p_render_data->cam_projection); + _process_sss(rb, p_render_data->scene_data->cam_projection); RD::get_singleton()->draw_command_end_label(); } @@ -1616,15 +1453,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RENDER_TIMESTAMP("Screen-Space Reflections"); RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections"); RID specular_views[RendererSceneRender::MAX_RENDER_VIEWS]; - for (uint32_t v = 0; v < p_render_data->view_count; v++) { + for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) { specular_views[v] = rb_data->get_specular(v); } - _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->view_projection, p_render_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED); + _process_ssr(rb, color_only_framebuffer, normal_roughness_views, rb_data->get_specular(), specular_views, p_render_data->environment, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED); RD::get_singleton()->draw_command_end_label(); } else { //just mix specular back RENDER_TIMESTAMP("Merge Specular"); - copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->view_count); + copy_effects->merge_specular(color_only_framebuffer, rb_data->get_specular(), rb->get_msaa_3d() == RS::VIEWPORT_MSAA_DISABLED ? RID() : rb->get_internal_texture(), RID(), p_render_data->scene_data->view_count); } } @@ -1649,7 +1486,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co { uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR); RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } @@ -1680,7 +1517,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co if (rb.is_valid() && taa && rb->get_use_taa()) { RENDER_TIMESTAMP("TAA") - taa->process(rb, _render_buffers_get_color_format(), p_render_data->z_near, p_render_data->z_far); + taa->process(rb, _render_buffers_get_color_format(), p_render_data->scene_data->z_near, p_render_data->scene_data->z_far); } if (rb.is_valid()) { @@ -1706,28 +1543,30 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page SceneState::ShadowPass shadow_pass; + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_projection; + scene_data.cam_transform = p_transform; + scene_data.view_projection[0] = p_projection; + scene_data.z_far = p_zfar; + scene_data.z_near = 0.0; + scene_data.lod_camera_plane = p_camera_plane; + scene_data.lod_distance_multiplier = p_lod_distance_multiplier; + scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_data.opaque_prepass_threshold = 0.1f; + RenderDataRD render_data; - render_data.cam_projection = p_projection; - render_data.cam_transform = p_transform; - render_data.view_projection[0] = p_projection; - render_data.z_far = p_zfar; - render_data.z_near = 0.0; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; - render_data.lod_camera_plane = p_camera_plane; - render_data.lod_distance_multiplier = p_lod_distance_multiplier; render_data.render_info = p_render_info; - scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; - scene_state.ubo.opaque_prepass_threshold = 0.1f; - _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_mesh_lod_threshold = 0.0; + scene_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; + scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -1752,8 +1591,8 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; - shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; + shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold; + shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE); @@ -1796,19 +1635,22 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.z_near = 0.0; + scene_data.z_far = p_cam_projection.get_z_far(); + scene_data.dual_paraboloid_side = 0; + scene_data.opaque_prepass_threshold = 0.0; + RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; - render_data.z_near = 0.0; - render_data.z_far = p_cam_projection.get_z_far(); + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.opaque_prepass_threshold = 0.0; _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false); @@ -1835,21 +1677,23 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform RD::get_singleton()->draw_command_begin_label("Render 3D Material"); + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = false; + scene_data.opaque_prepass_threshold = 0.0f; + scene_data.emissive_exposure_normalization = p_exposure_normalization; + RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = false; - scene_state.ubo.opaque_prepass_threshold = 0.0f; - scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization; - _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; @@ -1885,18 +1729,20 @@ void RenderForwardClustered::_render_uv2(const PagedArraydraw_command_begin_label("Render UV2"); + RenderSceneDataRD scene_data; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = true; + scene_data.opaque_prepass_threshold = 0.0; + scene_data.emissive_exposure_normalization = -1.0; + RenderDataRD render_data; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = true; - scene_state.ubo.opaque_prepass_threshold = 0.0; - scene_state.ubo.emissive_exposure_normalization = -1.0; - _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; @@ -1956,7 +1802,10 @@ void RenderForwardClustered::_render_sdfgi(Ref p_render_bu RD::get_singleton()->draw_command_begin_label("Render SDFGI Voxel"); + RenderSceneDataRD scene_data; + RenderDataRD render_data; + render_data.scene_data = &scene_data; render_data.cluster_size = 1; render_data.cluster_max_elements = 32; render_data.instances = &p_instances; @@ -1997,26 +1846,26 @@ void RenderForwardClustered::_render_sdfgi(Ref p_render_bu fb_size.x = p_size[right_axis]; fb_size.y = p_size[up_axis]; - render_data.cam_transform.origin = center + axis * half_extents; - render_data.cam_transform.basis.set_column(0, right); - render_data.cam_transform.basis.set_column(1, up); - render_data.cam_transform.basis.set_column(2, axis); + scene_data.cam_transform.origin = center + axis * half_extents; + scene_data.cam_transform.basis.set_column(0, right); + scene_data.cam_transform.basis.set_column(1, up); + scene_data.cam_transform.basis.set_column(2, axis); - //print_line("pass: " + itos(i) + " xform " + render_data.cam_transform); + //print_line("pass: " + itos(i) + " xform " + scene_data.cam_transform); float h_size = half_extents[right_axis]; float v_size = half_extents[up_axis]; float d_size = half_extents[i] * 2.0; - render_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size); + scene_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size); //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size)); Transform3D to_bounds; to_bounds.origin = p_bounds.position; to_bounds.basis.scale(p_bounds.size); - RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * render_data.cam_transform, scene_state.ubo.sdf_to_bounds); + RendererRD::MaterialStorage::store_transform(to_bounds.affine_inverse() * scene_data.cam_transform, scene_state.ubo.sdf_to_bounds); - scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization; + scene_data.emissive_exposure_normalization = p_exposure_normalization; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); RID rp_uniform_set = _setup_sdfgi_render_pass_uniform_set(p_albedo_texture, p_emission_texture, p_emission_aniso_texture, p_geom_facing_texture); @@ -2258,6 +2107,13 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(scene_state.implementation_uniform_buffers[p_index]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID instance_buffer = scene_state.instance_buffer[p_render_list]; if (instance_buffer == RID()) { @@ -2274,16 +2130,15 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); } RD::Uniform u; - u.binding = 2; + u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(radiance_texture); uniforms.push_back(u); } - { RID ref_texture = (p_render_data && p_render_data->reflection_atlas.is_valid()) ? reflection_atlas_get_texture(p_render_data->reflection_atlas) : RID(); RD::Uniform u; - u.binding = 3; + u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (ref_texture.is_valid()) { u.append_id(ref_texture); @@ -2292,10 +2147,9 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } uniforms.push_back(u); } - { RD::Uniform u; - u.binding = 4; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (p_render_data && p_render_data->shadow_atlas.is_valid()) { @@ -2309,7 +2163,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 5; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) { u.append_id(directional_shadow_get_texture()); @@ -2320,7 +2174,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 6; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); @@ -2339,7 +2193,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 7; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); for (int i = 0; i < MAX_VOXEL_GI_INSTANCESS; i++) { @@ -2359,7 +2213,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 8; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = (p_render_data && p_render_data->cluster_buffer.is_valid()) ? p_render_data->cluster_buffer : scene_shader.default_vec4_xform_buffer; u.append_id(cb); @@ -2368,7 +2222,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend { RD::Uniform u; - u.binding = 9; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture; if (rb.is_valid() && rb->has_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH)) { @@ -2381,7 +2235,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { RD::Uniform u; - u.binding = 10; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID bbt = rb_data.is_valid() ? rb->get_back_buffer_texture() : RID(); RID texture = bbt.is_valid() ? bbt : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); @@ -2390,110 +2244,108 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend } { - { - RD::Uniform u; - u.binding = 11; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); - u.append_id(texture); - uniforms.push_back(u); - } + RD::Uniform u; + u.binding = 12; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb_data.is_valid() && rb_data->has_normal_roughness() ? rb_data->get_normal_roughness() : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_NORMAL); + u.append_id(texture); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.binding = 12; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID aot = rb_data.is_valid() ? rb->get_ao_texture() : RID(); - RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.binding = 13; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID aot = rb_data.is_valid() ? rb->get_ao_texture() : RID(); + RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.binding = 13; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); - } + { + RD::Uniform u; + u.binding = 14; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_AMBIENT) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); + } - { - RD::Uniform u; - u.binding = 14; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); + { + RD::Uniform u; + u.binding = 15; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID texture = rb_data.is_valid() && rb->has_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) ? rb->get_texture(RB_SCOPE_GI, RB_TEX_REFLECTION) : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 16; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID t; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + t = sdfgi->lightprobe_texture; } - { - RD::Uniform u; - u.binding = 15; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID t; - if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { - Ref sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); - t = sdfgi->lightprobe_texture; - } - if (t.is_null()) { - t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); - } - u.append_id(t); - uniforms.push_back(u); + if (t.is_null()) { + t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } - { - RD::Uniform u; - u.binding = 16; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID t; - if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { - Ref sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); - t = sdfgi->occlusion_texture; - } - if (t.is_null()) { - t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); - } - u.append_id(t); - uniforms.push_back(u); + u.append_id(t); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 17; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID t; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { + Ref sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); + t = sdfgi->occlusion_texture; } - { - RD::Uniform u; - u.binding = 17; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - RID voxel_gi; - if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) { - Ref rbgi = rb->get_custom_data(RB_SCOPE_GI); - voxel_gi = rbgi->get_voxel_gi_buffer(); - } - u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer()); - uniforms.push_back(u); + if (t.is_null()) { + t = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - { - RD::Uniform u; - u.binding = 18; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID vfog = RID(); - if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) { - Ref fog = rb->get_custom_data(RB_SCOPE_FOG); - vfog = fog->fog_map; - if (vfog.is_null()) { - vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); - } - } else { + u.append_id(t); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 18; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + RID voxel_gi; + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_GI)) { + Ref rbgi = rb->get_custom_data(RB_SCOPE_GI); + voxel_gi = rbgi->get_voxel_gi_buffer(); + } + u.append_id(voxel_gi.is_valid() ? voxel_gi : render_buffers_get_default_voxel_gi_buffer()); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 19; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID vfog = RID(); + if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) { + Ref fog = rb->get_custom_data(RB_SCOPE_FOG); + vfog = fog->fog_map; + if (vfog.is_null()) { vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } - u.append_id(vfog); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.binding = 19; - u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID ssil = rb_data.is_valid() ? rb->get_ssil_texture() : RID(); - RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); - u.append_id(texture); - uniforms.push_back(u); + } else { + vfog = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); } + u.append_id(vfog); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 20; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID ssil = rb_data.is_valid() ? rb->get_ssil_texture() : RID(); + RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); + u.append_id(texture); + uniforms.push_back(u); } return UniformSetCacheRD::get_singleton()->get_cache_vec(scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET, uniforms); @@ -2513,6 +2365,13 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { RD::Uniform u; u.binding = 1; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.append_id(scene_state.implementation_uniform_buffers[0]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.binding = 2; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID instance_buffer = scene_state.instance_buffer[RENDER_LIST_SECONDARY]; if (instance_buffer == RID()) { @@ -2525,7 +2384,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te // No radiance texture. RID radiance_texture = texture_storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); RD::Uniform u; - u.binding = 2; + u.binding = 3; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(radiance_texture); uniforms.push_back(u); @@ -2535,7 +2394,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te // No reflection atlas. RID ref_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); RD::Uniform u; - u.binding = 3; + u.binding = 4; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.append_id(ref_texture); uniforms.push_back(u); @@ -2544,7 +2403,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No shadow atlas. RD::Uniform u; - u.binding = 4; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); u.append_id(texture); @@ -2554,7 +2413,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No directional shadow atlas. RD::Uniform u; - u.binding = 5; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_DEPTH); u.append_id(texture); @@ -2564,7 +2423,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No Lightmaps RD::Uniform u; - u.binding = 6; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); @@ -2578,7 +2437,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { // No VoxelGIs RD::Uniform u; - u.binding = 7; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID default_tex = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_3D_WHITE); @@ -2591,7 +2450,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { RD::Uniform u; - u.binding = 8; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; RID cb = scene_shader.default_vec4_xform_buffer; u.append_id(cb); @@ -2603,28 +2462,28 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 9; + u.binding = 10; u.append_id(p_albedo_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 10; + u.binding = 11; u.append_id(p_emission_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 11; + u.binding = 12; u.append_id(p_emission_aniso_texture); uniforms.push_back(u); } { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 12; + u.binding = 13; u.append_id(p_geom_facing_texture); uniforms.push_back(u); } @@ -3205,6 +3064,9 @@ RenderForwardClustered::~RenderForwardClustered() { for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { RD::get_singleton()->free(scene_state.uniform_buffers[i]); } + for (uint32_t i = 0; i < scene_state.implementation_uniform_buffers.size(); i++) { + RD::get_singleton()->free(scene_state.implementation_uniform_buffers[i]); + } RD::get_singleton()->free(scene_state.lightmap_buffer); RD::get_singleton()->free(scene_state.lightmap_capture_buffer); for (uint32_t i = 0; i < RENDER_LIST_MAX; i++) { diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 9e2586542a..605473ad0b 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -37,7 +37,7 @@ #include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" #define RB_SCOPE_FORWARD_CLUSTERED SNAME("forward_clustered") @@ -249,61 +249,22 @@ class RenderForwardClustered : public RendererSceneRenderRD { }; struct SceneState { - // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code + // This struct is loaded into Set 1 - Binding 1, populated at start of rendering a frame, must match with shader code struct UBO { - float projection_matrix[16]; - float inv_projection_matrix[16]; - float inv_view_matrix[16]; - float view_matrix[16]; - - float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; - - float viewport_size[2]; - float screen_pixel_size[2]; - uint32_t cluster_shift; uint32_t cluster_width; uint32_t cluster_type_size; uint32_t max_cluster_element_count_div_32; - float directional_penumbra_shadow_kernel[128]; //32 vec4s - float directional_soft_shadow_kernel[128]; - float penumbra_shadow_kernel[128]; - float soft_shadow_kernel[128]; - - float ambient_light_color_energy[4]; - - float ambient_color_sky_mix; - uint32_t use_ambient_light; - uint32_t use_ambient_cubemap; - uint32_t use_reflection_cubemap; - - float radiance_inverse_xform[12]; - - float shadow_atlas_pixel_size[2]; - float directional_shadow_pixel_size[2]; - - uint32_t directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - uint32_t ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; - uint32_t roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint32_t roughness_limiter_pad; + uint32_t pad1; float sdf_to_bounds[16]; int32_t sdf_offset[3]; - uint32_t material_uv2_mode; + uint32_t pad2; int32_t sdf_size[3]; uint32_t gi_upscale_for_msaa; @@ -312,26 +273,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { float volumetric_fog_inv_length; float volumetric_fog_detail_spread; uint32_t volumetric_fog_pad; - - // Fog - uint32_t fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - float fog_light_color[3]; - float fog_sun_scatter; - - float fog_aerial_perspective; - - float time; - float reflection_multiplier; - - uint32_t pancake_shadows; - - float taa_jitter[2]; - float emissive_exposure_normalization; // Needed to normalize emissive when using physical units. - float IBL_exposure_normalization; }; struct PushConstant { @@ -351,11 +292,10 @@ class RenderForwardClustered : public RendererSceneRenderRD { float lightmap_uv_scale[4]; }; - UBO ubo_data[2]; - UBO &ubo = ubo_data[0]; - UBO &prev_ubo = ubo_data[1]; + UBO ubo; LocalVector uniform_buffers; + LocalVector implementation_uniform_buffers; LightmapData lightmaps[MAX_LIGHTMAPS]; RID lightmap_ids[MAX_LIGHTMAPS]; 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 c2f56eb164..a9a9fa94de 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 @@ -32,7 +32,7 @@ #define SCENE_SHADER_FORWARD_CLUSTERED_H #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl.gen.h" namespace RendererSceneRenderImplementation { 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 46d90e75fb..a6512497a3 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -504,8 +504,20 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RENDER_TIMESTAMP("Setup 3D Scene"); - scene_state.ubo.directional_light_count = 0; - scene_state.ubo.opaque_prepass_threshold = 0.0; + /* TODO + // check if we need motion vectors + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { + p_render_data->scene_data->calculate_motion_vectors = true; + } else if (render target has velocity override) { // TODO + p_render_data->scene_data->calculate_motion_vectors = true; + } else { + p_render_data->scene_data->calculate_motion_vectors = false; + } + */ + p_render_data->scene_data->calculate_motion_vectors = false; // for now, not yet supported... + + p_render_data->scene_data->directional_light_count = 0; + p_render_data->scene_data->opaque_prepass_threshold = 0.0; // We can only use our full subpass approach if we're: // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE @@ -581,13 +593,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color ERR_FAIL(); //bug? } - scene_state.ubo.viewport_size[0] = screen_size.x; - scene_state.ubo.viewport_size[1] = screen_size.y; - scene_state.ubo.emissive_exposure_normalization = -1.0; + p_render_data->scene_data->emissive_exposure_normalization = -1.0; RD::get_singleton()->draw_command_begin_label("Render Setup"); - _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->cam_transform); + _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform); _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) @@ -658,20 +668,20 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_render_data->environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_render_data->environment) == RS::ENV_AMBIENT_SOURCE_SKY) { RENDER_TIMESTAMP("Setup Sky"); RD::get_singleton()->draw_command_begin_label("Setup Sky"); - Projection projection = p_render_data->cam_projection; + Projection projection = p_render_data->scene_data->cam_projection; if (p_render_data->reflection_probe.is_valid()) { Projection correction; correction.set_depth_correction(true); - projection = correction * p_render_data->cam_projection; + projection = correction * p_render_data->scene_data->cam_projection; } - sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->cam_transform, screen_size, this); + sky.setup(p_render_data->environment, p_render_data->render_buffers, *p_render_data->lights, p_render_data->camera_attributes, projection, p_render_data->scene_data->cam_transform, screen_size, this); sky_energy_multiplier *= bg_energy_multiplier; RID sky_rid = environment_get_sky(p_render_data->environment); if (sky_rid.is_valid()) { - sky.update(p_render_data->environment, projection, p_render_data->cam_transform, time, sky_energy_multiplier); + sky.update(p_render_data->environment, projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid); } else { // do not try to draw sky if invalid @@ -694,10 +704,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (p_render_data->reflection_probe.is_valid()) { Projection correction; correction.set_depth_correction(true); - Projection projection = correction * p_render_data->cam_projection; - sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier); + Projection projection = correction * p_render_data->scene_data->cam_projection; + sky.update_res_buffers(p_render_data->environment, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } else { - sky.update_res_buffers(p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier); + sky.update_res_buffers(p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers @@ -734,7 +744,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_begin_label("Render Opaque Subpass"); - scene_state.ubo.directional_light_count = p_render_data->directional_light_count; + p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid()); @@ -765,7 +775,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -793,10 +803,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (p_render_data->reflection_probe.is_valid()) { Projection correction; correction.set_depth_correction(true); - Projection projection = correction * p_render_data->cam_projection; - sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->cam_transform, time, sky_energy_multiplier); + Projection projection = correction * p_render_data->scene_data->cam_projection; + sky.draw(draw_list, p_render_data->environment, framebuffer, 1, &projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } else { - sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, sky_energy_multiplier); + sky.draw(draw_list, p_render_data->environment, framebuffer, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform, time, sky_energy_multiplier); } RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass @@ -832,7 +842,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -871,7 +881,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -928,26 +938,29 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME] = p_instances.size(); p_render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_instances.size(); } + + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_projection; + scene_data.cam_transform = p_transform; + scene_data.view_projection[0] = p_projection; + scene_data.z_near = 0.0; + scene_data.z_far = p_zfar; + scene_data.lod_camera_plane = p_camera_plane; + scene_data.lod_distance_multiplier = p_lod_distance_multiplier; + scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_data.opaque_prepass_threshold = 0.1; + RenderDataRD render_data; - render_data.cam_projection = p_projection; - render_data.cam_transform = p_transform; - render_data.view_projection[0] = p_projection; - render_data.z_near = 0.0; - render_data.z_far = p_zfar; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; render_data.render_info = p_render_info; - render_data.lod_camera_plane = p_camera_plane; - render_data.lod_distance_multiplier = p_lod_distance_multiplier; - - scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; - scene_state.ubo.opaque_prepass_threshold = 0.1; _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_mesh_lod_threshold = 0.0; + scene_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; + scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -972,8 +985,8 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; - shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; + shadow_pass.screen_mesh_lod_threshold = scene_data.screen_mesh_lod_threshold; + shadow_pass.lod_distance_multiplier = scene_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE); @@ -1020,15 +1033,17 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = false; - scene_state.ubo.opaque_prepass_threshold = 0.0f; - scene_state.ubo.emissive_exposure_normalization = p_exposure_normalization; + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = false; + scene_data.opaque_prepass_threshold = 0.0f; + scene_data.emissive_exposure_normalization = p_exposure_normalization; RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1067,11 +1082,13 @@ void RenderForwardMobile::_render_uv2(const PagedArray _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.material_uv2_mode = true; - scene_state.ubo.emissive_exposure_normalization = -1.0; + RenderSceneDataRD scene_data; + scene_data.dual_paraboloid_side = 0; + scene_data.material_uv2_mode = true; + scene_data.emissive_exposure_normalization = -1.0; RenderDataRD render_data; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1138,15 +1155,18 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield"); _update_render_base_uniform_set(); - scene_state.ubo.dual_paraboloid_side = 0; - scene_state.ubo.opaque_prepass_threshold = 0.0; + + RenderSceneDataRD scene_data; + scene_data.cam_projection = p_cam_projection; + scene_data.cam_transform = p_cam_transform; + scene_data.view_projection[0] = p_cam_projection; + scene_data.z_near = 0.0; + scene_data.z_far = p_cam_projection.get_z_far(); + scene_data.dual_paraboloid_side = 0; + scene_data.opaque_prepass_threshold = 0.0; RenderDataRD render_data; - render_data.cam_projection = p_cam_projection; - render_data.cam_transform = p_cam_transform; - render_data.view_projection[0] = p_cam_projection; - render_data.z_near = 0.0; - render_data.z_far = p_cam_projection.get_z_far(); + render_data.scene_data = &scene_data; render_data.instances = &p_instances; _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false); @@ -1385,9 +1405,9 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } uint32_t lightmap_captures_used = 0; - Plane near_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); - near_plane.d += p_render_data->cam_projection.get_z_near(); - float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); + Plane near_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + near_plane.d += p_render_data->scene_data->cam_projection.get_z_near(); + float z_max = p_render_data->scene_data->cam_projection.get_z_far() - p_render_data->scene_data->cam_projection.get_z_near(); RenderList *rl = &render_list[p_render_list]; @@ -1466,13 +1486,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD - if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { //lod - Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); - Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); + Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal); + Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal); - float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min); - float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max); + float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min); + float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max); float distance = 0.0; @@ -1485,12 +1505,12 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const distance = -distance_max; } - if (p_render_data->cam_orthogonal) { + if (p_render_data->scene_data->cam_orthogonal) { distance = 1.0; } uint32_t indices; - surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); + surf->lod_index = mesh_storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1562,184 +1582,20 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { - //!BAS! need to go through this and find out what we don't need anymore - - // This populates our UBO with main scene data that is pushed into set 1 - - //Projection projection = p_render_data->cam_projection; - //projection.flip_y(); // Vulkan and modern APIs use Y-Down - Projection correction; - correction.set_depth_correction(p_flip_y); - Projection projection = correction * p_render_data->cam_projection; - - //store camera into ubo - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix); - RendererRD::MaterialStorage::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix); - - for (uint32_t v = 0; v < p_render_data->view_count; v++) { - projection = correction * p_render_data->view_projection[v]; - RendererRD::MaterialStorage::store_camera(projection, scene_state.ubo.projection_matrix_view[v]); - RendererRD::MaterialStorage::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]); - - scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x; - scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y; - scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z; - scene_state.ubo.eye_offset[v][3] = 0.0; - } - - scene_state.ubo.z_far = p_render_data->z_far; - scene_state.ubo.z_near = p_render_data->z_near; - - scene_state.ubo.pancake_shadows = p_pancake_shadows; - - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); - RendererRD::MaterialStorage::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); - - Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); - scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; - scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; - - if (p_render_data->shadow_atlas.is_valid()) { - Vector2 sas = shadow_atlas_get_size(p_render_data->shadow_atlas); - scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x; - scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y; - } - { - Vector2 dss = directional_shadow_get_size(); - scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x; - scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y; - } - - //time global variables - scene_state.ubo.time = time; - - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { - scene_state.ubo.use_ambient_light = true; - scene_state.ubo.ambient_light_color_energy[0] = 1; - scene_state.ubo.ambient_light_color_energy[1] = 1; - scene_state.ubo.ambient_light_color_energy[2] = 1; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; - - } else if (is_environment(p_render_data->environment)) { - RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); - RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_render_data->environment); - - float bg_energy_multiplier = environment_get_bg_energy_multiplier(p_render_data->environment); - - scene_state.ubo.ambient_light_color_energy[3] = bg_energy_multiplier; - - scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_render_data->environment); - - //ambient - if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { - Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment); - color = color.srgb_to_linear(); - - scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; - scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; - scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; - scene_state.ubo.use_ambient_light = true; - scene_state.ubo.use_ambient_cubemap = false; - } else { - float energy = environment_get_ambient_light_energy(p_render_data->environment); - Color color = environment_get_ambient_light(p_render_data->environment); - color = color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = color.r * energy; - scene_state.ubo.ambient_light_color_energy[1] = color.g * energy; - scene_state.ubo.ambient_light_color_energy[2] = color.b * energy; - - Basis sky_transform = environment_get_sky_orientation(p_render_data->environment); - sky_transform = sky_transform.inverse() * p_render_data->cam_transform.basis; - RendererRD::MaterialStorage::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform); - - scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; - scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; - } - - //specular - RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_render_data->environment); - if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { - scene_state.ubo.use_reflection_cubemap = true; - } else { - scene_state.ubo.use_reflection_cubemap = false; - } - - scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_get_ssao_enabled(p_render_data->environment); - scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment); - scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment); - - scene_state.ubo.fog_enabled = environment_get_fog_enabled(p_render_data->environment); - scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); - scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment); - scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment); - scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment); - - Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear(); - float fog_energy = environment_get_fog_light_energy(p_render_data->environment); - - scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy; - scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy; - scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy; - - scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_render_data->environment); - - } else { - if (p_render_data->reflection_probe.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_render_data->reflection_probe))) { - scene_state.ubo.use_ambient_light = false; - } else { - scene_state.ubo.use_ambient_light = true; - Color clear_color = p_default_bg_color; - clear_color = clear_color.srgb_to_linear(); - scene_state.ubo.ambient_light_color_energy[0] = clear_color.r; - scene_state.ubo.ambient_light_color_energy[1] = clear_color.g; - scene_state.ubo.ambient_light_color_energy[2] = clear_color.b; - scene_state.ubo.ambient_light_color_energy[3] = 1.0; - } - - scene_state.ubo.use_ambient_cubemap = false; - scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; - } - - if (p_render_data->camera_attributes.is_valid()) { - scene_state.ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes); - scene_state.ubo.IBL_exposure_normalization = 1.0; - if (is_environment(p_render_data->environment)) { - RID sky_rid = environment_get_sky(p_render_data->environment); - if (sky_rid.is_valid()) { - float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes) * environment_get_bg_intensity(p_render_data->environment) / _render_buffers_get_luminance_multiplier(); - scene_state.ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, sky.sky_get_baked_exposure(sky_rid)); - } - } - } else if (scene_state.ubo.emissive_exposure_normalization > 0.0) { - // This branch is triggered when using render_material(). - // Emissive is set outside the function, so don't set it. - // IBL isn't used don't set it. - } else { - scene_state.ubo.emissive_exposure_normalization = 1.0; - scene_state.ubo.IBL_exposure_normalization = 1.0; - } - - scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); - scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount(); - scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit(); + Ref rd = p_render_data->render_buffers; + RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID(); + RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID(); + // May do this earlier in RenderSceneRenderRD::render_scene if (p_index >= (int)scene_state.uniform_buffers.size()) { uint32_t from = scene_state.uniform_buffers.size(); scene_state.uniform_buffers.resize(p_index + 1); - render_pass_uniform_sets.resize(p_index + 1); for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) { - scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO)); + scene_state.uniform_buffers[i] = p_render_data->scene_data->create_uniform_buffer(); } } - RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER); + + p_render_data->scene_data->update_ubo(scene_state.uniform_buffers[p_index], get_debug_draw_mode(), env, reflection_probe_instance, p_render_data->camera_attributes, p_flip_y, p_pancake_shadows, p_screen_size, p_default_bg_color, _render_buffers_get_luminance_multiplier(), p_opaque_render_buffers); } void RenderForwardMobile::_fill_element_info(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements) { diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index da1cd85fb3..b2adebbf6a 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -252,75 +252,6 @@ protected: /* Scene state */ struct SceneState { - // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code - struct UBO { - float projection_matrix[16]; - float inv_projection_matrix[16]; - float inv_view_matrix[16]; - float view_matrix[16]; - - float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; - float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; - - float viewport_size[2]; - float screen_pixel_size[2]; - - float directional_penumbra_shadow_kernel[128]; //32 vec4s - float directional_soft_shadow_kernel[128]; - float penumbra_shadow_kernel[128]; - float soft_shadow_kernel[128]; - - float ambient_light_color_energy[4]; - - float ambient_color_sky_mix; - uint32_t use_ambient_light; - uint32_t use_ambient_cubemap; - uint32_t use_reflection_cubemap; - - float radiance_inverse_xform[12]; - - float shadow_atlas_pixel_size[2]; - float directional_shadow_pixel_size[2]; - - uint32_t directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - - uint32_t ssao_enabled; - float ssao_light_affect; - float ssao_ao_affect; - uint32_t roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint32_t roughness_limiter_pad; - - // Fog - uint32_t fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - float fog_light_color[3]; - float fog_sun_scatter; - - float fog_aerial_perspective; - uint32_t material_uv2_mode; - - float time; - float reflection_multiplier; - - uint32_t pancake_shadows; - float emissive_exposure_normalization; // Needed to normalize emissive when using physical units. - float IBL_exposure_normalization; // Adjusts for baked exposure. - uint32_t pad3; - }; - - UBO ubo; - LocalVector uniform_buffers; // !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index 21270d7c62..f67665a02f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -32,7 +32,7 @@ #define SCENE_SHADER_FORWARD_MOBILE_H #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" -#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl.gen.h" namespace RendererSceneRenderImplementation { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index e2b06bc92f..7841e36244 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1492,7 +1492,7 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR bool can_use_storage = _render_buffers_can_be_storage(); Size2i size = rb->get_internal_size(); - for (uint32_t v = 0; v < p_render_data->view_count; v++) { + for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) { RID depth_texture = rb->get_depth_texture(v); RID depth_back_texture = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, v, 0); @@ -1544,9 +1544,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.depth_texture = rb->get_depth_texture(i); // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum - float z_near = p_render_data->view_projection[i].get_z_near(); - float z_far = p_render_data->view_projection[i].get_z_far(); - bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal); + float z_near = p_render_data->scene_data->view_projection[i].get_z_near(); + float z_far = p_render_data->scene_data->view_projection[i].get_z_far(); + bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal); }; } else { // Set framebuffers. @@ -1567,9 +1567,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum - float z_near = p_render_data->view_projection[i].get_z_near(); - float z_far = p_render_data->view_projection[i].get_z_far(); - bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->cam_orthogonal); + float z_near = p_render_data->scene_data->view_projection[i].get_z_near(); + float z_far = p_render_data->scene_data->view_projection[i].get_z_far(); + bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal); } } RD::get_singleton()->draw_command_end_label(); @@ -2901,8 +2901,8 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool render_state.shadows.clear(); render_state.directional_shadows.clear(); - Plane camera_plane(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->cam_transform.origin); - float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier(); + Plane camera_plane(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z), p_render_data->scene_data->cam_transform.origin); + float lod_distance_multiplier = p_render_data->scene_data->cam_projection.get_lod_multiplier(); { for (int i = 0; i < render_state.render_shadow_count; i++) { LightInstance *li = light_instance_owner.get_or_null(render_state.render_shadows[i].light); @@ -2918,7 +2918,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //cube shadows are rendered in their own way for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); } if (render_state.directional_shadows.size()) { @@ -2948,11 +2948,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //render directional shadows for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); } //render positional shadows for (uint32_t i = 0; i < render_state.shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); } _render_shadow_process(); @@ -2960,7 +2960,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //start GI if (render_gi) { - gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->view_count, p_render_data->view_projection, p_render_data->view_eye_offset, p_render_data->cam_transform, *p_render_data->voxel_gi_instances); + gi.process_gi(p_render_data->render_buffers, p_normal_roughness_slices, p_voxel_gi_buffer, p_render_data->environment, p_render_data->scene_data->view_count, p_render_data->scene_data->view_projection, p_render_data->scene_data->view_eye_offset, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances); } //Do shadow rendering (in parallel with GI) @@ -2999,17 +2999,17 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } RID depth_texture = rb->get_depth_texture(); - ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->cam_projection); + ss_effects->downsample_depth(depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, size, p_render_data->scene_data->cam_projection); } if (p_use_ssao) { // TODO make these proper stereo - _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection); + _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection); } if (p_use_ssil) { // TODO make these proper stereo - _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->cam_projection, p_render_data->cam_transform); + _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform); } } @@ -3017,7 +3017,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL, RD::BARRIER_MASK_ALL); if (current_cluster_builder) { - current_cluster_builder->begin(p_render_data->cam_transform, p_render_data->cam_projection, !p_render_data->reflection_probe.is_valid()); + current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid()); } bool using_shadows = true; @@ -3028,13 +3028,13 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } else { //do not render reflections when rendering a reflection probe - _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->cam_transform.affine_inverse(), p_render_data->environment); + _setup_reflections(p_render_data, *p_render_data->reflection_probes, p_render_data->scene_data->cam_transform.affine_inverse(), p_render_data->environment); } uint32_t directional_light_count = 0; uint32_t positional_light_count = 0; - _setup_lights(p_render_data, *p_render_data->lights, p_render_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); - _setup_decals(*p_render_data->decals, p_render_data->cam_transform.affine_inverse()); + _setup_lights(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); + _setup_decals(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse()); p_render_data->directional_light_count = directional_light_count; @@ -3051,7 +3051,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } if (is_volumetric_supported()) { - _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes); + _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes); } } } @@ -3066,33 +3066,62 @@ void RendererSceneRenderRD::render_scene(const Ref &p_render ERR_FAIL_COND(rb.is_null()); } - //assign render data - RenderDataRD render_data; + // setup scene data + RenderSceneDataRD scene_data; { - render_data.render_buffers = rb; - // Our first camera is used by default - render_data.cam_transform = p_camera_data->main_transform; - render_data.cam_projection = p_camera_data->main_projection; - render_data.cam_orthogonal = p_camera_data->is_orthogonal; - render_data.taa_jitter = p_camera_data->taa_jitter; + scene_data.cam_transform = p_camera_data->main_transform; + scene_data.cam_projection = p_camera_data->main_projection; + scene_data.cam_orthogonal = p_camera_data->is_orthogonal; + scene_data.taa_jitter = p_camera_data->taa_jitter; - render_data.view_count = p_camera_data->view_count; + scene_data.view_count = p_camera_data->view_count; for (uint32_t v = 0; v < p_camera_data->view_count; v++) { - render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin; - render_data.view_projection[v] = p_camera_data->view_projection[v]; + scene_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin; + scene_data.view_projection[v] = p_camera_data->view_projection[v]; } - render_data.prev_cam_transform = p_prev_camera_data->main_transform; - render_data.prev_cam_projection = p_prev_camera_data->main_projection; - render_data.prev_taa_jitter = p_prev_camera_data->taa_jitter; + scene_data.prev_cam_transform = p_prev_camera_data->main_transform; + scene_data.prev_cam_projection = p_prev_camera_data->main_projection; + scene_data.prev_taa_jitter = p_prev_camera_data->taa_jitter; for (uint32_t v = 0; v < p_camera_data->view_count; v++) { - render_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v]; + scene_data.prev_view_projection[v] = p_prev_camera_data->view_projection[v]; + } + + scene_data.z_near = p_camera_data->main_projection.get_z_near(); + scene_data.z_far = p_camera_data->main_projection.get_z_far(); + + // this should be the same for all cameras.. + scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); + scene_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); + + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { + scene_data.screen_mesh_lod_threshold = 0.0; + } else { + scene_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; + } + + if (p_shadow_atlas.is_valid()) { + Vector2 sas = shadow_atlas_get_size(p_shadow_atlas); + scene_data.shadow_atlas_pixel_size.x = 1.0 / sas.x; + scene_data.shadow_atlas_pixel_size.y = 1.0 / sas.y; } + { + Vector2 dss = directional_shadow_get_size(); + scene_data.directional_shadow_pixel_size.x = 1.0 / dss.x; + scene_data.directional_shadow_pixel_size.y = 1.0 / dss.y; + } + + scene_data.time = time; + scene_data.time_step = time_step; + } - render_data.z_near = p_camera_data->main_projection.get_z_near(); - render_data.z_far = p_camera_data->main_projection.get_z_far(); + //assign render data + RenderDataRD render_data; + { + render_data.render_buffers = rb; + render_data.scene_data = &scene_data; render_data.instances = &p_instances; render_data.lights = &p_lights; @@ -3108,16 +3137,6 @@ void RendererSceneRenderRD::render_scene(const Ref &p_render render_data.reflection_probe = p_reflection_probe; render_data.reflection_probe_pass = p_reflection_probe_pass; - // this should be the same for all cameras.. - render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); - render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); - - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_mesh_lod_threshold = 0.0; - } else { - render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; - } - render_state.render_shadows = p_render_shadows; render_state.render_shadow_count = p_render_shadow_count; render_state.render_sdfgi_regions = p_render_sdfgi_regions; @@ -3134,7 +3153,7 @@ void RendererSceneRenderRD::render_scene(const Ref &p_render render_data.voxel_gi_instances = ∅ } - //sdfgi first + // sdfgi first if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_SDFGI)) { Ref sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); float exposure_normalization = 1.0; @@ -3191,12 +3210,12 @@ void RendererSceneRenderRD::render_scene(const Ref &p_render Ref sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); if (sdfgi.is_valid()) { sdfgi->update_cascades(); - sdfgi->pre_process_gi(render_data.cam_transform, &render_data, this); + sdfgi->pre_process_gi(scene_data.cam_transform, &render_data, this); sdfgi->update_light(); } } - gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, render_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this); + gi.setup_voxel_gi_instances(&render_data, render_data.render_buffers, scene_data.cam_transform, *render_data.voxel_gi_instances, render_state.voxel_gi_count, this); } render_state.depth_prepass_used = false; @@ -3246,7 +3265,7 @@ void RendererSceneRenderRD::render_scene(const Ref &p_render view_rids.push_back(rb->get_internal_texture(v)); } - sdfgi->debug_draw(render_data.view_count, render_data.view_projection, render_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids); + sdfgi->debug_draw(scene_data.view_count, scene_data.view_projection, scene_data.cam_transform, size.x, size.y, rb->get_render_target(), source_texture, view_rids); } } } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index d47394989f..b3a355f42f 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -46,30 +46,14 @@ #include "servers/rendering/renderer_rd/environment/sky.h" #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" struct RenderDataRD { Ref render_buffers; - - Transform3D cam_transform; - Projection cam_projection; - Vector2 taa_jitter; - bool cam_orthogonal = false; - - // For stereo rendering - uint32_t view_count = 1; - Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; - Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; - - Transform3D prev_cam_transform; - Projection prev_cam_projection; - Vector2 prev_taa_jitter; - Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; - - float z_near = 0.0; - float z_far = 0.0; + RenderSceneDataRD *scene_data; const PagedArray *instances = nullptr; const PagedArray *lights = nullptr; @@ -85,10 +69,6 @@ struct RenderDataRD { RID reflection_probe; int reflection_probe_pass = 0; - float lod_distance_multiplier = 0.0; - Plane lod_camera_plane; - float screen_mesh_lod_threshold = 0.0; - RID cluster_buffer; uint32_t cluster_size = 0; uint32_t cluster_max_elements = 0; @@ -598,13 +578,6 @@ private: uint64_t scene_pass = 0; uint64_t shadow_atlas_realloc_tolerance_msec = 500; - /* !BAS! is this used anywhere? - struct SDFGICosineNeighbour { - uint32_t neighbour; - float weight; - }; - */ - uint32_t max_cluster_elements = 512; void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); @@ -627,6 +600,10 @@ public: RendererRD::GI *get_gi() { return &gi; } + /* SKY */ + + RendererRD::SkyRD *get_sky() { return &sky; } + /* SHADOW ATLAS API */ virtual RID shadow_atlas_create() override; diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index d352743908..5405985741 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -18,3 +18,5 @@ if "RD_GLSL" in env["BUILDERS"]: SConscript("effects/SCsub") SConscript("environment/SCsub") +SConscript("forward_clustered/SCsub") +SConscript("forward_mobile/SCsub") diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub new file mode 100644 index 0000000000..741da8fe69 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl new file mode 100644 index 0000000000..d41474118d --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -0,0 +1,2110 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +#include "scene_forward_clustered_inc.glsl" + +#define SHADER_IS_SRGB false + +/* INPUT ATTRIBS */ + +layout(location = 0) in vec3 vertex_attrib; + +//only for pure render depth when normal is not used + +#ifdef NORMAL_USED +layout(location = 1) in vec2 normal_attrib; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 2) in vec2 tangent_attrib; +#endif + +#if defined(COLOR_USED) +layout(location = 3) in vec4 color_attrib; +#endif + +#ifdef UV_USED +layout(location = 4) in vec2 uv_attrib; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) +layout(location = 5) in vec2 uv2_attrib; +#endif + +#if defined(CUSTOM0_USED) +layout(location = 6) in vec4 custom0_attrib; +#endif + +#if defined(CUSTOM1_USED) +layout(location = 7) in vec4 custom1_attrib; +#endif + +#if defined(CUSTOM2_USED) +layout(location = 8) in vec4 custom2_attrib; +#endif + +#if defined(CUSTOM3_USED) +layout(location = 9) in vec4 custom3_attrib; +#endif + +#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) +layout(location = 10) in uvec4 bone_attrib; +#endif + +#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) +layout(location = 11) in vec4 weight_attrib; +#endif + +vec3 oct_to_vec3(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + +/* Varyings */ + +layout(location = 0) out vec3 vertex_interp; + +#ifdef NORMAL_USED +layout(location = 1) out vec3 normal_interp; +#endif + +#if defined(COLOR_USED) +layout(location = 2) out vec4 color_interp; +#endif + +#ifdef UV_USED +layout(location = 3) out vec2 uv_interp; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) out vec2 uv2_interp; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 5) out vec3 tangent_interp; +layout(location = 6) out vec3 binormal_interp; +#endif + +#ifdef MOTION_VECTORS +layout(location = 7) out vec4 screen_position; +layout(location = 8) out vec4 prev_screen_position; +#endif + +#ifdef MATERIAL_UNIFORMS_USED +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ + +#MATERIAL_UNIFORMS + +} material; +#endif + +float global_time; + +#ifdef MODE_DUAL_PARABOLOID + +layout(location = 9) out float dp_clip; + +#endif + +layout(location = 10) out flat uint instance_index_interp; + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +invariant gl_Position; + +#GLOBALS + +void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { + vec4 instance_custom = vec4(0.0); +#if defined(COLOR_USED) + color_interp = color_attrib; +#endif + + mat3 model_normal_matrix; + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { + model_normal_matrix = transpose(inverse(mat3(model_matrix))); + } else { + model_normal_matrix = mat3(model_matrix); + } + + if (is_multimesh) { + //multimesh, instances are for it + + mat4 matrix; + +#ifdef USE_PARTICLE_TRAILS + uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; + uint stride = 3 + 1 + 1; //particles always uses this format + + uint offset = trail_size * stride * gl_InstanceIndex; + +#ifdef COLOR_USED + vec4 pcolor; +#endif + { + uint boffset = offset + bone_attrib.x * stride; + matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; +#ifdef COLOR_USED + pcolor = transforms.data[boffset + 3] * weight_attrib.x; +#endif + } + if (weight_attrib.y > 0.001) { + uint boffset = offset + bone_attrib.y * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.y; +#endif + } + if (weight_attrib.z > 0.001) { + uint boffset = offset + bone_attrib.z * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.z; +#endif + } + if (weight_attrib.w > 0.001) { + uint boffset = offset + bone_attrib.w * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.w; +#endif + } + + instance_custom = transforms.data[offset + 4]; + +#ifdef COLOR_USED + color_interp *= pcolor; +#endif + +#else + uint stride = 0; + { + //TODO implement a small lookup table for the stride + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + stride += 2; + } else { + stride += 3; + } + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { + stride += 1; + } + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + stride += 1; + } + } + + uint offset = stride * (gl_InstanceIndex + multimesh_offset); + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + offset += 2; + } else { + matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0)); + offset += 3; + } + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { +#ifdef COLOR_USED + color_interp *= transforms.data[offset]; +#endif + offset += 1; + } + + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + instance_custom = transforms.data[offset]; + } + +#endif + //transpose + matrix = transpose(matrix); + model_matrix = model_matrix * matrix; + model_normal_matrix = model_normal_matrix * mat3(matrix); + } + + vec3 vertex = vertex_attrib; +#ifdef NORMAL_USED + vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; + vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); + float binormalf = sign(signed_tangent_attrib.y); + vec3 binormal = normalize(cross(normal, tangent) * binormalf); +#endif + +#ifdef UV_USED + uv_interp = uv_attrib; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + uv2_interp = uv2_attrib; +#endif + +#ifdef OVERRIDE_POSITION + vec4 position; +#endif + +#ifdef USE_MULTIVIEW + mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; +#else + mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; +#endif //USE_MULTIVIEW + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = (model_matrix * vec4(vertex, 1.0)).xyz; + +#ifdef NORMAL_USED + normal = model_normal_matrix * normal; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + tangent = model_normal_matrix * tangent; + binormal = model_normal_matrix * binormal; + +#endif +#endif + + float roughness = 1.0; + + mat4 modelview = scene_data.view_matrix * model_matrix; + mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; + + { +#CODE : VERTEX + } + +// using local coordinates (default) +#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) + + vertex = (modelview * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = modelview_normal * normal; +#endif + +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + binormal = modelview_normal * binormal; + tangent = modelview_normal * tangent; +#endif + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; +#endif +#endif + + vertex_interp = vertex; + +#ifdef NORMAL_USED + normal_interp = normal; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + tangent_interp = tangent; + binormal_interp = binormal; +#endif + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_DUAL_PARABOLOID + + vertex_interp.z *= scene_data.dual_paraboloid_side; + + dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + vec3 vtx = vertex_interp; + float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy /= 1.0 - vtx.z; + vtx.z = (distance / scene_data.z_far); + vtx.z = vtx.z * 2.0 - 1.0; + vertex_interp = vtx; + +#endif + +#endif //MODE_RENDER_DEPTH + +#ifdef OVERRIDE_POSITION + gl_Position = position; +#else + gl_Position = projection_matrix * vec4(vertex_interp, 1.0); +#endif + +#ifdef MOTION_VECTORS + screen_pos = gl_Position; +#endif + +#ifdef MODE_RENDER_DEPTH + if (scene_data.pancake_shadows) { + if (gl_Position.z <= 0.00001) { + gl_Position.z = 0.00001; + } + } +#endif +#ifdef MODE_RENDER_MATERIAL + if (scene_data.material_uv2_mode) { + vec2 uv_offset = unpackHalf2x16(draw_call.uv_offset); + gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0; + gl_Position.z = 0.00001; + gl_Position.w = 1.0; + } +#endif +} + +void main() { + uint instance_index = draw_call.instance_index; + + bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); + if (!is_multimesh) { + instance_index += gl_InstanceIndex; + } + + instance_index_interp = instance_index; + + mat4 model_matrix = instances.data[instance_index].transform; +#if defined(MOTION_VECTORS) + global_time = scene_data_block.prev_data.time; + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + global_time = scene_data_block.data.time; + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); +#else + global_time = scene_data_block.data.time; + vec4 screen_position; + vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); +#endif +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#define SHADER_IS_SRGB false + +/* Specialization Constants (Toggles) */ + +layout(constant_id = 0) const bool sc_use_forward_gi = false; +layout(constant_id = 1) const bool sc_use_light_projector = false; +layout(constant_id = 2) const bool sc_use_light_soft_shadows = false; +layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false; + +/* Specialization Constants (Values) */ + +layout(constant_id = 6) const uint sc_soft_shadow_samples = 4; +layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4; + +layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4; +layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4; + +layout(constant_id = 10) const bool sc_decal_use_mipmaps = true; +layout(constant_id = 11) const bool sc_projector_use_mipmaps = true; + +// not used in clustered renderer but we share some code with the mobile renderer that requires this. +const float sc_luminance_multiplier = 1.0; + +#include "scene_forward_clustered_inc.glsl" + +/* Varyings */ + +layout(location = 0) in vec3 vertex_interp; + +#ifdef NORMAL_USED +layout(location = 1) in vec3 normal_interp; +#endif + +#if defined(COLOR_USED) +layout(location = 2) in vec4 color_interp; +#endif + +#ifdef UV_USED +layout(location = 3) in vec2 uv_interp; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) in vec2 uv2_interp; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 5) in vec3 tangent_interp; +layout(location = 6) in vec3 binormal_interp; +#endif + +#ifdef MOTION_VECTORS +layout(location = 7) in vec4 screen_position; +layout(location = 8) in vec4 prev_screen_position; +#endif + +#ifdef MODE_DUAL_PARABOLOID + +layout(location = 9) in float dp_clip; + +#endif + +layout(location = 10) in flat uint instance_index_interp; + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else // has_VK_KHR_multiview +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif // has_VK_KHR_multiview +#else // USE_MULTIVIEW +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +//defines to keep compatibility with vertex + +#define model_matrix instances.data[draw_call.instance_index].transform +#ifdef USE_MULTIVIEW +#define projection_matrix scene_data.projection_matrix_view[ViewIndex] +#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] +#else +#define projection_matrix scene_data.projection_matrix +#define inv_projection_matrix scene_data.inv_projection_matrix +#endif + +#define global_time scene_data_block.data.time + +#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) +//both required for transmittance to be enabled +#define LIGHT_TRANSMITTANCE_USED +#endif + +#ifdef MATERIAL_UNIFORMS_USED +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ + +#MATERIAL_UNIFORMS + +} material; +#endif + +#GLOBALS + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_RENDER_MATERIAL + +layout(location = 0) out vec4 albedo_output_buffer; +layout(location = 1) out vec4 normal_output_buffer; +layout(location = 2) out vec4 orm_output_buffer; +layout(location = 3) out vec4 emission_output_buffer; +layout(location = 4) out float depth_output_buffer; + +#endif // MODE_RENDER_MATERIAL + +#ifdef MODE_RENDER_NORMAL_ROUGHNESS +layout(location = 0) out vec4 normal_roughness_output_buffer; + +#ifdef MODE_RENDER_VOXEL_GI +layout(location = 1) out uvec2 voxel_gi_buffer; +#endif + +#endif //MODE_RENDER_NORMAL +#else // RENDER DEPTH + +#ifdef MODE_SEPARATE_SPECULAR + +layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness +layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) +#else + +layout(location = 0) out vec4 frag_color; +#endif // MODE_SEPARATE_SPECULAR + +#endif // RENDER DEPTH + +#ifdef MOTION_VECTORS +layout(location = 2) out vec2 motion_vector; +#endif + +#include "../scene_forward_aa_inc.glsl" + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) +#define SPECULAR_SCHLICK_GGX +#endif + +#include "../scene_forward_lights_inc.glsl" + +#include "../scene_forward_gi_inc.glsl" + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifndef MODE_RENDER_DEPTH + +vec4 volumetric_fog_process(vec2 screen_uv, float z) { + vec3 fog_pos = vec3(screen_uv, z * implementation_data.volumetric_fog_inv_length); + if (fog_pos.z < 0.0) { + return vec4(0.0); + } else if (fog_pos.z < 1.0) { + fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); + } + + return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); +} + +vec4 fog_process(vec3 vertex) { + vec3 fog_color = scene_data_block.data.fog_light_color; + + if (scene_data_block.data.fog_aerial_perspective > 0.0) { + vec3 sky_fog_color = vec3(0.0); + vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; + // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred + float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + float lod, blend; + blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); + sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb; + sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend); +#else + sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); + } + + if (scene_data_block.data.fog_sun_scatter > 0.001) { + vec4 sun_scatter = vec4(0.0); + float sun_total = 0.0; + vec3 view = normalize(vertex); + + for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { + vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; + float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); + fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; + } + } + + float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); + + if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { + float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; + + float y_dist = y - scene_data_block.data.fog_height; + + float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); + + fog_amount = max(vfog_amount, fog_amount); + } + + return vec4(fog_color, fog_amount); +} + +void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { + uint item_min_max = cluster_buffer.data[p_offset]; + item_min = item_min_max & 0xFFFF; + item_max = item_min_max >> 16; + + item_from = item_min >> 5; + item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements +} + +uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { + int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); + int mask_width = min(int(z_max) - int(z_min), 32 - local_min); + return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); +} + +#endif //!MODE_RENDER DEPTH + +void fragment_shader(in SceneData scene_data) { + uint instance_index = instance_index_interp; + + //lay out everything, whatever is unused is optimized away anyway + vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); +#else + vec3 view = -normalize(vertex_interp); +#endif + vec3 albedo = vec3(1.0); + vec3 backlight = vec3(0.0); + vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); + float transmittance_depth = 0.0; + float transmittance_boost = 0.0; + float metallic = 0.0; + float specular = 0.5; + vec3 emission = vec3(0.0); + float roughness = 1.0; + float rim = 0.0; + float rim_tint = 0.0; + float clearcoat = 0.0; + float clearcoat_roughness = 0.0; + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); + vec4 fog = vec4(0.0); +#if defined(CUSTOM_RADIANCE_USED) + vec4 custom_radiance = vec4(0.0); +#endif +#if defined(CUSTOM_IRRADIANCE_USED) + vec4 custom_irradiance = vec4(0.0); +#endif + + float ao = 1.0; + float ao_light_affect = 0.0; + + float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0); + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec3 binormal = normalize(binormal_interp); + vec3 tangent = normalize(tangent_interp); +#else + vec3 binormal = vec3(0.0); + vec3 tangent = vec3(0.0); +#endif + +#ifdef NORMAL_USED + vec3 normal = normalize(normal_interp); + +#if defined(DO_SIDE_CHECK) + if (!gl_FrontFacing) { + normal = -normal; + } +#endif + +#endif //NORMAL_USED + +#ifdef UV_USED + vec2 uv = uv_interp; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + vec2 uv2 = uv2_interp; +#endif + +#if defined(COLOR_USED) + vec4 color = color_interp; +#endif + +#if defined(NORMAL_MAP_USED) + + vec3 normal_map = vec3(0.5); +#endif + + float normal_map_depth = 1.0; + + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; + + float sss_strength = 0.0; + +#ifdef ALPHA_SCISSOR_USED + float alpha_scissor_threshold = 1.0; +#endif // ALPHA_SCISSOR_USED + +#ifdef ALPHA_HASH_USED + float alpha_hash_scale = 1.0; +#endif // ALPHA_HASH_USED + +#ifdef ALPHA_ANTIALIASING_EDGE_USED + float alpha_antialiasing_edge = 0.0; + vec2 alpha_texture_coordinate = vec2(0.0, 0.0); +#endif // ALPHA_ANTIALIASING_EDGE_USED + + { +#CODE : FRAGMENT + } + +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color.a *= sss_strength; +#endif + +#ifndef USE_SHADOW_TO_OPACITY + +#ifdef ALPHA_SCISSOR_USED + if (alpha < alpha_scissor_threshold) { + discard; + } +#endif // ALPHA_SCISSOR_USED + +// alpha hash can be used in unison with alpha antialiasing +#ifdef ALPHA_HASH_USED + if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { + discard; + } +#endif // ALPHA_HASH_USED + +// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash +#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) + alpha = 1.0; +#endif + +#ifdef ALPHA_ANTIALIASING_EDGE_USED +// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather +#ifdef ALPHA_SCISSOR_USED + alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); +#endif + alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); +#endif // ALPHA_ANTIALIASING_EDGE_USED + +#ifdef USE_OPAQUE_PREPASS + if (alpha < scene_data.opaque_prepass_threshold) { + discard; + } +#endif // USE_OPAQUE_PREPASS + +#endif // !USE_SHADOW_TO_OPACITY + +#ifdef NORMAL_MAP_USED + + normal_map.xy = normal_map.xy * 2.0 - 1.0; + normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + + normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); + +#endif + +#ifdef LIGHT_ANISOTROPY_USED + + if (anisotropy > 0.01) { + //rotation matrix + mat3 rot = mat3(tangent, binormal, normal); + //make local to space + tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); + binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); + } + +#endif + +#ifdef ENABLE_CLIP_ALPHA + if (albedo.a < 0.99) { + //used for doublepass and shadowmapping + discard; + } +#endif + + /////////////////////// FOG ////////////////////// +#ifndef MODE_RENDER_DEPTH + +#ifndef CUSTOM_FOG_USED + // fog must be processed as early as possible and then packed. + // to maximize VGPR usage + // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. + + if (scene_data.fog_enabled) { + fog = fog_process(vertex); + } + + if (implementation_data.volumetric_fog_enabled) { + vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z); + if (scene_data.fog_enabled) { + //must use the full blending equation here to blend fogs + vec4 res; + float sa = 1.0 - volumetric_fog.a; + res.a = fog.a * sa + volumetric_fog.a; + if (res.a == 0.0) { + res.rgb = vec3(0.0); + } else { + res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb * volumetric_fog.a) / res.a; + } + fog = res; + } else { + fog = volumetric_fog; + } + } +#endif //!CUSTOM_FOG_USED + + uint fog_rg = packHalf2x16(fog.rg); + uint fog_ba = packHalf2x16(fog.ba); + +#endif //!MODE_RENDER_DEPTH + + /////////////////////// DECALS //////////////////////////////// + +#ifndef MODE_RENDER_DEPTH + + uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift; + uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32); + + uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0)); + + //used for interpolating anything cluster related + vec3 vertex_ddx = dFdx(vertex); + vec3 vertex_ddy = dFdy(vertex); + + { // process decals + + uint cluster_decal_offset = cluster_offset + implementation_data.cluster_type_size * 2; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_decal_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_decal_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + uint decal_index = 32 * i + bit; + + if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; + if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { + continue; //out of decal + } + + float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); + + if (decals.data[decal_index].normal_fade > 0.0) { + fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); + } + + //we need ddx/ddy for mipmaps, so simulate them + vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; + vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; + + if (decals.data[decal_index].albedo_rect != vec4(0.0)) { + //has albedo + vec4 decal_albedo; + if (sc_decal_use_mipmaps) { + decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); + } else { + decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); + } + decal_albedo *= decals.data[decal_index].modulate; + decal_albedo.a *= fade; + albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); + + if (decals.data[decal_index].normal_rect != vec4(0.0)) { + vec3 decal_normal; + if (sc_decal_use_mipmaps) { + decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; + } else { + decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; + } + decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software + decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); + //convert to view space, use xzy because y is up + decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; + + normal = normalize(mix(normal, decal_normal, decal_albedo.a)); + } + + if (decals.data[decal_index].orm_rect != vec4(0.0)) { + vec3 decal_orm; + if (sc_decal_use_mipmaps) { + decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; + } else { + decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; + } + ao = mix(ao, decal_orm.r, decal_albedo.a); + roughness = mix(roughness, decal_orm.g, decal_albedo.a); + metallic = mix(metallic, decal_orm.b, decal_albedo.a); + } + } + + if (decals.data[decal_index].emission_rect != vec4(0.0)) { + //emission is additive, so its independent from albedo + if (sc_decal_use_mipmaps) { + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; + } else { + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; + } + } + } + } + } + + //pack albedo until needed again, saves 2 VGPRs in the meantime + +#endif //not render depth + /////////////////////// LIGHTING ////////////////////////////// + +#ifdef NORMAL_USED + if (scene_data.roughness_limiter_enabled) { + //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + float roughness2 = roughness * roughness; + vec3 dndu = dFdx(normal), dndv = dFdy(normal); + float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); + float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect + float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); + roughness = sqrt(filteredRoughness2); + } +#endif + //apply energy conservation + + vec3 specular_light = vec3(0.0, 0.0, 0.0); + vec3 diffuse_light = vec3(0.0, 0.0, 0.0); + vec3 ambient_light = vec3(0.0, 0.0, 0.0); + +#ifndef MODE_UNSHADED + // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. + emission *= scene_data.emissive_exposure_normalization; +#endif + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); + vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); +#else + vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); +#endif + + 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 + + float lod, blend; + blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); + specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + 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 + specular_light *= scene_data.IBL_exposure_normalization; + specular_light *= horizon * horizon; + specular_light *= scene_data.ambient_light_color_energy.a; + } + +#if defined(CUSTOM_RADIANCE_USED) + specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a); +#endif + +#ifndef USE_LIGHTMAP + //lightmap overrides everything + if (scene_data.use_ambient_light) { + ambient_light = scene_data.ambient_light_color_energy.rgb; + + if (scene_data.use_ambient_cubemap) { + vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; +#else + vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + cubemap_ambient *= scene_data.IBL_exposure_normalization; + ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); + } + } +#endif // USE_LIGHTMAP +#if defined(CUSTOM_IRRADIANCE_USED) + ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); +#endif + +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; + } +#endif +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + //radiance + +/// GI /// +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifdef USE_LIGHTMAP + + //lightmap + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture + uint index = instances.data[instance_index].gi_offset; + + vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal; + const float c1 = 0.429043; + const float c2 = 0.511664; + const float c3 = 0.743125; + const float c4 = 0.886227; + const float c5 = 0.247708; + ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * + scene_data.emissive_exposure_normalization; + + } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap + bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); + uint ofs = instances.data[instance_index].gi_offset & 0xFFFF; + vec3 uvw; + uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy; + uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF); + + if (uses_sh) { + uvw.z *= 4.0; //SH textures use 4 times more data + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + + uint idx = instances.data[instance_index].gi_offset >> 20; + vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + float en = lightmaps.data[idx].exposure_normalization; + + ambient_light += lm_light_l0 * 0.282095f * en; + ambient_light += lm_light_l1n1 * 0.32573 * n.y * en; + ambient_light += lm_light_l1_0 * 0.32573 * n.z * en; + ambient_light += lm_light_l1p1 * 0.32573 * n.x * en; + if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick + vec3 r = reflect(normalize(-vertex), normal); + specular_light += lm_light_l1n1 * 0.32573 * r.y * en; + specular_light += lm_light_l1_0 * 0.32573 * r.z * en; + specular_light += lm_light_l1p1 * 0.32573 * r.x * en; + } + + } else { + uint idx = instances.data[instance_index].gi_offset >> 20; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; + } + } +#else + + if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture + + //make vertex orientation the world one, but still align to camera + vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex; + vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal; + vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal); + + //apply y-mult + cam_pos.y *= sdfgi.y_mult; + cam_normal.y *= sdfgi.y_mult; + cam_normal = normalize(cam_normal); + cam_reflection.y *= sdfgi.y_mult; + cam_normal = normalize(cam_normal); + cam_reflection = normalize(cam_reflection); + + vec4 light_accum = vec4(0.0); + float weight_accum = 0.0; + + vec4 light_blend_accum = vec4(0.0); + float weight_blend_accum = 0.0; + + float blend = -1.0; + + // helper constants, compute once + + uint cascade = 0xFFFFFFFF; + vec3 cascade_pos; + vec3 cascade_normal; + + for (uint i = 0; i < sdfgi.max_cascades; i++) { + cascade_pos = (cam_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; + + if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { + continue; //skip cascade + } + + cascade = i; + break; + } + + if (cascade < SDFGI_MAX_CASCADES) { + bool use_specular = true; + float blend; + vec3 diffuse, specular; + sdfgi_process(cascade, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse, specular, blend); + + if (blend > 0.0) { + //blend + if (cascade == sdfgi.max_cascades - 1) { + diffuse = mix(diffuse, ambient_light, blend); + if (use_specular) { + specular = mix(specular, specular_light, blend); + } + } else { + vec3 diffuse2, specular2; + float blend2; + cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe; + sdfgi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse2, specular2, blend2); + diffuse = mix(diffuse, diffuse2, blend); + if (use_specular) { + specular = mix(specular, specular2, blend); + } + } + } + + ambient_light = diffuse; + if (use_specular) { + specular_light = specular; + } + } + } + + if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances + + uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; + vec3 ref_vec = normalize(reflect(-view, normal)); + ref_vec = mix(ref_vec, normal, 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); + vec3 tangent = normalize(cross(v0, normal)); + vec3 bitangent = normalize(cross(tangent, normal)); + mat3 normal_mat = mat3(tangent, bitangent, normal); + + vec4 amb_accum = vec4(0.0); + vec4 spec_accum = vec4(0.0); + voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + + uint index2 = instances.data[instance_index].gi_offset >> 16; + + if (index2 != 0xFFFF) { + voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + } + + if (amb_accum.a > 0.0) { + amb_accum.rgb /= amb_accum.a; + } + + if (spec_accum.a > 0.0) { + spec_accum.rgb /= spec_accum.a; + } + + specular_light = spec_accum.rgb; + ambient_light = amb_accum.rgb; + } + + if (!sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers + + vec2 coord; + + if (implementation_data.gi_upscale_for_msaa) { + vec2 base_coord = screen_uv; + vec2 closest_coord = base_coord; +#ifdef USE_MULTIVIEW + float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); +#else // USE_MULTIVIEW + float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0); +#endif // USE_MULTIVIEW + + for (int i = 0; i < 4; i++) { + const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); + vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size; +#ifdef USE_MULTIVIEW + float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); +#else // USE_MULTIVIEW + float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0); +#endif // USE_MULTIVIEW + if (neighbour_ang > closest_ang) { + closest_ang = neighbour_ang; + closest_coord = neighbour_coord; + } + } + + coord = closest_coord; + + } else { + coord = screen_uv; + } + +#ifdef USE_MULTIVIEW + vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0); + vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0); +#else // USE_MULTIVIEW + vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0); + vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0); +#endif // USE_MULTIVIEW + + ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); + specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a); + } +#endif // !USE_LIGHTMAP + + if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { + float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; + ao = min(ao, ssao); + ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect); + } + + { // process reflections + + vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); + vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); + + uint cluster_reflection_offset = cluster_offset + implementation_data.cluster_type_size * 3; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_reflection_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_reflection_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + uint reflection_index = 32 * i + bit; + + if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + } + } + + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } + +#if !defined(USE_LIGHTMAP) + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } +#endif + } + + //finalize ambient light here + ambient_light *= albedo.rgb; + ambient_light *= ao; + + // convert ao to direct light ao + ao = mix(1.0, ao, ao_light_affect); + + if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); + ambient_light *= 1.0 - ssil.a; + ambient_light += ssil.rgb * albedo.rgb; + } + + //this saves some VGPRs + vec3 f0 = F0(metallic, specular, albedo); + + { +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + + // scales the specular reflections, needs to be computed before lighting happens, + // but after environment, GI, and reflection probes are added + // Environment brdf approximation (Lazarov 2013) + // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float ndotv = clamp(dot(normal, view), 0.0, 1.0); + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; + + specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); +#endif + } + +#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#if !defined(MODE_RENDER_DEPTH) + //this saves some VGPRs + uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular)); +#endif + +// LIGHTING +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + { // Directional light. + + // Do shadow and lighting in two passes to reduce register pressure. +#ifndef SHADOWS_DISABLED + uint shadow0 = 0; + uint shadow1 = 0; + + for (uint i = 0; i < 8; i++) { + if (i >= scene_data.directional_light_count) { + break; + } + + if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip + } + + float shadow = 1.0; + + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -vertex.z; + vec3 light_dir = directional_lights.data[i].direction; + vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); + +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ + m_var.xyz += normal_bias; + + //version with soft shadows, more expensive + if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { + uint blend_count = 0; + const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 0) + + vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.x; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + blend_count++; + } + + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 1) + + vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + + if (blend_count == 0) { + shadow = s; + } else { + //blend + float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + shadow = mix(shadow, s, blend); + } + + blend_count++; + } + + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 2) + + vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + + if (blend_count == 0) { + shadow = s; + } else { + //blend + float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + shadow = mix(shadow, s, blend); + } + + blend_count++; + } + + if (blend_count < blend_max) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 3) + + vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + + if (blend_count == 0) { + shadow = s; + } else { + //blend + float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + shadow = mix(shadow, s, blend); + } + } + + } else { //no soft shadows + + vec4 pssm_coord; + float blur_factor; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 0) + + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + blur_factor = 1.0; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 1) + + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 2) + + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; + } else { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 3) + + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; + } + + pssm_coord /= pssm_coord.w; + + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord); + + if (directional_lights.data[i].blend_splits) { + float pssm_blend; + float blur_factor2; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 1) + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 2) + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 3) + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; + } else { + pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + blur_factor2 = 1.0; + } + + pssm_coord /= pssm_coord.w; + + float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord); + shadow = mix(shadow, shadow2, pssm_blend); + } + } + + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + +#undef BIAS_FUNC + } // shadows + + if (i < 4) { + shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8); + } else { + shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); + } + } +#endif // SHADOWS_DISABLED + + for (uint i = 0; i < 8; i++) { + if (i >= scene_data.directional_light_count) { + break; + } + + if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + +#ifdef LIGHT_TRANSMITTANCE_USED + float transmittance_z = transmittance_depth; + + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -vertex.z; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.x; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x; + + transmittance_z = z - shadow_z; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.y; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y; + + transmittance_z = z - shadow_z; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.z; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z; + + transmittance_z = z - shadow_z; + + } else { + vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0); + vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex; + trans_coord /= trans_coord.w; + + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; + shadow_z *= directional_lights.data[i].shadow_z_range.w; + float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w; + + transmittance_z = z - shadow_z; + } + } +#endif + + float shadow = 1.0; +#ifndef SHADOWS_DISABLED + if (i < 4) { + shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; + } else { + shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; + } + + shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; +#endif + + blur_shadow(shadow); + + float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0; + + light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_boost, + transmittance_z, +#endif +#ifdef LIGHT_RIM_USED + rim, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, + tangent, anisotropy, +#endif + diffuse_light, + specular_light); + } + } + + { //omni lights + + uint cluster_omni_offset = cluster_offset; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_omni_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_omni_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + uint light_index = 32 * i + bit; + + if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip + } + + float shadow = light_process_omni_shadow(light_index, vertex, normal); + + shadow = blur_shadow(shadow); + + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_boost, +#endif +#ifdef LIGHT_RIM_USED + rim, + rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), +#endif +#ifdef LIGHT_ANISOTROPY_USED + tangent, binormal, anisotropy, +#endif + diffuse_light, specular_light); + } + } + } + + { //spot lights + + uint cluster_spot_offset = cluster_offset + implementation_data.cluster_type_size; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_spot_offset + implementation_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_spot_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + + uint light_index = 32 * i + bit; + + if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { + continue; //not masked + } + + if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { + continue; // Statically baked light and object uses lightmap, skip + } + + float shadow = light_process_spot_shadow(light_index, vertex, normal); + + shadow = blur_shadow(shadow); + + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_boost, +#endif +#ifdef LIGHT_RIM_USED + rim, + rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), +#endif +#ifdef LIGHT_ANISOTROPY_USED + tangent, + binormal, anisotropy, +#endif + diffuse_light, specular_light); + } + } + } + +#ifdef USE_SHADOW_TO_OPACITY + alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); + +#if defined(ALPHA_SCISSOR_USED) + if (alpha < alpha_scissor) { + discard; + } +#endif // ALPHA_SCISSOR_USED + +#ifdef USE_OPAQUE_PREPASS + + if (alpha < scene_data.opaque_prepass_threshold) { + discard; + } + +#endif // USE_OPAQUE_PREPASS + +#endif // USE_SHADOW_TO_OPACITY + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_RENDER_SDF + + { + vec3 local_pos = (implementation_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; + ivec3 grid_pos = implementation_data.sdf_offset + ivec3(local_pos * vec3(implementation_data.sdf_size)); + + uint albedo16 = 0x1; //solid flag + albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11; + albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6; + albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1; + + imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16)); + + uint facing_bits = 0; + const vec3 aniso_dir[6] = vec3[]( + vec3(1, 0, 0), + vec3(0, 1, 0), + vec3(0, 0, 1), + vec3(-1, 0, 0), + vec3(0, -1, 0), + vec3(0, 0, -1)); + + vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp); + + float closest_dist = -1e20; + + for (uint i = 0; i < 6; i++) { + float d = dot(cam_normal, aniso_dir[i]); + if (d > closest_dist) { + closest_dist = d; + facing_bits = (1 << i); + } + } + +#ifdef MOLTENVK_USED + imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits +#else + imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits +#endif + + if (length(emission) > 0.001) { + float lumas[6]; + vec3 light_total = vec3(0); + + for (int i = 0; i < 6; i++) { + float strength = max(0.0, dot(cam_normal, aniso_dir[i])); + vec3 light = emission * strength; + light_total += light; + lumas[i] = max(light.r, max(light.g, light.b)); + } + + float luma_total = max(light_total.r, max(light_total.g, light_total.b)); + + uint light_aniso = 0; + + for (int i = 0; i < 6; i++) { + light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5); + } + + //compress to RGBE9995 to save space + + const float pow2to9 = 512.0f; + const float B = 15.0f; + const float N = 9.0f; + const float LN2 = 0.6931471805599453094172321215; + + float cRed = clamp(light_total.r, 0.0, 65408.0); + float cGreen = clamp(light_total.g, 0.0, 65408.0); + float cBlue = clamp(light_total.b, 0.0, 65408.0); + + float cMax = max(cRed, max(cGreen, cBlue)); + + float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B; + + float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f); + + float exps = expp + 1.0f; + + if (0.0 <= sMax && sMax < pow2to9) { + exps = expp; + } + + float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f); + float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); + float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); + //store as 8985 to have 2 extra neighbour bits + uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25); + + imageStore(emission_grid, grid_pos, uvec4(light_rgbe)); + imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso)); + } + } + +#endif + +#ifdef MODE_RENDER_MATERIAL + + albedo_output_buffer.rgb = albedo; + albedo_output_buffer.a = alpha; + + normal_output_buffer.rgb = normal * 0.5 + 0.5; + normal_output_buffer.a = 0.0; + depth_output_buffer.r = -vertex.z; + + orm_output_buffer.r = ao; + orm_output_buffer.g = roughness; + orm_output_buffer.b = metallic; + orm_output_buffer.a = sss_strength; + + emission_output_buffer.rgb = emission; + emission_output_buffer.a = 0.0; +#endif + +#ifdef MODE_RENDER_NORMAL_ROUGHNESS + normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness); + +#ifdef MODE_RENDER_VOXEL_GI + if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances + uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; + uint index2 = instances.data[instance_index].gi_offset >> 16; + voxel_gi_buffer.x = index1 & 0xFF; + voxel_gi_buffer.y = index2 & 0xFF; + } else { + voxel_gi_buffer.x = 0xFF; + voxel_gi_buffer.y = 0xFF; + } +#endif + +#endif //MODE_RENDER_NORMAL_ROUGHNESS + +//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) +#else + + // multiply by albedo + diffuse_light *= albedo; // ambient must be multiplied by albedo at the end + + // apply direct light AO + ao = unpackUnorm4x8(orms).x; + specular_light *= ao; + diffuse_light *= ao; + + // apply metallic + metallic = unpackUnorm4x8(orms).z; + diffuse_light *= 1.0 - metallic; + ambient_light *= 1.0 - metallic; + + //restore fog + fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba)); + +#ifdef MODE_SEPARATE_SPECULAR + +#ifdef MODE_UNSHADED + diffuse_buffer = vec4(albedo.rgb, 0.0); + specular_buffer = vec4(0.0); + +#else + +#ifdef SSS_MODE_SKIN + sss_strength = -sss_strength; +#endif + diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); + specular_buffer = vec4(specular_light, metallic); +#endif + + diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); + specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); + +#else //MODE_SEPARATE_SPECULAR + +#ifdef MODE_UNSHADED + frag_color = vec4(albedo, alpha); +#else + frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); +//frag_color = vec4(1.0); +#endif //USE_NO_SHADING + + // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + +#endif //MODE_SEPARATE_SPECULAR + +#endif //MODE_RENDER_DEPTH +#ifdef MOTION_VECTORS + vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter; + vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter; + + vec2 position_uv = position_clip * vec2(0.5, 0.5); + vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); + + motion_vector = position_uv - prev_position_uv; +#endif +} + +void main() { +#ifdef MODE_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif + + fragment_shader(scene_data_block.data); +} diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl new file mode 100644 index 0000000000..e8e2dce990 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -0,0 +1,320 @@ +#define M_PI 3.14159265359 +#define ROUGHNESS_MAX_LOD 5 + +#define MAX_VOXEL_GI_INSTANCES 8 +#define MAX_VIEWS 2 + +#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) + +#extension GL_KHR_shader_subgroup_ballot : enable +#extension GL_KHR_shader_subgroup_arithmetic : enable + +#define USE_SUBGROUPS + +#endif + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#include "../cluster_data_inc.glsl" +#include "../decal_data_inc.glsl" +#include "../scene_data_inc.glsl" + +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#ifndef NORMAL_USED +#define NORMAL_USED +#endif +#endif + +layout(push_constant, std430) uniform DrawCall { + uint instance_index; + uint uv_offset; + uint multimesh_motion_vectors_current_offset; + uint multimesh_motion_vectors_previous_offset; +} +draw_call; + +#define SDFGI_MAX_CASCADES 8 + +/* Set 0: Base Pass (never changes) */ + +#include "../light_data_inc.glsl" + +#define SAMPLER_NEAREST_CLAMP 0 +#define SAMPLER_LINEAR_CLAMP 1 +#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 +#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 +#define SAMPLER_NEAREST_REPEAT 6 +#define SAMPLER_LINEAR_REPEAT 7 +#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 +#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 + +layout(set = 0, binding = 1) uniform sampler material_samplers[12]; + +layout(set = 0, binding = 2) uniform sampler shadow_sampler; + +layout(set = 0, binding = 3) uniform sampler decal_sampler; + +layout(set = 0, binding = 4) uniform sampler light_projector_sampler; + +#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) +#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) +#define INSTANCE_FLAGS_USE_SDFGI (1 << 7) +#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) +#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) +#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) +#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) +#define INSTANCE_FLAGS_MULTIMESH (1 << 12) +#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) +#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) +#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) +#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 +#define INSTANCE_FLAGS_FADE_SHIFT 24 +//3 bits of stride +#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF + +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1 +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2 + +layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { + LightData data[]; +} +omni_lights; + +layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { + LightData data[]; +} +spot_lights; + +layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { + ReflectionData data[]; +} +reflections; + +layout(set = 0, binding = 8, std140) uniform DirectionalLights { + DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +} +directional_lights; + +#define LIGHTMAP_FLAG_USE_DIRECTION 1 +#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2 + +struct Lightmap { + mat3 normal_xform; + vec3 pad; + float exposure_normalization; +}; + +layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { + Lightmap data[]; +} +lightmaps; + +struct LightmapCapture { + vec4 sh[9]; +}; + +layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { + LightmapCapture data[]; +} +lightmap_captures; + +layout(set = 0, binding = 11) uniform texture2D decal_atlas; +layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb; + +layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { + DecalData data[]; +} +decals; + +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { + vec4 data[]; +} +global_shader_uniforms; + +struct SDFVoxelGICascadeData { + vec3 position; + float to_probe; + ivec3 probe_world_offset; + float to_cell; // 1/bounds * grid_size + vec3 pad; + float exposure_normalization; +}; + +layout(set = 0, binding = 15, std140) uniform SDFGI { + vec3 grid_size; + uint max_cascades; + + bool use_occlusion; + int probe_axis_size; + float probe_to_uvw; + float normal_bias; + + vec3 lightprobe_tex_pixel_size; + float energy; + + vec3 lightprobe_uv_offset; + float y_mult; + + vec3 occlusion_clamp; + uint pad3; + + vec3 occlusion_renormalize; + uint pad4; + + vec3 cascade_probe_size; + uint pad5; + + SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; +} +sdfgi; + +/* Set 1: Render Pass (changes per render pass) */ + +layout(set = 1, binding = 0, std140) uniform SceneDataBlock { + SceneData data; + SceneData prev_data; +} +scene_data_block; + +struct ImplementationData { + uint cluster_shift; + uint cluster_width; + uint cluster_type_size; + uint max_cluster_element_count_div_32; + + uint ss_effects_flags; + float ssao_light_affect; + float ssao_ao_affect; + uint pad1; + + mat4 sdf_to_bounds; + + ivec3 sdf_offset; + uint pad2; + + ivec3 sdf_size; + bool gi_upscale_for_msaa; + + bool volumetric_fog_enabled; + float volumetric_fog_inv_length; + float volumetric_fog_detail_spread; + uint volumetric_fog_pad; +}; + +layout(set = 1, binding = 1, std140) uniform ImplementationDataBlock { + ImplementationData data; +} +implementation_data_block; + +#define implementation_data implementation_data_block.data + +struct InstanceData { + mat4 transform; + mat4 prev_transform; + uint flags; + uint instance_uniforms_ofs; //base offset in global buffer for instance variables + uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) + uint layer_mask; + vec4 lightmap_uv_scale; +}; + +layout(set = 1, binding = 2, std430) buffer restrict readonly InstanceDataBuffer { + InstanceData data[]; +} +instances; + +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + +layout(set = 1, binding = 3) uniform textureCubeArray radiance_cubemap; + +#else + +layout(set = 1, binding = 3) uniform textureCube radiance_cubemap; + +#endif + +layout(set = 1, binding = 4) uniform textureCubeArray reflection_atlas; + +layout(set = 1, binding = 5) uniform texture2D shadow_atlas; + +layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas; + +layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; + +layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; + +layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer { + uint data[]; +} +cluster_buffer; + +#ifdef MODE_RENDER_SDF + +layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid; +layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid; +layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid; +layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid; + +//still need to be present for shaders that use it, so remap them to something +#define depth_buffer shadow_atlas +#define color_buffer shadow_atlas +#define normal_roughness_buffer shadow_atlas + +#else + +layout(set = 1, binding = 10) uniform texture2D depth_buffer; +layout(set = 1, binding = 11) uniform texture2D color_buffer; + +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer; +layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer; +layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer; +#else // USE_MULTIVIEW +layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer; +layout(set = 1, binding = 14) uniform texture2D ambient_buffer; +layout(set = 1, binding = 15) uniform texture2D reflection_buffer; +#endif +layout(set = 1, binding = 13) uniform texture2D ao_buffer; +layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture; +layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades; + +struct VoxelGIData { + mat4 xform; // 64 - 64 + + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 + + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 + + vec3 pad; // 12 - 108 + float exposure_normalization; // 4 - 112 +}; + +layout(set = 1, binding = 18, std140) uniform VoxelGIs { + VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; +} +voxel_gi_instances; + +layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture; + +layout(set = 1, binding = 20) uniform texture2D ssil_buffer; + +#endif + +/* Set 2 Skeleton & Instancing (can change per item) */ + +layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { + vec4 data[]; +} +transforms; + +/* Set 3 User Material */ diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub new file mode 100644 index 0000000000..741da8fe69 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub @@ -0,0 +1,17 @@ +#!/usr/bin/env python + +Import("env") + +if "RD_GLSL" in env["BUILDERS"]: + # find all include files + gl_include_files = [str(f) for f in Glob("*_inc.glsl")] + + # find all shader code(all glsl files excluding our include files) + glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files] + + # make sure we recompile shaders if include files change + env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"]) + + # compile shaders + for glsl_file in glsl_files: + env.RD_GLSL(glsl_file) diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl new file mode 100644 index 0000000000..a109fd4d75 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -0,0 +1,1655 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +/* Include our forward mobile UBOs definitions etc. */ +#include "scene_forward_mobile_inc.glsl" + +#define SHADER_IS_SRGB false + +/* INPUT ATTRIBS */ + +layout(location = 0) in vec3 vertex_attrib; + +//only for pure render depth when normal is not used + +#ifdef NORMAL_USED +layout(location = 1) in vec2 normal_attrib; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 2) in vec2 tangent_attrib; +#endif + +#if defined(COLOR_USED) +layout(location = 3) in vec4 color_attrib; +#endif + +#ifdef UV_USED +layout(location = 4) in vec2 uv_attrib; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) +layout(location = 5) in vec2 uv2_attrib; +#endif // MODE_RENDER_MATERIAL + +#if defined(CUSTOM0_USED) +layout(location = 6) in vec4 custom0_attrib; +#endif + +#if defined(CUSTOM1_USED) +layout(location = 7) in vec4 custom1_attrib; +#endif + +#if defined(CUSTOM2_USED) +layout(location = 8) in vec4 custom2_attrib; +#endif + +#if defined(CUSTOM3_USED) +layout(location = 9) in vec4 custom3_attrib; +#endif + +#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) +layout(location = 10) in uvec4 bone_attrib; +#endif + +#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) +layout(location = 11) in vec4 weight_attrib; +#endif + +vec3 oct_to_vec3(vec2 e) { + vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); + float t = max(-v.z, 0.0); + v.xy += t * -sign(v.xy); + return v; +} + +/* Varyings */ + +layout(location = 0) highp out vec3 vertex_interp; + +#ifdef NORMAL_USED +layout(location = 1) mediump out vec3 normal_interp; +#endif + +#if defined(COLOR_USED) +layout(location = 2) mediump out vec4 color_interp; +#endif + +#ifdef UV_USED +layout(location = 3) mediump out vec2 uv_interp; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) mediump out vec2 uv2_interp; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 5) mediump out vec3 tangent_interp; +layout(location = 6) mediump out vec3 binormal_interp; +#endif + +#ifdef MATERIAL_UNIFORMS_USED +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ + +#MATERIAL_UNIFORMS + +} material; +#endif + +#ifdef MODE_DUAL_PARABOLOID + +layout(location = 9) out highp float dp_clip; + +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif +#else +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +invariant gl_Position; + +#GLOBALS + +#define scene_data scene_data_block.data + +void main() { + vec4 instance_custom = vec4(0.0); +#if defined(COLOR_USED) + color_interp = color_attrib; +#endif + + bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH); + + mat4 model_matrix = draw_call.transform; + + mat3 model_normal_matrix; + if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { + model_normal_matrix = transpose(inverse(mat3(model_matrix))); + } else { + model_normal_matrix = mat3(model_matrix); + } + + if (is_multimesh) { + //multimesh, instances are for it + + mat4 matrix; + +#ifdef USE_PARTICLE_TRAILS + uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; + uint stride = 3 + 1 + 1; //particles always uses this format + + uint offset = trail_size * stride * gl_InstanceIndex; + +#ifdef COLOR_USED + vec4 pcolor; +#endif + { + uint boffset = offset + bone_attrib.x * stride; + matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; +#ifdef COLOR_USED + pcolor = transforms.data[boffset + 3] * weight_attrib.x; +#endif + } + if (weight_attrib.y > 0.001) { + uint boffset = offset + bone_attrib.y * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.y; +#endif + } + if (weight_attrib.z > 0.001) { + uint boffset = offset + bone_attrib.z * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.z; +#endif + } + if (weight_attrib.w > 0.001) { + uint boffset = offset + bone_attrib.w * stride; + matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; +#ifdef COLOR_USED + pcolor += transforms.data[boffset + 3] * weight_attrib.w; +#endif + } + + instance_custom = transforms.data[offset + 4]; + +#ifdef COLOR_USED + color_interp *= pcolor; +#endif + +#else + uint stride = 0; + { + //TODO implement a small lookup table for the stride + if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + stride += 2; + } else { + stride += 3; + } + if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { + stride += 1; + } + if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + stride += 1; + } + } + + uint offset = stride * gl_InstanceIndex; + + if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { + matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + offset += 2; + } else { + matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0)); + offset += 3; + } + + if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { +#ifdef COLOR_USED + color_interp *= transforms.data[offset]; +#endif + offset += 1; + } + + if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { + instance_custom = transforms.data[offset]; + } + +#endif + //transpose + matrix = transpose(matrix); + model_matrix = model_matrix * matrix; + model_normal_matrix = model_normal_matrix * mat3(matrix); + } + + vec3 vertex = vertex_attrib; +#ifdef NORMAL_USED + vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; + vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); + float binormalf = sign(signed_tangent_attrib.y); + vec3 binormal = normalize(cross(normal, tangent) * binormalf); +#endif + +#ifdef UV_USED + uv_interp = uv_attrib; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + uv2_interp = uv2_attrib; +#endif + +#ifdef OVERRIDE_POSITION + vec4 position; +#endif + +#ifdef USE_MULTIVIEW + mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; +#else + mat4 projection_matrix = scene_data.projection_matrix; + mat4 inv_projection_matrix = scene_data.inv_projection_matrix; +#endif //USE_MULTIVIEW + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = (model_matrix * vec4(vertex, 1.0)).xyz; + +#ifdef NORMAL_USED + normal = model_normal_matrix * normal; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + tangent = model_normal_matrix * tangent; + binormal = model_normal_matrix * binormal; + +#endif +#endif + + float roughness = 1.0; + + mat4 modelview = scene_data.view_matrix * model_matrix; + mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; + + { +#CODE : VERTEX + } + + /* output */ + +// using local coordinates (default) +#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) + + vertex = (modelview * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = modelview_normal * normal; +#endif + +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + + binormal = modelview_normal * binormal; + tangent = modelview_normal * tangent; +#endif + +//using world coordinates +#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) + + vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED + normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; +#endif +#endif + + vertex_interp = vertex; +#ifdef NORMAL_USED + normal_interp = normal; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + tangent_interp = tangent; + binormal_interp = binormal; +#endif + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_DUAL_PARABOLOID + + vertex_interp.z *= scene_data.dual_paraboloid_side; + + dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias + + //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges + + vec3 vtx = vertex_interp; + float distance = length(vtx); + vtx = normalize(vtx); + vtx.xy /= 1.0 - vtx.z; + vtx.z = (distance / scene_data.z_far); + vtx.z = vtx.z * 2.0 - 1.0; + vertex_interp = vtx; + +#endif + +#endif //MODE_RENDER_DEPTH + +#ifdef OVERRIDE_POSITION + gl_Position = position; +#else + gl_Position = projection_matrix * vec4(vertex_interp, 1.0); +#endif // OVERRIDE_POSITION + +#ifdef MODE_RENDER_DEPTH + if (scene_data.pancake_shadows) { + if (gl_Position.z <= 0.00001) { + gl_Position.z = 0.00001; + } + } +#endif // MODE_RENDER_DEPTH +#ifdef MODE_RENDER_MATERIAL + if (scene_data.material_uv2_mode) { + vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass... + gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0; + gl_Position.z = 0.00001; + gl_Position.w = 1.0; + } +#endif // MODE_RENDER_MATERIAL +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +#define SHADER_IS_SRGB false + +/* Specialization Constants */ + +#if !defined(MODE_RENDER_DEPTH) + +#if !defined(MODE_UNSHADED) + +layout(constant_id = 0) const bool sc_use_light_projector = false; +layout(constant_id = 1) const bool sc_use_light_soft_shadows = false; +layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false; + +layout(constant_id = 3) const uint sc_soft_shadow_samples = 4; +layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4; + +layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4; +layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4; + +layout(constant_id = 8) const bool sc_projector_use_mipmaps = true; + +layout(constant_id = 9) const bool sc_disable_omni_lights = false; +layout(constant_id = 10) const bool sc_disable_spot_lights = false; +layout(constant_id = 11) const bool sc_disable_reflection_probes = false; +layout(constant_id = 12) const bool sc_disable_directional_lights = false; + +#endif //!MODE_UNSHADED + +layout(constant_id = 7) const bool sc_decal_use_mipmaps = true; +layout(constant_id = 13) const bool sc_disable_decals = false; +layout(constant_id = 14) const bool sc_disable_fog = false; + +#endif //!MODE_RENDER_DEPTH + +layout(constant_id = 15) const float sc_luminance_multiplier = 2.0; + +/* Include our forward mobile UBOs definitions etc. */ +#include "scene_forward_mobile_inc.glsl" + +/* Varyings */ + +layout(location = 0) highp in vec3 vertex_interp; + +#ifdef NORMAL_USED +layout(location = 1) mediump in vec3 normal_interp; +#endif + +#if defined(COLOR_USED) +layout(location = 2) mediump in vec4 color_interp; +#endif + +#ifdef UV_USED +layout(location = 3) mediump in vec2 uv_interp; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) +layout(location = 4) mediump in vec2 uv2_interp; +#endif + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +layout(location = 5) mediump in vec3 tangent_interp; +layout(location = 6) mediump in vec3 binormal_interp; +#endif + +#ifdef MODE_DUAL_PARABOLOID + +layout(location = 9) highp in float dp_clip; + +#endif + +#ifdef USE_MULTIVIEW +#ifdef has_VK_KHR_multiview +#define ViewIndex gl_ViewIndex +#else +// !BAS! This needs to become an input once we implement our fallback! +#define ViewIndex 0 +#endif +#else +// Set to zero, not supported in non stereo +#define ViewIndex 0 +#endif //USE_MULTIVIEW + +//defines to keep compatibility with vertex + +#define model_matrix draw_call.transform +#ifdef USE_MULTIVIEW +#define projection_matrix scene_data.projection_matrix_view[ViewIndex] +#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] +#else +#define projection_matrix scene_data.projection_matrix +#define inv_projection_matrix scene_data.inv_projection_matrix +#endif + +#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) +//both required for transmittance to be enabled +#define LIGHT_TRANSMITTANCE_USED +#endif + +#ifdef MATERIAL_UNIFORMS_USED +layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ + +#MATERIAL_UNIFORMS + +} material; +#endif + +#GLOBALS + +/* clang-format on */ + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_RENDER_MATERIAL + +layout(location = 0) out vec4 albedo_output_buffer; +layout(location = 1) out vec4 normal_output_buffer; +layout(location = 2) out vec4 orm_output_buffer; +layout(location = 3) out vec4 emission_output_buffer; +layout(location = 4) out float depth_output_buffer; + +#endif // MODE_RENDER_MATERIAL + +#else // RENDER DEPTH + +#ifdef MODE_MULTIPLE_RENDER_TARGETS + +layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness +layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) +#else + +layout(location = 0) out mediump vec4 frag_color; +#endif // MODE_MULTIPLE_RENDER_TARGETS + +#endif // RENDER DEPTH + +#include "../scene_forward_aa_inc.glsl" + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +// Default to SPECULAR_SCHLICK_GGX. +#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) +#define SPECULAR_SCHLICK_GGX +#endif + +#include "../scene_forward_lights_inc.glsl" + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifndef MODE_RENDER_DEPTH + +/* + Only supporting normal fog here. +*/ + +vec4 fog_process(vec3 vertex) { + vec3 fog_color = scene_data_block.data.fog_light_color; + + if (scene_data_block.data.fog_aerial_perspective > 0.0) { + vec3 sky_fog_color = vec3(0.0); + vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; + // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred + float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + float lod, blend; + blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); + sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb; + sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend); +#else + sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); + } + + if (scene_data_block.data.fog_sun_scatter > 0.001) { + vec4 sun_scatter = vec4(0.0); + float sun_total = 0.0; + vec3 view = normalize(vertex); + + for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { + vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; + float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); + fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; + } + } + + float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); + + if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { + float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; + + float y_dist = y - scene_data_block.data.fog_height; + + float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); + + fog_amount = max(vfog_amount, fog_amount); + } + + return vec4(fog_color, fog_amount); +} + +#endif //!MODE_RENDER DEPTH + +#define scene_data scene_data_block.data + +void main() { +#ifdef MODE_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif + + //lay out everything, whatever is unused is optimized away anyway + vec3 vertex = vertex_interp; +#ifdef USE_MULTIVIEW + vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); +#else + vec3 view = -normalize(vertex_interp); +#endif + vec3 albedo = vec3(1.0); + vec3 backlight = vec3(0.0); + vec4 transmittance_color = vec4(0.0); + float transmittance_depth = 0.0; + float transmittance_boost = 0.0; + float metallic = 0.0; + float specular = 0.5; + vec3 emission = vec3(0.0); + float roughness = 1.0; + float rim = 0.0; + float rim_tint = 0.0; + float clearcoat = 0.0; + float clearcoat_roughness = 0.0; + float anisotropy = 0.0; + vec2 anisotropy_flow = vec2(1.0, 0.0); + vec4 fog = vec4(0.0); +#if defined(CUSTOM_RADIANCE_USED) + vec4 custom_radiance = vec4(0.0); +#endif +#if defined(CUSTOM_IRRADIANCE_USED) + vec4 custom_irradiance = vec4(0.0); +#endif + + float ao = 1.0; + float ao_light_affect = 0.0; + + float alpha = 1.0; + +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) + vec3 binormal = normalize(binormal_interp); + vec3 tangent = normalize(tangent_interp); +#else + vec3 binormal = vec3(0.0); + vec3 tangent = vec3(0.0); +#endif + +#ifdef NORMAL_USED + vec3 normal = normalize(normal_interp); + +#if defined(DO_SIDE_CHECK) + if (!gl_FrontFacing) { + normal = -normal; + } +#endif + +#endif //NORMAL_USED + +#ifdef UV_USED + vec2 uv = uv_interp; +#endif + +#if defined(UV2_USED) || defined(USE_LIGHTMAP) + vec2 uv2 = uv2_interp; +#endif + +#if defined(COLOR_USED) + vec4 color = color_interp; +#endif + +#if defined(NORMAL_MAP_USED) + + vec3 normal_map = vec3(0.5); +#endif + + float normal_map_depth = 1.0; + + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; + + float sss_strength = 0.0; + +#ifdef ALPHA_SCISSOR_USED + float alpha_scissor_threshold = 1.0; +#endif // ALPHA_SCISSOR_USED + +#ifdef ALPHA_HASH_USED + float alpha_hash_scale = 1.0; +#endif // ALPHA_HASH_USED + +#ifdef ALPHA_ANTIALIASING_EDGE_USED + float alpha_antialiasing_edge = 0.0; + vec2 alpha_texture_coordinate = vec2(0.0, 0.0); +#endif // ALPHA_ANTIALIASING_EDGE_USED + + { +#CODE : FRAGMENT + } + +#ifdef LIGHT_TRANSMITTANCE_USED +#ifdef SSS_MODE_SKIN + transmittance_color.a = sss_strength; +#else + transmittance_color.a *= sss_strength; +#endif +#endif + +#ifndef USE_SHADOW_TO_OPACITY + +#ifdef ALPHA_SCISSOR_USED + if (alpha < alpha_scissor_threshold) { + discard; + } +#endif // ALPHA_SCISSOR_USED + +// alpha hash can be used in unison with alpha antialiasing +#ifdef ALPHA_HASH_USED + if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { + discard; + } +#endif // ALPHA_HASH_USED + +// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash +#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) + alpha = 1.0; +#endif + +#ifdef ALPHA_ANTIALIASING_EDGE_USED +// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather +#ifdef ALPHA_SCISSOR_USED + alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); +#endif + alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); +#endif // ALPHA_ANTIALIASING_EDGE_USED + +#ifdef USE_OPAQUE_PREPASS + if (alpha < scene_data.opaque_prepass_threshold) { + discard; + } +#endif // USE_OPAQUE_PREPASS + +#endif // !USE_SHADOW_TO_OPACITY + +#ifdef NORMAL_MAP_USED + + normal_map.xy = normal_map.xy * 2.0 - 1.0; + normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + + normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); + +#endif + +#ifdef LIGHT_ANISOTROPY_USED + + if (anisotropy > 0.01) { + //rotation matrix + mat3 rot = mat3(tangent, binormal, normal); + //make local to space + tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); + binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); + } + +#endif + +#ifdef ENABLE_CLIP_ALPHA + if (albedo.a < 0.99) { + //used for doublepass and shadowmapping + discard; + } +#endif + + /////////////////////// FOG ////////////////////// +#ifndef MODE_RENDER_DEPTH + +#ifndef CUSTOM_FOG_USED + // fog must be processed as early as possible and then packed. + // to maximize VGPR usage + // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. + + if (!sc_disable_fog && scene_data.fog_enabled) { + fog = fog_process(vertex); + } + +#endif //!CUSTOM_FOG_USED + + uint fog_rg = packHalf2x16(fog.rg); + uint fog_ba = packHalf2x16(fog.ba); + +#endif //!MODE_RENDER_DEPTH + + /////////////////////// DECALS //////////////////////////////// + +#ifndef MODE_RENDER_DEPTH + + vec3 vertex_ddx = dFdx(vertex); + vec3 vertex_ddy = dFdy(vertex); + + if (!sc_disable_decals) { //Decals + // must implement + + uint decal_indices = draw_call.decals.x; + for (uint i = 0; i < 8; i++) { + uint decal_index = decal_indices & 0xFF; + if (i == 4) { + decal_indices = draw_call.decals.y; + } else { + decal_indices = decal_indices >> 8; + } + + if (decal_index == 0xFF) { + break; + } + + vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; + if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { + continue; //out of decal + } + + float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); + + if (decals.data[decal_index].normal_fade > 0.0) { + fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); + } + + //we need ddx/ddy for mipmaps, so simulate them + vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; + vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; + + if (decals.data[decal_index].albedo_rect != vec4(0.0)) { + //has albedo + vec4 decal_albedo; + if (sc_decal_use_mipmaps) { + decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); + } else { + decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); + } + decal_albedo *= decals.data[decal_index].modulate; + decal_albedo.a *= fade; + albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); + + if (decals.data[decal_index].normal_rect != vec4(0.0)) { + vec3 decal_normal; + if (sc_decal_use_mipmaps) { + decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; + } else { + decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; + } + decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software + decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); + //convert to view space, use xzy because y is up + decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; + + normal = normalize(mix(normal, decal_normal, decal_albedo.a)); + } + + if (decals.data[decal_index].orm_rect != vec4(0.0)) { + vec3 decal_orm; + if (sc_decal_use_mipmaps) { + decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; + } else { + decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; + } + ao = mix(ao, decal_orm.r, decal_albedo.a); + roughness = mix(roughness, decal_orm.g, decal_albedo.a); + metallic = mix(metallic, decal_orm.b, decal_albedo.a); + } + } + + if (decals.data[decal_index].emission_rect != vec4(0.0)) { + //emission is additive, so its independent from albedo + if (sc_decal_use_mipmaps) { + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + } else { + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + } + } + } + } //Decals +#endif //!MODE_RENDER_DEPTH + + /////////////////////// LIGHTING ////////////////////////////// + +#ifdef NORMAL_USED + if (scene_data.roughness_limiter_enabled) { + //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf + float roughness2 = roughness * roughness; + vec3 dndu = dFdx(normal), dndv = dFdy(normal); + float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); + float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect + float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); + roughness = sqrt(filteredRoughness2); + } +#endif // NORMAL_USED + //apply energy conservation + + vec3 specular_light = vec3(0.0, 0.0, 0.0); + vec3 diffuse_light = vec3(0.0, 0.0, 0.0); + vec3 ambient_light = vec3(0.0, 0.0, 0.0); + +#ifndef MODE_UNSHADED + // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. + emission *= scene_data.emissive_exposure_normalization; +#endif + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + if (scene_data.use_reflection_cubemap) { +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); + vec3 ref_vec = reflect(-view, bent_normal); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); +#else + vec3 ref_vec = reflect(-view, normal); + ref_vec = mix(ref_vec, normal, roughness * roughness); +#endif + 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 + + float lod, blend; + blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); + specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else // USE_RADIANCE_CUBEMAP_ARRAY + 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 + specular_light *= sc_luminance_multiplier; + specular_light *= scene_data.IBL_exposure_normalization; + specular_light *= horizon * horizon; + specular_light *= scene_data.ambient_light_color_energy.a; + } + +#if defined(CUSTOM_RADIANCE_USED) + specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a); +#endif // CUSTOM_RADIANCE_USED + +#ifndef USE_LIGHTMAP + //lightmap overrides everything + if (scene_data.use_ambient_light) { + ambient_light = scene_data.ambient_light_color_energy.rgb; + + if (scene_data.use_ambient_cubemap) { + vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; +#else + vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + cubemap_ambient *= sc_luminance_multiplier; + cubemap_ambient *= scene_data.IBL_exposure_normalization; + ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); + } + } +#endif // !USE_LIGHTMAP + +#if defined(CUSTOM_IRRADIANCE_USED) + ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); +#endif // CUSTOM_IRRADIANCE_USED +#ifdef LIGHT_CLEARCOAT_USED + + if (scene_data.use_reflection_cubemap) { + vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map + float NoV = max(dot(n, view), 0.0001); + vec3 ref_vec = reflect(-view, n); + ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); + // The clear coat layer assumes an IOR of 1.5 (4% reflectance) + float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); + float attenuation = 1.0 - Fc; + ambient_light *= attenuation; + specular_light *= attenuation; + + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); + ref_vec = scene_data.radiance_inverse_xform * ref_vec; + float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + + float lod, blend; + blend = modf(roughness_lod, lod); + vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; + clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); + +#else + vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; + +#endif //USE_RADIANCE_CUBEMAP_ARRAY + specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; + } +#endif +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + //radiance + +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifdef USE_LIGHTMAP + + //lightmap + if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture + uint index = draw_call.gi_offset; + + vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal; + const float c1 = 0.429043; + const float c2 = 0.511664; + const float c3 = 0.743125; + const float c4 = 0.886227; + const float c5 = 0.247708; + ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * + scene_data.emissive_exposure_normalization; + + } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap + bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); + uint ofs = draw_call.gi_offset & 0xFFFF; + vec3 uvw; + uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; + uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); + + uint idx = draw_call.gi_offset >> 20; + + if (uses_sh) { + uvw.z *= 4.0; //SH textures use 4 times more data + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + + vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); + float exposure_normalization = lightmaps.data[idx].exposure_normalization; + + ambient_light += lm_light_l0 * 0.282095f; + ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization; + ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization; + ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization; + if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick + vec3 r = reflect(normalize(-vertex), normal); + specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization; + specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization; + specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization; + } + + } else { + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; + } + } + + // No GI nor non low end mode... + +#endif // USE_LIGHTMAP + + // skipping ssao, do we remove ssao totally? + + if (!sc_disable_reflection_probes) { //Reflection probes + vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); + vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); + + uint reflection_indices = draw_call.reflection_probes.x; + +#ifdef LIGHT_ANISOTROPY_USED + // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy + vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; + vec3 anisotropic_tangent = cross(anisotropic_direction, view); + vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); + vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); +#else + vec3 bent_normal = normal; +#endif + vec3 ref_vec = normalize(reflect(-view, bent_normal)); + ref_vec = mix(ref_vec, bent_normal, roughness * roughness); + + for (uint i = 0; i < 8; i++) { + uint reflection_index = reflection_indices & 0xFF; + if (i == 4) { + reflection_indices = draw_call.reflection_probes.y; + } else { + reflection_indices = reflection_indices >> 8; + } + + if (reflection_index == 0xFF) { + break; + } + + reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); + } + + if (reflection_accum.a > 0.0) { + specular_light = reflection_accum.rgb / reflection_accum.a; + } + +#if !defined(USE_LIGHTMAP) + if (ambient_accum.a > 0.0) { + ambient_light = ambient_accum.rgb / ambient_accum.a; + } +#endif + } //Reflection probes + + // finalize ambient light here + ambient_light *= albedo.rgb; + ambient_light *= ao; + + // convert ao to direct light ao + ao = mix(1.0, ao, ao_light_affect); + + //this saves some VGPRs + vec3 f0 = F0(metallic, specular, albedo); + + { +#if defined(DIFFUSE_TOON) + //simplify for toon, as + specular_light *= specular * metallic * albedo * 2.0; +#else + + // scales the specular reflections, needs to be computed before lighting happens, + // but after environment, GI, and reflection probes are added + // Environment brdf approximation (Lazarov 2013) + // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile + const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); + const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); + vec4 r = roughness * c0 + c1; + float ndotv = clamp(dot(normal, view), 0.0, 1.0); + float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; + vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; + + specular_light *= env.x * f0 + env.y; +#endif + } + +#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#if !defined(MODE_RENDER_DEPTH) + //this saves some VGPRs + uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular)); +#endif + +// LIGHTING +#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + + if (!sc_disable_directional_lights) { //directional light +#ifndef SHADOWS_DISABLED + // Do shadow and lighting in two passes to reduce register pressure + uint shadow0 = 0; + uint shadow1 = 0; + + for (uint i = 0; i < 8; i++) { + if (i >= scene_data.directional_light_count) { + break; + } + + if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) { + continue; //not masked + } + + float shadow = 1.0; + + // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support. + // Not sure if there is a reason to change this seeing directional lights are part of our global data + // Should think about whether we may want to move this code into an include file or function?? + +#ifdef USE_SOFT_SHADOWS + //version with soft shadows, more expensive + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -vertex.z; + + vec4 pssm_coord; + vec3 light_dir = directional_lights.data[i].direction; + +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ + m_var.xyz += normal_bias; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 0) + + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.x; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 1) + + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 2) + + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + } else { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 3) + + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + } + + if (directional_lights.data[i].blend_splits) { + float pssm_blend; + float shadow2; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 1) + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.y; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 2) + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.z; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 3) + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + if (directional_lights.data[i].softshadow_angle > 0) { + float range_pos = dot(directional_lights.data[i].direction, v.xyz); + float range_begin = directional_lights.data[i].shadow_range_begin.w; + float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; + vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + } else { + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + } + + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + } else { + pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + } + + pssm_blend = sqrt(pssm_blend); + + shadow = mix(shadow, shadow2, pssm_blend); + } + + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + +#undef BIAS_FUNC + } +#else + // Soft shadow disabled version + + if (directional_lights.data[i].shadow_opacity > 0.001) { + float depth_z = -vertex.z; + + vec4 pssm_coord; + float blur_factor; + vec3 light_dir = directional_lights.data[i].direction; + vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); + +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ + m_var.xyz += normal_bias; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 0) + + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + blur_factor = 1.0; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 1) + + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; + ; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 2) + + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; + } else { + vec4 v = vec4(vertex, 1.0); + + BIAS_FUNC(v, 3) + + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; + } + + pssm_coord /= pssm_coord.w; + + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord); + + if (directional_lights.data[i].blend_splits) { + float pssm_blend; + float blur_factor2; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 1) + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 2) + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + vec4 v = vec4(vertex, 1.0); + BIAS_FUNC(v, 3) + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); + // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. + blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; + } else { + pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) + blur_factor2 = 1.0; + } + + pssm_coord /= pssm_coord.w; + + float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord); + shadow = mix(shadow, shadow2, pssm_blend); + } + + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + +#undef BIAS_FUNC + } +#endif + + if (i < 4) { + shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8); + } else { + shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); + } + } + +#endif // SHADOWS_DISABLED + + for (uint i = 0; i < 8; i++) { + if (i >= scene_data.directional_light_count) { + break; + } + + if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) { + continue; //not masked + } + + // We're not doing light transmittence + + float shadow = 1.0; +#ifndef SHADOWS_DISABLED + if (i < 4) { + shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; + } else { + shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; + } +#endif + blur_shadow(shadow); + + light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +/* not supported here +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_boost, + transmittance_z, +#endif +*/ +#ifdef LIGHT_RIM_USED + rim, rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), +#endif +#ifdef LIGHT_ANISOTROPY_USED + binormal, tangent, anisotropy, +#endif +#ifdef USE_SOFT_SHADOW + directional_lights.data[i].size, +#endif + diffuse_light, + specular_light); + } + } //directional light + + if (!sc_disable_omni_lights) { //omni lights + uint light_indices = draw_call.omni_lights.x; + for (uint i = 0; i < 8; i++) { + uint light_index = light_indices & 0xFF; + if (i == 4) { + light_indices = draw_call.omni_lights.y; + } else { + light_indices = light_indices >> 8; + } + + if (light_index == 0xFF) { + break; + } + + float shadow = light_process_omni_shadow(light_index, vertex, normal); + + shadow = blur_shadow(shadow); + + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +/* +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_boost, +#endif +*/ +#ifdef LIGHT_RIM_USED + rim, + rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), +#endif +#ifdef LIGHT_ANISOTROPY_USED + tangent, + binormal, anisotropy, +#endif + diffuse_light, specular_light); + } + } //omni lights + + if (!sc_disable_spot_lights) { //spot lights + + uint light_indices = draw_call.spot_lights.x; + for (uint i = 0; i < 8; i++) { + uint light_index = light_indices & 0xFF; + if (i == 4) { + light_indices = draw_call.spot_lights.y; + } else { + light_indices = light_indices >> 8; + } + + if (light_index == 0xFF) { + break; + } + + float shadow = light_process_spot_shadow(light_index, vertex, normal); + + shadow = blur_shadow(shadow); + + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, +#ifdef LIGHT_BACKLIGHT_USED + backlight, +#endif +/* +#ifdef LIGHT_TRANSMITTANCE_USED + transmittance_color, + transmittance_depth, + transmittance_boost, +#endif +*/ +#ifdef LIGHT_RIM_USED + rim, + rim_tint, +#endif +#ifdef LIGHT_CLEARCOAT_USED + clearcoat, clearcoat_roughness, normalize(normal_interp), +#endif +#ifdef LIGHT_ANISOTROPY_USED + tangent, + binormal, anisotropy, +#endif + diffuse_light, specular_light); + } + } //spot lights + +#ifdef USE_SHADOW_TO_OPACITY + alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); + +#if defined(ALPHA_SCISSOR_USED) + if (alpha < alpha_scissor) { + discard; + } +#endif // ALPHA_SCISSOR_USED + +#ifdef USE_OPAQUE_PREPASS + + if (alpha < scene_data.opaque_prepass_threshold) { + discard; + } + +#endif // USE_OPAQUE_PREPASS + +#endif // USE_SHADOW_TO_OPACITY + +#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) + +#ifdef MODE_RENDER_DEPTH + +#ifdef MODE_RENDER_MATERIAL + + albedo_output_buffer.rgb = albedo; + albedo_output_buffer.a = alpha; + + normal_output_buffer.rgb = normal * 0.5 + 0.5; + normal_output_buffer.a = 0.0; + depth_output_buffer.r = -vertex.z; + + orm_output_buffer.r = ao; + orm_output_buffer.g = roughness; + orm_output_buffer.b = metallic; + orm_output_buffer.a = sss_strength; + + emission_output_buffer.rgb = emission; + emission_output_buffer.a = 0.0; +#endif // MODE_RENDER_MATERIAL + +#else // MODE_RENDER_DEPTH + + // multiply by albedo + diffuse_light *= albedo; // ambient must be multiplied by albedo at the end + + // apply direct light AO + ao = unpackUnorm4x8(orms).x; + specular_light *= ao; + diffuse_light *= ao; + + // apply metallic + metallic = unpackUnorm4x8(orms).z; + diffuse_light *= 1.0 - metallic; + ambient_light *= 1.0 - metallic; + + //restore fog + fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba)); + +#ifdef MODE_MULTIPLE_RENDER_TARGETS + +#ifdef MODE_UNSHADED + diffuse_buffer = vec4(albedo.rgb, 0.0); + specular_buffer = vec4(0.0); + +#else // MODE_UNSHADED + +#ifdef SSS_MODE_SKIN + sss_strength = -sss_strength; +#endif // SSS_MODE_SKIN + diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); + specular_buffer = vec4(specular_light, metallic); +#endif // MODE_UNSHADED + + diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); + specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); + +#else //MODE_MULTIPLE_RENDER_TARGETS + +#ifdef MODE_UNSHADED + frag_color = vec4(albedo, alpha); +#else // MODE_UNSHADED + frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); +#endif // MODE_UNSHADED + + // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. + frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); + + // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking + // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images + frag_color.rgb = frag_color.rgb / sc_luminance_multiplier; + +#endif //MODE_MULTIPLE_RENDER_TARGETS + +#endif //MODE_RENDER_DEPTH +} diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl new file mode 100644 index 0000000000..5e4999fa0f --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -0,0 +1,166 @@ +#define M_PI 3.14159265359 +#define MAX_VIEWS 2 + +#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) +#extension GL_EXT_multiview : enable +#endif + +#include "../decal_data_inc.glsl" +#include "../scene_data_inc.glsl" + +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#ifndef NORMAL_USED +#define NORMAL_USED +#endif +#endif + +/* don't exceed 128 bytes!! */ +/* put instance data into our push content, not a array */ +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 + uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76 + uint layer_mask; // 04 - 80 + highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed + + uvec2 reflection_probes; // 08 - 104 + uvec2 omni_lights; // 08 - 112 + uvec2 spot_lights; // 08 - 120 + uvec2 decals; // 08 - 128 +} +draw_call; + +/* Set 0: Base Pass (never changes) */ + +#include "../light_data_inc.glsl" + +#define SAMPLER_NEAREST_CLAMP 0 +#define SAMPLER_LINEAR_CLAMP 1 +#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 +#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 +#define SAMPLER_NEAREST_REPEAT 6 +#define SAMPLER_LINEAR_REPEAT 7 +#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 +#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 + +layout(set = 0, binding = 1) uniform sampler material_samplers[12]; + +layout(set = 0, binding = 2) uniform sampler shadow_sampler; + +layout(set = 0, binding = 3) uniform sampler decal_sampler; +layout(set = 0, binding = 4) uniform sampler light_projector_sampler; + +#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) +#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) +#define INSTANCE_FLAGS_USE_SDFGI (1 << 7) +#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) +#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) +#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) +#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) +#define INSTANCE_FLAGS_MULTIMESH (1 << 12) +#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) +#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) +#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) +#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 +//3 bits of stride +#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF + +layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { + LightData data[]; +} +omni_lights; + +layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { + LightData data[]; +} +spot_lights; + +layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { + ReflectionData data[]; +} +reflections; + +layout(set = 0, binding = 8, std140) uniform DirectionalLights { + DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +} +directional_lights; + +#define LIGHTMAP_FLAG_USE_DIRECTION 1 +#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2 + +struct Lightmap { + mediump mat3 normal_xform; + vec3 pad; + float exposure_normalization; +}; + +layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { + Lightmap data[]; +} +lightmaps; + +struct LightmapCapture { + mediump vec4 sh[9]; +}; + +layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { + LightmapCapture data[]; +} +lightmap_captures; + +layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas; +layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb; + +layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { + DecalData data[]; +} +decals; + +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { + highp vec4 data[]; +} +global_shader_uniforms; + +/* Set 1: Render Pass (changes per render pass) */ + +layout(set = 1, binding = 0, std140) uniform SceneDataBlock { + SceneData data; + SceneData prev_data; +} +scene_data_block; + +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + +layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap; + +#else + +layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap; + +#endif + +layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas; + +layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas; + +layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas; + +// this needs to change to providing just the lightmap we're using.. +layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; + +layout(set = 1, binding = 9) uniform highp texture2D depth_buffer; +layout(set = 1, binding = 10) uniform mediump texture2D color_buffer; + +/* Set 2 Skeleton & Instancing (can change per item) */ + +layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { + highp vec4 data[]; +} +transforms; + +/* Set 3 User Material */ diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl new file mode 100644 index 0000000000..048257e9ef --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl @@ -0,0 +1,69 @@ +// Scene data stores all our 3D rendering globals for a frame such as our matrices +// where this information is independent of the different RD implementations. +// This enables us to use this UBO in our main scene render shaders but also in +// effects that need access to this data. + +struct SceneData { + highp mat4 projection_matrix; + highp mat4 inv_projection_matrix; + highp mat4 inv_view_matrix; + highp mat4 view_matrix; + + // only used for multiview + highp mat4 projection_matrix_view[MAX_VIEWS]; + highp mat4 inv_projection_matrix_view[MAX_VIEWS]; + highp vec4 eye_offset[MAX_VIEWS]; + + highp vec2 viewport_size; + highp vec2 screen_pixel_size; + + // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. + highp vec4 directional_penumbra_shadow_kernel[32]; + highp vec4 directional_soft_shadow_kernel[32]; + highp vec4 penumbra_shadow_kernel[32]; + highp vec4 soft_shadow_kernel[32]; + + mediump mat3 radiance_inverse_xform; + + mediump vec4 ambient_light_color_energy; + + mediump float ambient_color_sky_mix; + bool use_ambient_light; + bool use_ambient_cubemap; + bool use_reflection_cubemap; + + highp vec2 shadow_atlas_pixel_size; + highp vec2 directional_shadow_pixel_size; + + uint directional_light_count; + mediump float dual_paraboloid_side; + highp float z_far; + highp float z_near; + + bool roughness_limiter_enabled; + mediump float roughness_limiter_amount; + mediump float roughness_limiter_limit; + mediump float opaque_prepass_threshold; + + bool fog_enabled; + highp float fog_density; + highp float fog_height; + highp float fog_height_density; + + mediump vec3 fog_light_color; + mediump float fog_sun_scatter; + + mediump float fog_aerial_perspective; + highp float time; + mediump float reflection_multiplier; // one normally, zero when rendering reflections + bool material_uv2_mode; + + vec2 taa_jitter; + float emissive_exposure_normalization; + float IBL_exposure_normalization; + + bool pancake_shadows; + uint pad1; + uint pad2; + uint pad3; +}; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl deleted file mode 100644 index 8e8ec6883a..0000000000 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ /dev/null @@ -1,2110 +0,0 @@ -#[vertex] - -#version 450 - -#VERSION_DEFINES - -#include "scene_forward_clustered_inc.glsl" - -#define SHADER_IS_SRGB false - -/* INPUT ATTRIBS */ - -layout(location = 0) in vec3 vertex_attrib; - -//only for pure render depth when normal is not used - -#ifdef NORMAL_USED -layout(location = 1) in vec2 normal_attrib; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 2) in vec2 tangent_attrib; -#endif - -#if defined(COLOR_USED) -layout(location = 3) in vec4 color_attrib; -#endif - -#ifdef UV_USED -layout(location = 4) in vec2 uv_attrib; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) -layout(location = 5) in vec2 uv2_attrib; -#endif - -#if defined(CUSTOM0_USED) -layout(location = 6) in vec4 custom0_attrib; -#endif - -#if defined(CUSTOM1_USED) -layout(location = 7) in vec4 custom1_attrib; -#endif - -#if defined(CUSTOM2_USED) -layout(location = 8) in vec4 custom2_attrib; -#endif - -#if defined(CUSTOM3_USED) -layout(location = 9) in vec4 custom3_attrib; -#endif - -#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) -layout(location = 10) in uvec4 bone_attrib; -#endif - -#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) -layout(location = 11) in vec4 weight_attrib; -#endif - -vec3 oct_to_vec3(vec2 e) { - vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); - float t = max(-v.z, 0.0); - v.xy += t * -sign(v.xy); - return v; -} - -/* Varyings */ - -layout(location = 0) out vec3 vertex_interp; - -#ifdef NORMAL_USED -layout(location = 1) out vec3 normal_interp; -#endif - -#if defined(COLOR_USED) -layout(location = 2) out vec4 color_interp; -#endif - -#ifdef UV_USED -layout(location = 3) out vec2 uv_interp; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) -layout(location = 4) out vec2 uv2_interp; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 5) out vec3 tangent_interp; -layout(location = 6) out vec3 binormal_interp; -#endif - -#ifdef MOTION_VECTORS -layout(location = 7) out vec4 screen_position; -layout(location = 8) out vec4 prev_screen_position; -#endif - -#ifdef MATERIAL_UNIFORMS_USED -layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ - -#MATERIAL_UNIFORMS - -} material; -#endif - -float global_time; - -#ifdef MODE_DUAL_PARABOLOID - -layout(location = 9) out float dp_clip; - -#endif - -layout(location = 10) out flat uint instance_index_interp; - -#ifdef USE_MULTIVIEW -#ifdef has_VK_KHR_multiview -#define ViewIndex gl_ViewIndex -#else // has_VK_KHR_multiview -// !BAS! This needs to become an input once we implement our fallback! -#define ViewIndex 0 -#endif // has_VK_KHR_multiview -#else // USE_MULTIVIEW -// Set to zero, not supported in non stereo -#define ViewIndex 0 -#endif //USE_MULTIVIEW - -invariant gl_Position; - -#GLOBALS - -void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { - vec4 instance_custom = vec4(0.0); -#if defined(COLOR_USED) - color_interp = color_attrib; -#endif - - mat3 model_normal_matrix; - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { - model_normal_matrix = transpose(inverse(mat3(model_matrix))); - } else { - model_normal_matrix = mat3(model_matrix); - } - - if (is_multimesh) { - //multimesh, instances are for it - - mat4 matrix; - -#ifdef USE_PARTICLE_TRAILS - uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; - uint stride = 3 + 1 + 1; //particles always uses this format - - uint offset = trail_size * stride * gl_InstanceIndex; - -#ifdef COLOR_USED - vec4 pcolor; -#endif - { - uint boffset = offset + bone_attrib.x * stride; - matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; -#ifdef COLOR_USED - pcolor = transforms.data[boffset + 3] * weight_attrib.x; -#endif - } - if (weight_attrib.y > 0.001) { - uint boffset = offset + bone_attrib.y * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; -#ifdef COLOR_USED - pcolor += transforms.data[boffset + 3] * weight_attrib.y; -#endif - } - if (weight_attrib.z > 0.001) { - uint boffset = offset + bone_attrib.z * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; -#ifdef COLOR_USED - pcolor += transforms.data[boffset + 3] * weight_attrib.z; -#endif - } - if (weight_attrib.w > 0.001) { - uint boffset = offset + bone_attrib.w * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; -#ifdef COLOR_USED - pcolor += transforms.data[boffset + 3] * weight_attrib.w; -#endif - } - - instance_custom = transforms.data[offset + 4]; - -#ifdef COLOR_USED - color_interp *= pcolor; -#endif - -#else - uint stride = 0; - { - //TODO implement a small lookup table for the stride - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { - stride += 2; - } else { - stride += 3; - } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { - stride += 1; - } - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { - stride += 1; - } - } - - uint offset = stride * (gl_InstanceIndex + multimesh_offset); - - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { - matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); - offset += 2; - } else { - matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0)); - offset += 3; - } - - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { -#ifdef COLOR_USED - color_interp *= transforms.data[offset]; -#endif - offset += 1; - } - - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { - instance_custom = transforms.data[offset]; - } - -#endif - //transpose - matrix = transpose(matrix); - model_matrix = model_matrix * matrix; - model_normal_matrix = model_normal_matrix * mat3(matrix); - } - - vec3 vertex = vertex_attrib; -#ifdef NORMAL_USED - vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; - vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); - float binormalf = sign(signed_tangent_attrib.y); - vec3 binormal = normalize(cross(normal, tangent) * binormalf); -#endif - -#ifdef UV_USED - uv_interp = uv_attrib; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) - uv2_interp = uv2_attrib; -#endif - -#ifdef OVERRIDE_POSITION - vec4 position; -#endif - -#ifdef USE_MULTIVIEW - mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; - mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; -#else - mat4 projection_matrix = scene_data.projection_matrix; - mat4 inv_projection_matrix = scene_data.inv_projection_matrix; -#endif //USE_MULTIVIEW - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = (model_matrix * vec4(vertex, 1.0)).xyz; - -#ifdef NORMAL_USED - normal = model_normal_matrix * normal; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - tangent = model_normal_matrix * tangent; - binormal = model_normal_matrix * binormal; - -#endif -#endif - - float roughness = 1.0; - - mat4 modelview = scene_data.view_matrix * model_matrix; - mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; - - { -#CODE : VERTEX - } - -// using local coordinates (default) -#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) - - vertex = (modelview * vec4(vertex, 1.0)).xyz; -#ifdef NORMAL_USED - normal = modelview_normal * normal; -#endif - -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = modelview_normal * binormal; - tangent = modelview_normal * tangent; -#endif - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; -#ifdef NORMAL_USED - normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; - tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; -#endif -#endif - - vertex_interp = vertex; - -#ifdef MOTION_VECTORS - screen_pos = projection_matrix * vec4(vertex_interp, 1.0); -#endif - -#ifdef NORMAL_USED - normal_interp = normal; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - tangent_interp = tangent; - binormal_interp = binormal; -#endif - -#ifdef MODE_RENDER_DEPTH - -#ifdef MODE_DUAL_PARABOLOID - - vertex_interp.z *= scene_data.dual_paraboloid_side; - - dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias - - //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges - - vec3 vtx = vertex_interp; - float distance = length(vtx); - vtx = normalize(vtx); - vtx.xy /= 1.0 - vtx.z; - vtx.z = (distance / scene_data.z_far); - vtx.z = vtx.z * 2.0 - 1.0; - vertex_interp = vtx; - -#endif - -#endif //MODE_RENDER_DEPTH - -#ifdef OVERRIDE_POSITION - gl_Position = position; -#else - gl_Position = projection_matrix * vec4(vertex_interp, 1.0); -#endif - -#ifdef MODE_RENDER_DEPTH - if (scene_data.pancake_shadows) { - if (gl_Position.z <= 0.00001) { - gl_Position.z = 0.00001; - } - } -#endif -#ifdef MODE_RENDER_MATERIAL - if (scene_data.material_uv2_mode) { - vec2 uv_offset = unpackHalf2x16(draw_call.uv_offset); - gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0; - gl_Position.z = 0.00001; - gl_Position.w = 1.0; - } -#endif -} - -void main() { - uint instance_index = draw_call.instance_index; - - bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); - if (!is_multimesh) { - instance_index += gl_InstanceIndex; - } - - instance_index_interp = instance_index; - - mat4 model_matrix = instances.data[instance_index].transform; -#if defined(MOTION_VECTORS) - global_time = scene_data_block.prev_data.time; - vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_previous_offset, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); - global_time = scene_data_block.data.time; - vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); -#else - global_time = scene_data_block.data.time; - vec4 screen_position; - vertex_shader(instance_index, is_multimesh, draw_call.multimesh_motion_vectors_current_offset, scene_data_block.data, model_matrix, screen_position); -#endif -} - -#[fragment] - -#version 450 - -#VERSION_DEFINES - -#define SHADER_IS_SRGB false - -/* Specialization Constants (Toggles) */ - -layout(constant_id = 0) const bool sc_use_forward_gi = false; -layout(constant_id = 1) const bool sc_use_light_projector = false; -layout(constant_id = 2) const bool sc_use_light_soft_shadows = false; -layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false; - -/* Specialization Constants (Values) */ - -layout(constant_id = 6) const uint sc_soft_shadow_samples = 4; -layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4; - -layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4; -layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4; - -layout(constant_id = 10) const bool sc_decal_use_mipmaps = true; -layout(constant_id = 11) const bool sc_projector_use_mipmaps = true; - -// not used in clustered renderer but we share some code with the mobile renderer that requires this. -const float sc_luminance_multiplier = 1.0; - -#include "scene_forward_clustered_inc.glsl" - -/* Varyings */ - -layout(location = 0) in vec3 vertex_interp; - -#ifdef NORMAL_USED -layout(location = 1) in vec3 normal_interp; -#endif - -#if defined(COLOR_USED) -layout(location = 2) in vec4 color_interp; -#endif - -#ifdef UV_USED -layout(location = 3) in vec2 uv_interp; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) -layout(location = 4) in vec2 uv2_interp; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 5) in vec3 tangent_interp; -layout(location = 6) in vec3 binormal_interp; -#endif - -#ifdef MOTION_VECTORS -layout(location = 7) in vec4 screen_position; -layout(location = 8) in vec4 prev_screen_position; -#endif - -#ifdef MODE_DUAL_PARABOLOID - -layout(location = 9) in float dp_clip; - -#endif - -layout(location = 10) in flat uint instance_index_interp; - -#ifdef USE_MULTIVIEW -#ifdef has_VK_KHR_multiview -#define ViewIndex gl_ViewIndex -#else // has_VK_KHR_multiview -// !BAS! This needs to become an input once we implement our fallback! -#define ViewIndex 0 -#endif // has_VK_KHR_multiview -#else // USE_MULTIVIEW -// Set to zero, not supported in non stereo -#define ViewIndex 0 -#endif //USE_MULTIVIEW - -//defines to keep compatibility with vertex - -#define model_matrix instances.data[draw_call.instance_index].transform -#ifdef USE_MULTIVIEW -#define projection_matrix scene_data.projection_matrix_view[ViewIndex] -#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] -#else -#define projection_matrix scene_data.projection_matrix -#define inv_projection_matrix scene_data.inv_projection_matrix -#endif - -#define global_time scene_data_block.data.time - -#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) -//both required for transmittance to be enabled -#define LIGHT_TRANSMITTANCE_USED -#endif - -#ifdef MATERIAL_UNIFORMS_USED -layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ - -#MATERIAL_UNIFORMS - -} material; -#endif - -#GLOBALS - -#ifdef MODE_RENDER_DEPTH - -#ifdef MODE_RENDER_MATERIAL - -layout(location = 0) out vec4 albedo_output_buffer; -layout(location = 1) out vec4 normal_output_buffer; -layout(location = 2) out vec4 orm_output_buffer; -layout(location = 3) out vec4 emission_output_buffer; -layout(location = 4) out float depth_output_buffer; - -#endif // MODE_RENDER_MATERIAL - -#ifdef MODE_RENDER_NORMAL_ROUGHNESS -layout(location = 0) out vec4 normal_roughness_output_buffer; - -#ifdef MODE_RENDER_VOXEL_GI -layout(location = 1) out uvec2 voxel_gi_buffer; -#endif - -#endif //MODE_RENDER_NORMAL -#else // RENDER DEPTH - -#ifdef MODE_SEPARATE_SPECULAR - -layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness -layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) -#else - -layout(location = 0) out vec4 frag_color; -#endif // MODE_SEPARATE_SPECULAR - -#endif // RENDER DEPTH - -#ifdef MOTION_VECTORS -layout(location = 2) out vec2 motion_vector; -#endif - -#include "scene_forward_aa_inc.glsl" - -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -// Default to SPECULAR_SCHLICK_GGX. -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) -#define SPECULAR_SCHLICK_GGX -#endif - -#include "scene_forward_lights_inc.glsl" - -#include "scene_forward_gi_inc.glsl" - -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#ifndef MODE_RENDER_DEPTH - -vec4 volumetric_fog_process(vec2 screen_uv, float z) { - vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length); - if (fog_pos.z < 0.0) { - return vec4(0.0); - } else if (fog_pos.z < 1.0) { - fog_pos.z = pow(fog_pos.z, scene_data_block.data.volumetric_fog_detail_spread); - } - - return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); -} - -vec4 fog_process(vec3 vertex) { - vec3 fog_color = scene_data_block.data.fog_light_color; - - if (scene_data_block.data.fog_aerial_perspective > 0.0) { - vec3 sky_fog_color = vec3(0.0); - vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; - // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred - float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - float lod, blend; - blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); - sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb; - sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend); -#else - sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; -#endif //USE_RADIANCE_CUBEMAP_ARRAY - fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); - } - - if (scene_data_block.data.fog_sun_scatter > 0.001) { - vec4 sun_scatter = vec4(0.0); - float sun_total = 0.0; - vec3 view = normalize(vertex); - - for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { - vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; - float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); - fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; - } - } - - float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); - - if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { - float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; - - float y_dist = y - scene_data_block.data.fog_height; - - float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); - - fog_amount = max(vfog_amount, fog_amount); - } - - return vec4(fog_color, fog_amount); -} - -void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { - uint item_min_max = cluster_buffer.data[p_offset]; - item_min = item_min_max & 0xFFFF; - item_max = item_min_max >> 16; - - item_from = item_min >> 5; - item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements -} - -uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { - int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); - int mask_width = min(int(z_max) - int(z_min), 32 - local_min); - return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); -} - -#endif //!MODE_RENDER DEPTH - -void fragment_shader(in SceneData scene_data) { - uint instance_index = instance_index_interp; - - //lay out everything, whatever is unused is optimized away anyway - vec3 vertex = vertex_interp; -#ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); -#else - vec3 view = -normalize(vertex_interp); -#endif - vec3 albedo = vec3(1.0); - vec3 backlight = vec3(0.0); - vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0); - float transmittance_depth = 0.0; - float transmittance_boost = 0.0; - float metallic = 0.0; - float specular = 0.5; - vec3 emission = vec3(0.0); - float roughness = 1.0; - float rim = 0.0; - float rim_tint = 0.0; - float clearcoat = 0.0; - float clearcoat_roughness = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); - vec4 fog = vec4(0.0); -#if defined(CUSTOM_RADIANCE_USED) - vec4 custom_radiance = vec4(0.0); -#endif -#if defined(CUSTOM_IRRADIANCE_USED) - vec4 custom_irradiance = vec4(0.0); -#endif - - float ao = 1.0; - float ao_light_affect = 0.0; - - float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0); - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 binormal = normalize(binormal_interp); - vec3 tangent = normalize(tangent_interp); -#else - vec3 binormal = vec3(0.0); - vec3 tangent = vec3(0.0); -#endif - -#ifdef NORMAL_USED - vec3 normal = normalize(normal_interp); - -#if defined(DO_SIDE_CHECK) - if (!gl_FrontFacing) { - normal = -normal; - } -#endif - -#endif //NORMAL_USED - -#ifdef UV_USED - vec2 uv = uv_interp; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) - vec2 uv2 = uv2_interp; -#endif - -#if defined(COLOR_USED) - vec4 color = color_interp; -#endif - -#if defined(NORMAL_MAP_USED) - - vec3 normal_map = vec3(0.5); -#endif - - float normal_map_depth = 1.0; - - vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; - - float sss_strength = 0.0; - -#ifdef ALPHA_SCISSOR_USED - float alpha_scissor_threshold = 1.0; -#endif // ALPHA_SCISSOR_USED - -#ifdef ALPHA_HASH_USED - float alpha_hash_scale = 1.0; -#endif // ALPHA_HASH_USED - -#ifdef ALPHA_ANTIALIASING_EDGE_USED - float alpha_antialiasing_edge = 0.0; - vec2 alpha_texture_coordinate = vec2(0.0, 0.0); -#endif // ALPHA_ANTIALIASING_EDGE_USED - - { -#CODE : FRAGMENT - } - -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color.a *= sss_strength; -#endif - -#ifndef USE_SHADOW_TO_OPACITY - -#ifdef ALPHA_SCISSOR_USED - if (alpha < alpha_scissor_threshold) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -// alpha hash can be used in unison with alpha antialiasing -#ifdef ALPHA_HASH_USED - if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { - discard; - } -#endif // ALPHA_HASH_USED - -// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash -#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) - alpha = 1.0; -#endif - -#ifdef ALPHA_ANTIALIASING_EDGE_USED -// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather -#ifdef ALPHA_SCISSOR_USED - alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); -#endif - alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); -#endif // ALPHA_ANTIALIASING_EDGE_USED - -#ifdef USE_OPAQUE_PREPASS - if (alpha < scene_data.opaque_prepass_threshold) { - discard; - } -#endif // USE_OPAQUE_PREPASS - -#endif // !USE_SHADOW_TO_OPACITY - -#ifdef NORMAL_MAP_USED - - normal_map.xy = normal_map.xy * 2.0 - 1.0; - normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - - normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); - -#endif - -#ifdef LIGHT_ANISOTROPY_USED - - if (anisotropy > 0.01) { - //rotation matrix - mat3 rot = mat3(tangent, binormal, normal); - //make local to space - tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); - binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); - } - -#endif - -#ifdef ENABLE_CLIP_ALPHA - if (albedo.a < 0.99) { - //used for doublepass and shadowmapping - discard; - } -#endif - - /////////////////////// FOG ////////////////////// -#ifndef MODE_RENDER_DEPTH - -#ifndef CUSTOM_FOG_USED - // fog must be processed as early as possible and then packed. - // to maximize VGPR usage - // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. - - if (scene_data.fog_enabled) { - fog = fog_process(vertex); - } - - if (scene_data.volumetric_fog_enabled) { - vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z); - if (scene_data.fog_enabled) { - //must use the full blending equation here to blend fogs - vec4 res; - float sa = 1.0 - volumetric_fog.a; - res.a = fog.a * sa + volumetric_fog.a; - if (res.a == 0.0) { - res.rgb = vec3(0.0); - } else { - res.rgb = (fog.rgb * fog.a * sa + volumetric_fog.rgb * volumetric_fog.a) / res.a; - } - fog = res; - } else { - fog = volumetric_fog; - } - } -#endif //!CUSTOM_FOG_USED - - uint fog_rg = packHalf2x16(fog.rg); - uint fog_ba = packHalf2x16(fog.ba); - -#endif //!MODE_RENDER_DEPTH - - /////////////////////// DECALS //////////////////////////////// - -#ifndef MODE_RENDER_DEPTH - - uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> scene_data.cluster_shift; - uint cluster_offset = (scene_data.cluster_width * cluster_pos.y + cluster_pos.x) * (scene_data.max_cluster_element_count_div_32 + 32); - - uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0)); - - //used for interpolating anything cluster related - vec3 vertex_ddx = dFdx(vertex); - vec3 vertex_ddy = dFdy(vertex); - - { // process decals - - uint cluster_decal_offset = cluster_offset + scene_data.cluster_type_size * 2; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_decal_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); -#endif - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_decal_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); -#else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } -#endif - uint decal_index = 32 * i + bit; - - if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) { - continue; //not masked - } - - vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; - if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { - continue; //out of decal - } - - float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); - - if (decals.data[decal_index].normal_fade > 0.0) { - fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); - } - - //we need ddx/ddy for mipmaps, so simulate them - vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; - vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; - - if (decals.data[decal_index].albedo_rect != vec4(0.0)) { - //has albedo - vec4 decal_albedo; - if (sc_decal_use_mipmaps) { - decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); - } else { - decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); - } - decal_albedo *= decals.data[decal_index].modulate; - decal_albedo.a *= fade; - albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); - - if (decals.data[decal_index].normal_rect != vec4(0.0)) { - vec3 decal_normal; - if (sc_decal_use_mipmaps) { - decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; - } else { - decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; - } - decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software - decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); - //convert to view space, use xzy because y is up - decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; - - normal = normalize(mix(normal, decal_normal, decal_albedo.a)); - } - - if (decals.data[decal_index].orm_rect != vec4(0.0)) { - vec3 decal_orm; - if (sc_decal_use_mipmaps) { - decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; - } else { - decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; - } - ao = mix(ao, decal_orm.r, decal_albedo.a); - roughness = mix(roughness, decal_orm.g, decal_albedo.a); - metallic = mix(metallic, decal_orm.b, decal_albedo.a); - } - } - - if (decals.data[decal_index].emission_rect != vec4(0.0)) { - //emission is additive, so its independent from albedo - if (sc_decal_use_mipmaps) { - emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; - } else { - emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].modulate.rgb * decals.data[decal_index].emission_energy * fade; - } - } - } - } - } - - //pack albedo until needed again, saves 2 VGPRs in the meantime - -#endif //not render depth - /////////////////////// LIGHTING ////////////////////////////// - -#ifdef NORMAL_USED - if (scene_data.roughness_limiter_enabled) { - //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf - float roughness2 = roughness * roughness; - vec3 dndu = dFdx(normal), dndv = dFdy(normal); - float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); - float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect - float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); - roughness = sqrt(filteredRoughness2); - } -#endif - //apply energy conservation - - vec3 specular_light = vec3(0.0, 0.0, 0.0); - vec3 diffuse_light = vec3(0.0, 0.0, 0.0); - vec3 ambient_light = vec3(0.0, 0.0, 0.0); - -#ifndef MODE_UNSHADED - // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. - emission *= scene_data.emissive_exposure_normalization; -#endif - -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - - if (scene_data.use_reflection_cubemap) { -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); - vec3 ref_vec = reflect(-view, bent_normal); - ref_vec = mix(ref_vec, bent_normal, roughness * roughness); -#else - vec3 ref_vec = reflect(-view, normal); - ref_vec = mix(ref_vec, normal, roughness * roughness); -#endif - - 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 - - float lod, blend; - blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); - specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; - specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); - -#else - 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 - specular_light *= scene_data.IBL_exposure_normalization; - specular_light *= horizon * horizon; - specular_light *= scene_data.ambient_light_color_energy.a; - } - -#if defined(CUSTOM_RADIANCE_USED) - specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a); -#endif - -#ifndef USE_LIGHTMAP - //lightmap overrides everything - if (scene_data.use_ambient_light) { - ambient_light = scene_data.ambient_light_color_energy.rgb; - - if (scene_data.use_ambient_cubemap) { - vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; -#else - vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; -#endif //USE_RADIANCE_CUBEMAP_ARRAY - cubemap_ambient *= scene_data.IBL_exposure_normalization; - ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); - } - } -#endif // USE_LIGHTMAP -#if defined(CUSTOM_IRRADIANCE_USED) - ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); -#endif - -#ifdef LIGHT_CLEARCOAT_USED - - if (scene_data.use_reflection_cubemap) { - vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map - float NoV = max(dot(n, view), 0.0001); - vec3 ref_vec = reflect(-view, n); - // The clear coat layer assumes an IOR of 1.5 (4% reflectance) - float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); - float attenuation = 1.0 - Fc; - ambient_light *= attenuation; - specular_light *= attenuation; - - ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); - ref_vec = scene_data.radiance_inverse_xform * ref_vec; - float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - - float lod, blend; - blend = modf(roughness_lod, lod); - vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; - clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); - -#else - vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; - -#endif //USE_RADIANCE_CUBEMAP_ARRAY - specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; - } -#endif -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - - //radiance - -/// GI /// -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#ifdef USE_LIGHTMAP - - //lightmap - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture - uint index = instances.data[instance_index].gi_offset; - - vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal; - const float c1 = 0.429043; - const float c2 = 0.511664; - const float c3 = 0.743125; - const float c4 = 0.886227; - const float c5 = 0.247708; - ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * - scene_data.emissive_exposure_normalization; - - } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap - bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); - uint ofs = instances.data[instance_index].gi_offset & 0xFFFF; - vec3 uvw; - uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy; - uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF); - - if (uses_sh) { - uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - - uint idx = instances.data[instance_index].gi_offset >> 20; - vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); - float en = lightmaps.data[idx].exposure_normalization; - - ambient_light += lm_light_l0 * 0.282095f * en; - ambient_light += lm_light_l1n1 * 0.32573 * n.y * en; - ambient_light += lm_light_l1_0 * 0.32573 * n.z * en; - ambient_light += lm_light_l1p1 * 0.32573 * n.x * en; - if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick - vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y * en; - specular_light += lm_light_l1_0 * 0.32573 * r.z * en; - specular_light += lm_light_l1p1 * 0.32573 * r.x * en; - } - - } else { - uint idx = instances.data[instance_index].gi_offset >> 20; - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; - } - } -#else - - if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture - - //make vertex orientation the world one, but still align to camera - vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex; - vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal; - vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal); - - //apply y-mult - cam_pos.y *= sdfgi.y_mult; - cam_normal.y *= sdfgi.y_mult; - cam_normal = normalize(cam_normal); - cam_reflection.y *= sdfgi.y_mult; - cam_normal = normalize(cam_normal); - cam_reflection = normalize(cam_reflection); - - vec4 light_accum = vec4(0.0); - float weight_accum = 0.0; - - vec4 light_blend_accum = vec4(0.0); - float weight_blend_accum = 0.0; - - float blend = -1.0; - - // helper constants, compute once - - uint cascade = 0xFFFFFFFF; - vec3 cascade_pos; - vec3 cascade_normal; - - for (uint i = 0; i < sdfgi.max_cascades; i++) { - cascade_pos = (cam_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; - - if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { - continue; //skip cascade - } - - cascade = i; - break; - } - - if (cascade < SDFGI_MAX_CASCADES) { - bool use_specular = true; - float blend; - vec3 diffuse, specular; - sdfgi_process(cascade, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse, specular, blend); - - if (blend > 0.0) { - //blend - if (cascade == sdfgi.max_cascades - 1) { - diffuse = mix(diffuse, ambient_light, blend); - if (use_specular) { - specular = mix(specular, specular_light, blend); - } - } else { - vec3 diffuse2, specular2; - float blend2; - cascade_pos = (cam_pos - sdfgi.cascades[cascade + 1].position) * sdfgi.cascades[cascade + 1].to_probe; - sdfgi_process(cascade + 1, cascade_pos, cam_pos, cam_normal, cam_reflection, use_specular, roughness, diffuse2, specular2, blend2); - diffuse = mix(diffuse, diffuse2, blend); - if (use_specular) { - specular = mix(specular, specular2, blend); - } - } - } - - ambient_light = diffuse; - if (use_specular) { - specular_light = specular; - } - } - } - - if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances - - uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; - vec3 ref_vec = normalize(reflect(-view, normal)); - ref_vec = mix(ref_vec, normal, 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); - vec3 tangent = normalize(cross(v0, normal)); - vec3 bitangent = normalize(cross(tangent, normal)); - mat3 normal_mat = mat3(tangent, bitangent, normal); - - vec4 amb_accum = vec4(0.0); - vec4 spec_accum = vec4(0.0); - voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); - - uint index2 = instances.data[instance_index].gi_offset >> 16; - - if (index2 != 0xFFFF) { - voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); - } - - if (amb_accum.a > 0.0) { - amb_accum.rgb /= amb_accum.a; - } - - if (spec_accum.a > 0.0) { - spec_accum.rgb /= spec_accum.a; - } - - specular_light = spec_accum.rgb; - ambient_light = amb_accum.rgb; - } - - if (!sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers - - vec2 coord; - - if (scene_data.gi_upscale_for_msaa) { - vec2 base_coord = screen_uv; - vec2 closest_coord = base_coord; -#ifdef USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); -#else // USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), base_coord, 0.0).xyz * 2.0 - 1.0); -#endif // USE_MULTIVIEW - - for (int i = 0; i < 4; i++) { - const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); - vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size; -#ifdef USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); -#else // USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), neighbour_coord, 0.0).xyz * 2.0 - 1.0); -#endif // USE_MULTIVIEW - if (neighbour_ang > closest_ang) { - closest_ang = neighbour_ang; - closest_coord = neighbour_coord; - } - } - - coord = closest_coord; - - } else { - coord = screen_uv; - } - -#ifdef USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0); - vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0); -#else // USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0); - vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0); -#endif // USE_MULTIVIEW - - ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); - specular_light = mix(specular_light, buffer_reflection.rgb, buffer_reflection.a); - } -#endif // !USE_LIGHTMAP - - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { - float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; - ao = min(ao, ssao); - ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); - } - - { // process reflections - - vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); - vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); - - uint cluster_reflection_offset = cluster_offset + scene_data.cluster_type_size * 3; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_reflection_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); -#endif - -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); -#else - vec3 bent_normal = normal; -#endif - vec3 ref_vec = normalize(reflect(-view, bent_normal)); - ref_vec = mix(ref_vec, bent_normal, roughness * roughness); - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_reflection_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); -#else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } -#endif - uint reflection_index = 32 * i + bit; - - if (!bool(reflections.data[reflection_index].mask & instances.data[instance_index].layer_mask)) { - continue; //not masked - } - - reflection_process(reflection_index, vertex, ref_vec, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); - } - } - - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } - -#if !defined(USE_LIGHTMAP) - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } -#endif - } - - //finalize ambient light here - ambient_light *= albedo.rgb; - ambient_light *= ao; - - // convert ao to direct light ao - ao = mix(1.0, ao, ao_light_affect); - - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { - vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); - ambient_light *= 1.0 - ssil.a; - ambient_light += ssil.rgb * albedo.rgb; - } - - //this saves some VGPRs - vec3 f0 = F0(metallic, specular, albedo); - - { -#if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; -#else - - // scales the specular reflections, needs to be computed before lighting happens, - // but after environment, GI, and reflection probes are added - // Environment brdf approximation (Lazarov 2013) - // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, view), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - specular_light *= env.x * f0 + env.y * clamp(50.0 * f0.g, 0.0, 1.0); -#endif - } - -#endif //GI !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#if !defined(MODE_RENDER_DEPTH) - //this saves some VGPRs - uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular)); -#endif - -// LIGHTING -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - - { // Directional light. - - // Do shadow and lighting in two passes to reduce register pressure. -#ifndef SHADOWS_DISABLED - uint shadow0 = 0; - uint shadow1 = 0; - - for (uint i = 0; i < 8; i++) { - if (i >= scene_data.directional_light_count) { - break; - } - - if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) { - continue; //not masked - } - - if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { - continue; // Statically baked light and object uses lightmap, skip - } - - float shadow = 1.0; - - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -vertex.z; - vec3 light_dir = directional_lights.data[i].direction; - vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - - //version with soft shadows, more expensive - if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { - uint blend_count = 0; - const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 0) - - vec4 pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.x; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - blend_count++; - } - - if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 1) - - vec4 pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.y; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - - if (blend_count == 0) { - shadow = s; - } else { - //blend - float blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - shadow = mix(shadow, s, blend); - } - - blend_count++; - } - - if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 2) - - vec4 pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.z; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - - if (blend_count == 0) { - shadow = s; - } else { - //blend - float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - shadow = mix(shadow, s, blend); - } - - blend_count++; - } - - if (blend_count < blend_max) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 3) - - vec4 pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.w; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - - if (blend_count == 0) { - shadow = s; - } else { - //blend - float blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - shadow = mix(shadow, s, blend); - } - } - - } else { //no soft shadows - - vec4 pssm_coord; - float blur_factor; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 0) - - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - blur_factor = 1.0; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 1) - - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 2) - - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; - } else { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 3) - - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; - } - - pssm_coord /= pssm_coord.w; - - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord); - - if (directional_lights.data[i].blend_splits) { - float pssm_blend; - float blur_factor2; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 1) - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 2) - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 3) - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; - } else { - pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) - blur_factor2 = 1.0; - } - - pssm_coord /= pssm_coord.w; - - float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord); - shadow = mix(shadow, shadow2, pssm_blend); - } - } - - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance - -#undef BIAS_FUNC - } // shadows - - if (i < 4) { - shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8); - } else { - shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); - } - } -#endif // SHADOWS_DISABLED - - for (uint i = 0; i < 8; i++) { - if (i >= scene_data.directional_light_count) { - break; - } - - if (!bool(directional_lights.data[i].mask & instances.data[instance_index].layer_mask)) { - continue; //not masked - } - -#ifdef LIGHT_TRANSMITTANCE_USED - float transmittance_z = transmittance_depth; - - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -vertex.z; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0); - vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex; - trans_coord /= trans_coord.w; - - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; - shadow_z *= directional_lights.data[i].shadow_z_range.x; - float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x; - - transmittance_z = z - shadow_z; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0); - vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex; - trans_coord /= trans_coord.w; - - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; - shadow_z *= directional_lights.data[i].shadow_z_range.y; - float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y; - - transmittance_z = z - shadow_z; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0); - vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex; - trans_coord /= trans_coord.w; - - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; - shadow_z *= directional_lights.data[i].shadow_z_range.z; - float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z; - - transmittance_z = z - shadow_z; - - } else { - vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0); - vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex; - trans_coord /= trans_coord.w; - - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r; - shadow_z *= directional_lights.data[i].shadow_z_range.w; - float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w; - - transmittance_z = z - shadow_z; - } - } -#endif - - float shadow = 1.0; -#ifndef SHADOWS_DISABLED - if (i < 4) { - shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; - } else { - shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; - } - - shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; -#endif - - blur_shadow(shadow); - - float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0; - - light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, -#ifdef LIGHT_BACKLIGHT_USED - backlight, -#endif -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, - transmittance_z, -#endif -#ifdef LIGHT_RIM_USED - rim, rim_tint, -#endif -#ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), -#endif -#ifdef LIGHT_ANISOTROPY_USED - binormal, - tangent, anisotropy, -#endif - diffuse_light, - specular_light); - } - } - - { //omni lights - - uint cluster_omni_offset = cluster_offset; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_omni_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); -#endif - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_omni_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); -#else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } -#endif - uint light_index = 32 * i + bit; - - if (!bool(omni_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { - continue; //not masked - } - - if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { - continue; // Statically baked light and object uses lightmap, skip - } - - float shadow = light_process_omni_shadow(light_index, vertex, normal); - - shadow = blur_shadow(shadow); - - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, -#ifdef LIGHT_BACKLIGHT_USED - backlight, -#endif -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, -#endif -#ifdef LIGHT_RIM_USED - rim, - rim_tint, -#endif -#ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), -#endif -#ifdef LIGHT_ANISOTROPY_USED - tangent, binormal, anisotropy, -#endif - diffuse_light, specular_light); - } - } - } - - { //spot lights - - uint cluster_spot_offset = cluster_offset + scene_data.cluster_type_size; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_spot_offset + scene_data.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); -#endif - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_spot_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); -#else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } -#endif - - uint light_index = 32 * i + bit; - - if (!bool(spot_lights.data[light_index].mask & instances.data[instance_index].layer_mask)) { - continue; //not masked - } - - if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { - continue; // Statically baked light and object uses lightmap, skip - } - - float shadow = light_process_spot_shadow(light_index, vertex, normal); - - shadow = blur_shadow(shadow); - - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, -#ifdef LIGHT_BACKLIGHT_USED - backlight, -#endif -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, -#endif -#ifdef LIGHT_RIM_USED - rim, - rim_tint, -#endif -#ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), -#endif -#ifdef LIGHT_ANISOTROPY_USED - tangent, - binormal, anisotropy, -#endif - diffuse_light, specular_light); - } - } - } - -#ifdef USE_SHADOW_TO_OPACITY - alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); - -#if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -#ifdef USE_OPAQUE_PREPASS - - if (alpha < scene_data.opaque_prepass_threshold) { - discard; - } - -#endif // USE_OPAQUE_PREPASS - -#endif // USE_SHADOW_TO_OPACITY - -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#ifdef MODE_RENDER_DEPTH - -#ifdef MODE_RENDER_SDF - - { - vec3 local_pos = (scene_data.sdf_to_bounds * vec4(vertex, 1.0)).xyz; - ivec3 grid_pos = scene_data.sdf_offset + ivec3(local_pos * vec3(scene_data.sdf_size)); - - uint albedo16 = 0x1; //solid flag - albedo16 |= clamp(uint(albedo.r * 31.0), 0, 31) << 11; - albedo16 |= clamp(uint(albedo.g * 31.0), 0, 31) << 6; - albedo16 |= clamp(uint(albedo.b * 31.0), 0, 31) << 1; - - imageStore(albedo_volume_grid, grid_pos, uvec4(albedo16)); - - uint facing_bits = 0; - const vec3 aniso_dir[6] = vec3[]( - vec3(1, 0, 0), - vec3(0, 1, 0), - vec3(0, 0, 1), - vec3(-1, 0, 0), - vec3(0, -1, 0), - vec3(0, 0, -1)); - - vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp); - - float closest_dist = -1e20; - - for (uint i = 0; i < 6; i++) { - float d = dot(cam_normal, aniso_dir[i]); - if (d > closest_dist) { - closest_dist = d; - facing_bits = (1 << i); - } - } - -#ifdef MOLTENVK_USED - imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits -#else - imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits -#endif - - if (length(emission) > 0.001) { - float lumas[6]; - vec3 light_total = vec3(0); - - for (int i = 0; i < 6; i++) { - float strength = max(0.0, dot(cam_normal, aniso_dir[i])); - vec3 light = emission * strength; - light_total += light; - lumas[i] = max(light.r, max(light.g, light.b)); - } - - float luma_total = max(light_total.r, max(light_total.g, light_total.b)); - - uint light_aniso = 0; - - for (int i = 0; i < 6; i++) { - light_aniso |= min(31, uint((lumas[i] / luma_total) * 31.0)) << (i * 5); - } - - //compress to RGBE9995 to save space - - const float pow2to9 = 512.0f; - const float B = 15.0f; - const float N = 9.0f; - const float LN2 = 0.6931471805599453094172321215; - - float cRed = clamp(light_total.r, 0.0, 65408.0); - float cGreen = clamp(light_total.g, 0.0, 65408.0); - float cBlue = clamp(light_total.b, 0.0, 65408.0); - - float cMax = max(cRed, max(cGreen, cBlue)); - - float expp = max(-B - 1.0f, floor(log(cMax) / LN2)) + 1.0f + B; - - float sMax = floor((cMax / pow(2.0f, expp - B - N)) + 0.5f); - - float exps = expp + 1.0f; - - if (0.0 <= sMax && sMax < pow2to9) { - exps = expp; - } - - float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f); - float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); - float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); - //store as 8985 to have 2 extra neighbour bits - uint light_rgbe = ((uint(sRed) & 0x1FF) >> 1) | ((uint(sGreen) & 0x1FF) << 8) | (((uint(sBlue) & 0x1FF) >> 1) << 17) | ((uint(exps) & 0x1F) << 25); - - imageStore(emission_grid, grid_pos, uvec4(light_rgbe)); - imageStore(emission_aniso_grid, grid_pos, uvec4(light_aniso)); - } - } - -#endif - -#ifdef MODE_RENDER_MATERIAL - - albedo_output_buffer.rgb = albedo; - albedo_output_buffer.a = alpha; - - normal_output_buffer.rgb = normal * 0.5 + 0.5; - normal_output_buffer.a = 0.0; - depth_output_buffer.r = -vertex.z; - - orm_output_buffer.r = ao; - orm_output_buffer.g = roughness; - orm_output_buffer.b = metallic; - orm_output_buffer.a = sss_strength; - - emission_output_buffer.rgb = emission; - emission_output_buffer.a = 0.0; -#endif - -#ifdef MODE_RENDER_NORMAL_ROUGHNESS - normal_roughness_output_buffer = vec4(normal * 0.5 + 0.5, roughness); - -#ifdef MODE_RENDER_VOXEL_GI - if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances - uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; - uint index2 = instances.data[instance_index].gi_offset >> 16; - voxel_gi_buffer.x = index1 & 0xFF; - voxel_gi_buffer.y = index2 & 0xFF; - } else { - voxel_gi_buffer.x = 0xFF; - voxel_gi_buffer.y = 0xFF; - } -#endif - -#endif //MODE_RENDER_NORMAL_ROUGHNESS - -//nothing happens, so a tree-ssa optimizer will result in no fragment shader :) -#else - - // multiply by albedo - diffuse_light *= albedo; // ambient must be multiplied by albedo at the end - - // apply direct light AO - ao = unpackUnorm4x8(orms).x; - specular_light *= ao; - diffuse_light *= ao; - - // apply metallic - metallic = unpackUnorm4x8(orms).z; - diffuse_light *= 1.0 - metallic; - ambient_light *= 1.0 - metallic; - - //restore fog - fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba)); - -#ifdef MODE_SEPARATE_SPECULAR - -#ifdef MODE_UNSHADED - diffuse_buffer = vec4(albedo.rgb, 0.0); - specular_buffer = vec4(0.0); - -#else - -#ifdef SSS_MODE_SKIN - sss_strength = -sss_strength; -#endif - diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); - specular_buffer = vec4(specular_light, metallic); -#endif - - diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); - specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); - -#else //MODE_SEPARATE_SPECULAR - -#ifdef MODE_UNSHADED - frag_color = vec4(albedo, alpha); -#else - frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); -//frag_color = vec4(1.0); -#endif //USE_NO_SHADING - - // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); - -#endif //MODE_SEPARATE_SPECULAR - -#endif //MODE_RENDER_DEPTH -#ifdef MOTION_VECTORS - vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter; - vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter; - - vec2 position_uv = position_clip * vec2(0.5, 0.5); - vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); - - motion_vector = position_uv - prev_position_uv; -#endif -} - -void main() { -#ifdef MODE_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - - fragment_shader(scene_data_block.data); -} diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl deleted file mode 100644 index d97da0c571..0000000000 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ /dev/null @@ -1,371 +0,0 @@ -#define M_PI 3.14159265359 -#define ROUGHNESS_MAX_LOD 5 - -#define MAX_VOXEL_GI_INSTANCES 8 -#define MAX_VIEWS 2 - -#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) - -#extension GL_KHR_shader_subgroup_ballot : enable -#extension GL_KHR_shader_subgroup_arithmetic : enable - -#define USE_SUBGROUPS - -#endif - -#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) -#extension GL_EXT_multiview : enable -#endif - -#include "cluster_data_inc.glsl" -#include "decal_data_inc.glsl" - -#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -#ifndef NORMAL_USED -#define NORMAL_USED -#endif -#endif - -layout(push_constant, std430) uniform DrawCall { - uint instance_index; - uint uv_offset; - uint multimesh_motion_vectors_current_offset; - uint multimesh_motion_vectors_previous_offset; -} -draw_call; - -#define SDFGI_MAX_CASCADES 8 - -/* Set 0: Base Pass (never changes) */ - -#include "light_data_inc.glsl" - -#define SAMPLER_NEAREST_CLAMP 0 -#define SAMPLER_LINEAR_CLAMP 1 -#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 -#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 -#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 -#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 -#define SAMPLER_NEAREST_REPEAT 6 -#define SAMPLER_LINEAR_REPEAT 7 -#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 -#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 -#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 -#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 - -layout(set = 0, binding = 1) uniform sampler material_samplers[12]; - -layout(set = 0, binding = 2) uniform sampler shadow_sampler; - -layout(set = 0, binding = 3) uniform sampler decal_sampler; - -layout(set = 0, binding = 4) uniform sampler light_projector_sampler; - -#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) -#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) -#define INSTANCE_FLAGS_USE_SDFGI (1 << 7) -#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) -#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) -#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) -#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) -#define INSTANCE_FLAGS_MULTIMESH (1 << 12) -#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) -#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) -#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) -#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 -#define INSTANCE_FLAGS_FADE_SHIFT 24 -//3 bits of stride -#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF - -#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1 -#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2 - -layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { - LightData data[]; -} -omni_lights; - -layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { - LightData data[]; -} -spot_lights; - -layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { - ReflectionData data[]; -} -reflections; - -layout(set = 0, binding = 8, std140) uniform DirectionalLights { - DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; -} -directional_lights; - -#define LIGHTMAP_FLAG_USE_DIRECTION 1 -#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2 - -struct Lightmap { - mat3 normal_xform; - vec3 pad; - float exposure_normalization; -}; - -layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { - Lightmap data[]; -} -lightmaps; - -struct LightmapCapture { - vec4 sh[9]; -}; - -layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { - LightmapCapture data[]; -} -lightmap_captures; - -layout(set = 0, binding = 11) uniform texture2D decal_atlas; -layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb; - -layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { - DecalData data[]; -} -decals; - -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { - vec4 data[]; -} -global_shader_uniforms; - -struct SDFVoxelGICascadeData { - vec3 position; - float to_probe; - ivec3 probe_world_offset; - float to_cell; // 1/bounds * grid_size - vec3 pad; - float exposure_normalization; -}; - -layout(set = 0, binding = 15, std140) uniform SDFGI { - vec3 grid_size; - uint max_cascades; - - bool use_occlusion; - int probe_axis_size; - float probe_to_uvw; - float normal_bias; - - vec3 lightprobe_tex_pixel_size; - float energy; - - vec3 lightprobe_uv_offset; - float y_mult; - - vec3 occlusion_clamp; - uint pad3; - - vec3 occlusion_renormalize; - uint pad4; - - vec3 cascade_probe_size; - uint pad5; - - SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; -} -sdfgi; - -/* Set 1: Render Pass (changes per render pass) */ - -struct SceneData { - mat4 projection_matrix; - mat4 inv_projection_matrix; - mat4 inv_view_matrix; - mat4 view_matrix; - - // only used for multiview - mat4 projection_matrix_view[MAX_VIEWS]; - mat4 inv_projection_matrix_view[MAX_VIEWS]; - vec4 eye_offset[MAX_VIEWS]; - - vec2 viewport_size; - vec2 screen_pixel_size; - - uint cluster_shift; - uint cluster_width; - uint cluster_type_size; - uint max_cluster_element_count_div_32; - - // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. - vec4 directional_penumbra_shadow_kernel[32]; - vec4 directional_soft_shadow_kernel[32]; - vec4 penumbra_shadow_kernel[32]; - vec4 soft_shadow_kernel[32]; - - vec4 ambient_light_color_energy; - - float ambient_color_sky_mix; - bool use_ambient_light; - bool use_ambient_cubemap; - bool use_reflection_cubemap; - - mat3 radiance_inverse_xform; - - vec2 shadow_atlas_pixel_size; - vec2 directional_shadow_pixel_size; - - uint directional_light_count; - float dual_paraboloid_side; - float z_far; - float z_near; - - uint ss_effects_flags; - float ssao_light_affect; - float ssao_ao_affect; - bool roughness_limiter_enabled; - - float roughness_limiter_amount; - float roughness_limiter_limit; - float opaque_prepass_threshold; - uint roughness_limiter_pad; - - mat4 sdf_to_bounds; - - ivec3 sdf_offset; - bool material_uv2_mode; - - ivec3 sdf_size; - bool gi_upscale_for_msaa; - - bool volumetric_fog_enabled; - float volumetric_fog_inv_length; - float volumetric_fog_detail_spread; - uint volumetric_fog_pad; - - bool fog_enabled; - float fog_density; - float fog_height; - float fog_height_density; - - vec3 fog_light_color; - float fog_sun_scatter; - - float fog_aerial_perspective; - - float time; - float reflection_multiplier; // one normally, zero when rendering reflections - - bool pancake_shadows; - vec2 taa_jitter; - float emissive_exposure_normalization; - float IBL_exposure_normalization; -}; - -layout(set = 1, binding = 0, std140) uniform SceneDataBlock { - SceneData data; - SceneData prev_data; -} -scene_data_block; - -struct InstanceData { - mat4 transform; - mat4 prev_transform; - uint flags; - uint instance_uniforms_ofs; //base offset in global buffer for instance variables - uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) - uint layer_mask; - vec4 lightmap_uv_scale; -}; - -layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer { - InstanceData data[]; -} -instances; - -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - -layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap; - -#else - -layout(set = 1, binding = 2) uniform textureCube radiance_cubemap; - -#endif - -layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas; - -layout(set = 1, binding = 4) uniform texture2D shadow_atlas; - -layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas; - -layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; - -layout(set = 1, binding = 7) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; - -layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer { - uint data[]; -} -cluster_buffer; - -#ifdef MODE_RENDER_SDF - -layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid; -layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid; -layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid; -layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid; - -//still need to be present for shaders that use it, so remap them to something -#define depth_buffer shadow_atlas -#define color_buffer shadow_atlas -#define normal_roughness_buffer shadow_atlas - -#else - -layout(set = 1, binding = 9) uniform texture2D depth_buffer; -layout(set = 1, binding = 10) uniform texture2D color_buffer; - -#ifdef USE_MULTIVIEW -layout(set = 1, binding = 11) uniform texture2DArray normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2DArray ambient_buffer; -layout(set = 1, binding = 14) uniform texture2DArray reflection_buffer; -#else // USE_MULTIVIEW -layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer; -layout(set = 1, binding = 13) uniform texture2D ambient_buffer; -layout(set = 1, binding = 14) uniform texture2D reflection_buffer; -#endif -layout(set = 1, binding = 12) uniform texture2D ao_buffer; -layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; -layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; - -struct VoxelGIData { - mat4 xform; // 64 - 64 - - vec3 bounds; // 12 - 76 - float dynamic_range; // 4 - 80 - - float bias; // 4 - 84 - float normal_bias; // 4 - 88 - bool blend_ambient; // 4 - 92 - uint mipmaps; // 4 - 96 - - vec3 pad; // 12 - 108 - float exposure_normalization; // 4 - 112 -}; - -layout(set = 1, binding = 17, std140) uniform VoxelGIs { - VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; -} -voxel_gi_instances; - -layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; - -layout(set = 1, binding = 19) uniform texture2D ssil_buffer; - -#endif - -/* Set 2 Skeleton & Instancing (can change per item) */ - -layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { - vec4 data[]; -} -transforms; - -/* Set 3 User Material */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl deleted file mode 100644 index 5a5ada7231..0000000000 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ /dev/null @@ -1,1655 +0,0 @@ -#[vertex] - -#version 450 - -#VERSION_DEFINES - -/* Include our forward mobile UBOs definitions etc. */ -#include "scene_forward_mobile_inc.glsl" - -#define SHADER_IS_SRGB false - -/* INPUT ATTRIBS */ - -layout(location = 0) in vec3 vertex_attrib; - -//only for pure render depth when normal is not used - -#ifdef NORMAL_USED -layout(location = 1) in vec2 normal_attrib; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 2) in vec2 tangent_attrib; -#endif - -#if defined(COLOR_USED) -layout(location = 3) in vec4 color_attrib; -#endif - -#ifdef UV_USED -layout(location = 4) in vec2 uv_attrib; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL) -layout(location = 5) in vec2 uv2_attrib; -#endif // MODE_RENDER_MATERIAL - -#if defined(CUSTOM0_USED) -layout(location = 6) in vec4 custom0_attrib; -#endif - -#if defined(CUSTOM1_USED) -layout(location = 7) in vec4 custom1_attrib; -#endif - -#if defined(CUSTOM2_USED) -layout(location = 8) in vec4 custom2_attrib; -#endif - -#if defined(CUSTOM3_USED) -layout(location = 9) in vec4 custom3_attrib; -#endif - -#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS) -layout(location = 10) in uvec4 bone_attrib; -#endif - -#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS) -layout(location = 11) in vec4 weight_attrib; -#endif - -vec3 oct_to_vec3(vec2 e) { - vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y)); - float t = max(-v.z, 0.0); - v.xy += t * -sign(v.xy); - return v; -} - -/* Varyings */ - -layout(location = 0) highp out vec3 vertex_interp; - -#ifdef NORMAL_USED -layout(location = 1) mediump out vec3 normal_interp; -#endif - -#if defined(COLOR_USED) -layout(location = 2) mediump out vec4 color_interp; -#endif - -#ifdef UV_USED -layout(location = 3) mediump out vec2 uv_interp; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) -layout(location = 4) mediump out vec2 uv2_interp; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 5) mediump out vec3 tangent_interp; -layout(location = 6) mediump out vec3 binormal_interp; -#endif - -#ifdef MATERIAL_UNIFORMS_USED -layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ - -#MATERIAL_UNIFORMS - -} material; -#endif - -#ifdef MODE_DUAL_PARABOLOID - -layout(location = 8) out highp float dp_clip; - -#endif - -#ifdef USE_MULTIVIEW -#ifdef has_VK_KHR_multiview -#define ViewIndex gl_ViewIndex -#else -// !BAS! This needs to become an input once we implement our fallback! -#define ViewIndex 0 -#endif -#else -// Set to zero, not supported in non stereo -#define ViewIndex 0 -#endif //USE_MULTIVIEW - -invariant gl_Position; - -#GLOBALS - -#define scene_data scene_data_block.data - -void main() { - vec4 instance_custom = vec4(0.0); -#if defined(COLOR_USED) - color_interp = color_attrib; -#endif - - bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH); - - mat4 model_matrix = draw_call.transform; - - mat3 model_normal_matrix; - if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { - model_normal_matrix = transpose(inverse(mat3(model_matrix))); - } else { - model_normal_matrix = mat3(model_matrix); - } - - if (is_multimesh) { - //multimesh, instances are for it - - mat4 matrix; - -#ifdef USE_PARTICLE_TRAILS - uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK; - uint stride = 3 + 1 + 1; //particles always uses this format - - uint offset = trail_size * stride * gl_InstanceIndex; - -#ifdef COLOR_USED - vec4 pcolor; -#endif - { - uint boffset = offset + bone_attrib.x * stride; - matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x; -#ifdef COLOR_USED - pcolor = transforms.data[boffset + 3] * weight_attrib.x; -#endif - } - if (weight_attrib.y > 0.001) { - uint boffset = offset + bone_attrib.y * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y; -#ifdef COLOR_USED - pcolor += transforms.data[boffset + 3] * weight_attrib.y; -#endif - } - if (weight_attrib.z > 0.001) { - uint boffset = offset + bone_attrib.z * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z; -#ifdef COLOR_USED - pcolor += transforms.data[boffset + 3] * weight_attrib.z; -#endif - } - if (weight_attrib.w > 0.001) { - uint boffset = offset + bone_attrib.w * stride; - matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w; -#ifdef COLOR_USED - pcolor += transforms.data[boffset + 3] * weight_attrib.w; -#endif - } - - instance_custom = transforms.data[offset + 4]; - -#ifdef COLOR_USED - color_interp *= pcolor; -#endif - -#else - uint stride = 0; - { - //TODO implement a small lookup table for the stride - if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { - stride += 2; - } else { - stride += 3; - } - if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { - stride += 1; - } - if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { - stride += 1; - } - } - - uint offset = stride * gl_InstanceIndex; - - if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) { - matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); - offset += 2; - } else { - matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0)); - offset += 3; - } - - if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) { -#ifdef COLOR_USED - color_interp *= transforms.data[offset]; -#endif - offset += 1; - } - - if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) { - instance_custom = transforms.data[offset]; - } - -#endif - //transpose - matrix = transpose(matrix); - model_matrix = model_matrix * matrix; - model_normal_matrix = model_normal_matrix * mat3(matrix); - } - - vec3 vertex = vertex_attrib; -#ifdef NORMAL_USED - vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0); -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0; - vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0)); - float binormalf = sign(signed_tangent_attrib.y); - vec3 binormal = normalize(cross(normal, tangent) * binormalf); -#endif - -#ifdef UV_USED - uv_interp = uv_attrib; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) - uv2_interp = uv2_attrib; -#endif - -#ifdef OVERRIDE_POSITION - vec4 position; -#endif - -#ifdef USE_MULTIVIEW - mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; - mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; -#else - mat4 projection_matrix = scene_data.projection_matrix; - mat4 inv_projection_matrix = scene_data.inv_projection_matrix; -#endif //USE_MULTIVIEW - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = (model_matrix * vec4(vertex, 1.0)).xyz; - -#ifdef NORMAL_USED - normal = model_normal_matrix * normal; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - tangent = model_normal_matrix * tangent; - binormal = model_normal_matrix * binormal; - -#endif -#endif - - float roughness = 1.0; - - mat4 modelview = scene_data.view_matrix * model_matrix; - mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix; - - { -#CODE : VERTEX - } - - /* output */ - -// using local coordinates (default) -#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED) - - vertex = (modelview * vec4(vertex, 1.0)).xyz; -#ifdef NORMAL_USED - normal = modelview_normal * normal; -#endif - -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = modelview_normal * binormal; - tangent = modelview_normal * tangent; -#endif - -//using world coordinates -#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) - - vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz; -#ifdef NORMAL_USED - normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz; - tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz; -#endif -#endif - - vertex_interp = vertex; -#ifdef NORMAL_USED - normal_interp = normal; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - tangent_interp = tangent; - binormal_interp = binormal; -#endif - -#ifdef MODE_RENDER_DEPTH - -#ifdef MODE_DUAL_PARABOLOID - - vertex_interp.z *= scene_data.dual_paraboloid_side; - - dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias - - //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges - - vec3 vtx = vertex_interp; - float distance = length(vtx); - vtx = normalize(vtx); - vtx.xy /= 1.0 - vtx.z; - vtx.z = (distance / scene_data.z_far); - vtx.z = vtx.z * 2.0 - 1.0; - vertex_interp = vtx; - -#endif - -#endif //MODE_RENDER_DEPTH - -#ifdef OVERRIDE_POSITION - gl_Position = position; -#else - gl_Position = projection_matrix * vec4(vertex_interp, 1.0); -#endif // OVERRIDE_POSITION - -#ifdef MODE_RENDER_DEPTH - if (scene_data.pancake_shadows) { - if (gl_Position.z <= 0.00001) { - gl_Position.z = 0.00001; - } - } -#endif // MODE_RENDER_DEPTH -#ifdef MODE_RENDER_MATERIAL - if (scene_data.material_uv2_mode) { - vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass... - gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0; - gl_Position.z = 0.00001; - gl_Position.w = 1.0; - } -#endif // MODE_RENDER_MATERIAL -} - -#[fragment] - -#version 450 - -#VERSION_DEFINES - -#define SHADER_IS_SRGB false - -/* Specialization Constants */ - -#if !defined(MODE_RENDER_DEPTH) - -#if !defined(MODE_UNSHADED) - -layout(constant_id = 0) const bool sc_use_light_projector = false; -layout(constant_id = 1) const bool sc_use_light_soft_shadows = false; -layout(constant_id = 2) const bool sc_use_directional_soft_shadows = false; - -layout(constant_id = 3) const uint sc_soft_shadow_samples = 4; -layout(constant_id = 4) const uint sc_penumbra_shadow_samples = 4; - -layout(constant_id = 5) const uint sc_directional_soft_shadow_samples = 4; -layout(constant_id = 6) const uint sc_directional_penumbra_shadow_samples = 4; - -layout(constant_id = 8) const bool sc_projector_use_mipmaps = true; - -layout(constant_id = 9) const bool sc_disable_omni_lights = false; -layout(constant_id = 10) const bool sc_disable_spot_lights = false; -layout(constant_id = 11) const bool sc_disable_reflection_probes = false; -layout(constant_id = 12) const bool sc_disable_directional_lights = false; - -#endif //!MODE_UNSHADED - -layout(constant_id = 7) const bool sc_decal_use_mipmaps = true; -layout(constant_id = 13) const bool sc_disable_decals = false; -layout(constant_id = 14) const bool sc_disable_fog = false; - -#endif //!MODE_RENDER_DEPTH - -layout(constant_id = 15) const float sc_luminance_multiplier = 2.0; - -/* Include our forward mobile UBOs definitions etc. */ -#include "scene_forward_mobile_inc.glsl" - -/* Varyings */ - -layout(location = 0) highp in vec3 vertex_interp; - -#ifdef NORMAL_USED -layout(location = 1) mediump in vec3 normal_interp; -#endif - -#if defined(COLOR_USED) -layout(location = 2) mediump in vec4 color_interp; -#endif - -#ifdef UV_USED -layout(location = 3) mediump in vec2 uv_interp; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) -layout(location = 4) mediump in vec2 uv2_interp; -#endif - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -layout(location = 5) mediump in vec3 tangent_interp; -layout(location = 6) mediump in vec3 binormal_interp; -#endif - -#ifdef MODE_DUAL_PARABOLOID - -layout(location = 8) highp in float dp_clip; - -#endif - -#ifdef USE_MULTIVIEW -#ifdef has_VK_KHR_multiview -#define ViewIndex gl_ViewIndex -#else -// !BAS! This needs to become an input once we implement our fallback! -#define ViewIndex 0 -#endif -#else -// Set to zero, not supported in non stereo -#define ViewIndex 0 -#endif //USE_MULTIVIEW - -//defines to keep compatibility with vertex - -#define model_matrix draw_call.transform -#ifdef USE_MULTIVIEW -#define projection_matrix scene_data.projection_matrix_view[ViewIndex] -#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex] -#else -#define projection_matrix scene_data.projection_matrix -#define inv_projection_matrix scene_data.inv_projection_matrix -#endif - -#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) -//both required for transmittance to be enabled -#define LIGHT_TRANSMITTANCE_USED -#endif - -#ifdef MATERIAL_UNIFORMS_USED -layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ - -#MATERIAL_UNIFORMS - -} material; -#endif - -#GLOBALS - -/* clang-format on */ - -#ifdef MODE_RENDER_DEPTH - -#ifdef MODE_RENDER_MATERIAL - -layout(location = 0) out vec4 albedo_output_buffer; -layout(location = 1) out vec4 normal_output_buffer; -layout(location = 2) out vec4 orm_output_buffer; -layout(location = 3) out vec4 emission_output_buffer; -layout(location = 4) out float depth_output_buffer; - -#endif // MODE_RENDER_MATERIAL - -#else // RENDER DEPTH - -#ifdef MODE_MULTIPLE_RENDER_TARGETS - -layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness -layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter) -#else - -layout(location = 0) out mediump vec4 frag_color; -#endif // MODE_MULTIPLE_RENDER_TARGETS - -#endif // RENDER DEPTH - -#include "scene_forward_aa_inc.glsl" - -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -// Default to SPECULAR_SCHLICK_GGX. -#if !defined(SPECULAR_DISABLED) && !defined(SPECULAR_SCHLICK_GGX) && !defined(SPECULAR_TOON) -#define SPECULAR_SCHLICK_GGX -#endif - -#include "scene_forward_lights_inc.glsl" - -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#ifndef MODE_RENDER_DEPTH - -/* - Only supporting normal fog here. -*/ - -vec4 fog_process(vec3 vertex) { - vec3 fog_color = scene_data_block.data.fog_light_color; - - if (scene_data_block.data.fog_aerial_perspective > 0.0) { - vec3 sky_fog_color = vec3(0.0); - vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; - // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred - float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - float lod, blend; - blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); - sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb; - sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend); -#else - sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; -#endif //USE_RADIANCE_CUBEMAP_ARRAY - fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); - } - - if (scene_data_block.data.fog_sun_scatter > 0.001) { - vec4 sun_scatter = vec4(0.0); - float sun_total = 0.0; - vec3 view = normalize(vertex); - - for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { - vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; - float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); - fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; - } - } - - float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); - - if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { - float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; - - float y_dist = y - scene_data_block.data.fog_height; - - float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); - - fog_amount = max(vfog_amount, fog_amount); - } - - return vec4(fog_color, fog_amount); -} - -#endif //!MODE_RENDER DEPTH - -#define scene_data scene_data_block.data - -void main() { -#ifdef MODE_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - - //lay out everything, whatever is unused is optimized away anyway - vec3 vertex = vertex_interp; -#ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); -#else - vec3 view = -normalize(vertex_interp); -#endif - vec3 albedo = vec3(1.0); - vec3 backlight = vec3(0.0); - vec4 transmittance_color = vec4(0.0); - float transmittance_depth = 0.0; - float transmittance_boost = 0.0; - float metallic = 0.0; - float specular = 0.5; - vec3 emission = vec3(0.0); - float roughness = 1.0; - float rim = 0.0; - float rim_tint = 0.0; - float clearcoat = 0.0; - float clearcoat_roughness = 0.0; - float anisotropy = 0.0; - vec2 anisotropy_flow = vec2(1.0, 0.0); - vec4 fog = vec4(0.0); -#if defined(CUSTOM_RADIANCE_USED) - vec4 custom_radiance = vec4(0.0); -#endif -#if defined(CUSTOM_IRRADIANCE_USED) - vec4 custom_irradiance = vec4(0.0); -#endif - - float ao = 1.0; - float ao_light_affect = 0.0; - - float alpha = 1.0; - -#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - vec3 binormal = normalize(binormal_interp); - vec3 tangent = normalize(tangent_interp); -#else - vec3 binormal = vec3(0.0); - vec3 tangent = vec3(0.0); -#endif - -#ifdef NORMAL_USED - vec3 normal = normalize(normal_interp); - -#if defined(DO_SIDE_CHECK) - if (!gl_FrontFacing) { - normal = -normal; - } -#endif - -#endif //NORMAL_USED - -#ifdef UV_USED - vec2 uv = uv_interp; -#endif - -#if defined(UV2_USED) || defined(USE_LIGHTMAP) - vec2 uv2 = uv2_interp; -#endif - -#if defined(COLOR_USED) - vec4 color = color_interp; -#endif - -#if defined(NORMAL_MAP_USED) - - vec3 normal_map = vec3(0.5); -#endif - - float normal_map_depth = 1.0; - - vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; - - float sss_strength = 0.0; - -#ifdef ALPHA_SCISSOR_USED - float alpha_scissor_threshold = 1.0; -#endif // ALPHA_SCISSOR_USED - -#ifdef ALPHA_HASH_USED - float alpha_hash_scale = 1.0; -#endif // ALPHA_HASH_USED - -#ifdef ALPHA_ANTIALIASING_EDGE_USED - float alpha_antialiasing_edge = 0.0; - vec2 alpha_texture_coordinate = vec2(0.0, 0.0); -#endif // ALPHA_ANTIALIASING_EDGE_USED - - { -#CODE : FRAGMENT - } - -#ifdef LIGHT_TRANSMITTANCE_USED -#ifdef SSS_MODE_SKIN - transmittance_color.a = sss_strength; -#else - transmittance_color.a *= sss_strength; -#endif -#endif - -#ifndef USE_SHADOW_TO_OPACITY - -#ifdef ALPHA_SCISSOR_USED - if (alpha < alpha_scissor_threshold) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -// alpha hash can be used in unison with alpha antialiasing -#ifdef ALPHA_HASH_USED - if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) { - discard; - } -#endif // ALPHA_HASH_USED - -// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash -#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED) - alpha = 1.0; -#endif - -#ifdef ALPHA_ANTIALIASING_EDGE_USED -// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather -#ifdef ALPHA_SCISSOR_USED - alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); -#endif - alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); -#endif // ALPHA_ANTIALIASING_EDGE_USED - -#ifdef USE_OPAQUE_PREPASS - if (alpha < scene_data.opaque_prepass_threshold) { - discard; - } -#endif // USE_OPAQUE_PREPASS - -#endif // !USE_SHADOW_TO_OPACITY - -#ifdef NORMAL_MAP_USED - - normal_map.xy = normal_map.xy * 2.0 - 1.0; - normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - - normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth)); - -#endif - -#ifdef LIGHT_ANISOTROPY_USED - - if (anisotropy > 0.01) { - //rotation matrix - mat3 rot = mat3(tangent, binormal, normal); - //make local to space - tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0)); - binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0)); - } - -#endif - -#ifdef ENABLE_CLIP_ALPHA - if (albedo.a < 0.99) { - //used for doublepass and shadowmapping - discard; - } -#endif - - /////////////////////// FOG ////////////////////// -#ifndef MODE_RENDER_DEPTH - -#ifndef CUSTOM_FOG_USED - // fog must be processed as early as possible and then packed. - // to maximize VGPR usage - // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. - - if (!sc_disable_fog && scene_data.fog_enabled) { - fog = fog_process(vertex); - } - -#endif //!CUSTOM_FOG_USED - - uint fog_rg = packHalf2x16(fog.rg); - uint fog_ba = packHalf2x16(fog.ba); - -#endif //!MODE_RENDER_DEPTH - - /////////////////////// DECALS //////////////////////////////// - -#ifndef MODE_RENDER_DEPTH - - vec3 vertex_ddx = dFdx(vertex); - vec3 vertex_ddy = dFdy(vertex); - - if (!sc_disable_decals) { //Decals - // must implement - - uint decal_indices = draw_call.decals.x; - for (uint i = 0; i < 8; i++) { - uint decal_index = decal_indices & 0xFF; - if (i == 4) { - decal_indices = draw_call.decals.y; - } else { - decal_indices = decal_indices >> 8; - } - - if (decal_index == 0xFF) { - break; - } - - vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz; - if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) { - continue; //out of decal - } - - float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); - - if (decals.data[decal_index].normal_fade > 0.0) { - fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); - } - - //we need ddx/ddy for mipmaps, so simulate them - vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; - vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; - - if (decals.data[decal_index].albedo_rect != vec4(0.0)) { - //has albedo - vec4 decal_albedo; - if (sc_decal_use_mipmaps) { - decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); - } else { - decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); - } - decal_albedo *= decals.data[decal_index].modulate; - decal_albedo.a *= fade; - albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); - - if (decals.data[decal_index].normal_rect != vec4(0.0)) { - vec3 decal_normal; - if (sc_decal_use_mipmaps) { - decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; - } else { - decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; - } - decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software - decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); - //convert to view space, use xzy because y is up - decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz; - - normal = normalize(mix(normal, decal_normal, decal_albedo.a)); - } - - if (decals.data[decal_index].orm_rect != vec4(0.0)) { - vec3 decal_orm; - if (sc_decal_use_mipmaps) { - decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; - } else { - decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; - } - ao = mix(ao, decal_orm.r, decal_albedo.a); - roughness = mix(roughness, decal_orm.g, decal_albedo.a); - metallic = mix(metallic, decal_orm.b, decal_albedo.a); - } - } - - if (decals.data[decal_index].emission_rect != vec4(0.0)) { - //emission is additive, so its independent from albedo - if (sc_decal_use_mipmaps) { - emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; - } else { - emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; - } - } - } - } //Decals -#endif //!MODE_RENDER_DEPTH - - /////////////////////// LIGHTING ////////////////////////////// - -#ifdef NORMAL_USED - if (scene_data.roughness_limiter_enabled) { - //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf - float roughness2 = roughness * roughness; - vec3 dndu = dFdx(normal), dndv = dFdy(normal); - float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv)); - float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect - float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2); - roughness = sqrt(filteredRoughness2); - } -#endif // NORMAL_USED - //apply energy conservation - - vec3 specular_light = vec3(0.0, 0.0, 0.0); - vec3 diffuse_light = vec3(0.0, 0.0, 0.0); - vec3 ambient_light = vec3(0.0, 0.0, 0.0); - -#ifndef MODE_UNSHADED - // Used in regular draw pass and when drawing SDFs for SDFGI and materials for VoxelGI. - emission *= scene_data.emissive_exposure_normalization; -#endif - -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - - if (scene_data.use_reflection_cubemap) { -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); - vec3 ref_vec = reflect(-view, bent_normal); - ref_vec = mix(ref_vec, bent_normal, roughness * roughness); -#else - vec3 ref_vec = reflect(-view, normal); - ref_vec = mix(ref_vec, normal, roughness * roughness); -#endif - 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 - - float lod, blend; - blend = modf(roughness * MAX_ROUGHNESS_LOD, lod); - specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; - specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); - -#else // USE_RADIANCE_CUBEMAP_ARRAY - 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 - specular_light *= sc_luminance_multiplier; - specular_light *= scene_data.IBL_exposure_normalization; - specular_light *= horizon * horizon; - specular_light *= scene_data.ambient_light_color_energy.a; - } - -#if defined(CUSTOM_RADIANCE_USED) - specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a); -#endif // CUSTOM_RADIANCE_USED - -#ifndef USE_LIGHTMAP - //lightmap overrides everything - if (scene_data.use_ambient_light) { - ambient_light = scene_data.ambient_light_color_energy.rgb; - - if (scene_data.use_ambient_cubemap) { - vec3 ambient_dir = scene_data.radiance_inverse_xform * normal; -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb; -#else - vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb; -#endif //USE_RADIANCE_CUBEMAP_ARRAY - cubemap_ambient *= sc_luminance_multiplier; - cubemap_ambient *= scene_data.IBL_exposure_normalization; - ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix); - } - } -#endif // !USE_LIGHTMAP - -#if defined(CUSTOM_IRRADIANCE_USED) - ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); -#endif // CUSTOM_IRRADIANCE_USED -#ifdef LIGHT_CLEARCOAT_USED - - if (scene_data.use_reflection_cubemap) { - vec3 n = normalize(normal_interp); // We want to use geometric normal, not normal_map - float NoV = max(dot(n, view), 0.0001); - vec3 ref_vec = reflect(-view, n); - ref_vec = mix(ref_vec, n, clearcoat_roughness * clearcoat_roughness); - // The clear coat layer assumes an IOR of 1.5 (4% reflectance) - float Fc = clearcoat * (0.04 + 0.96 * SchlickFresnel(NoV)); - float attenuation = 1.0 - Fc; - ambient_light *= attenuation; - specular_light *= attenuation; - - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); - ref_vec = scene_data.radiance_inverse_xform * ref_vec; - float roughness_lod = mix(0.001, 0.1, clearcoat_roughness) * MAX_ROUGHNESS_LOD; -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - - float lod, blend; - blend = modf(roughness_lod, lod); - vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb; - clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend); - -#else - vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb; - -#endif //USE_RADIANCE_CUBEMAP_ARRAY - specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a; - } -#endif -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - - //radiance - -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#ifdef USE_LIGHTMAP - - //lightmap - if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture - uint index = draw_call.gi_offset; - - vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal; - const float c1 = 0.429043; - const float c2 = 0.511664; - const float c3 = 0.743125; - const float c4 = 0.886227; - const float c5 = 0.247708; - ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z) * - scene_data.emissive_exposure_normalization; - - } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap - bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); - uint ofs = draw_call.gi_offset & 0xFFFF; - vec3 uvw; - uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; - uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); - - uint idx = draw_call.gi_offset >> 20; - - if (uses_sh) { - uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - - vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); - float exposure_normalization = lightmaps.data[idx].exposure_normalization; - - ambient_light += lm_light_l0 * 0.282095f; - ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization; - ambient_light += lm_light_l1_0 * 0.32573 * n.z * exposure_normalization; - ambient_light += lm_light_l1p1 * 0.32573 * n.x * exposure_normalization; - if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick - vec3 r = reflect(normalize(-vertex), normal); - specular_light += lm_light_l1n1 * 0.32573 * r.y * exposure_normalization; - specular_light += lm_light_l1_0 * 0.32573 * r.z * exposure_normalization; - specular_light += lm_light_l1p1 * 0.32573 * r.x * exposure_normalization; - } - - } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; - } - } - - // No GI nor non low end mode... - -#endif // USE_LIGHTMAP - - // skipping ssao, do we remove ssao totally? - - if (!sc_disable_reflection_probes) { //Reflection probes - vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0); - vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0); - - uint reflection_indices = draw_call.reflection_probes.x; - -#ifdef LIGHT_ANISOTROPY_USED - // https://google.github.io/filament/Filament.html#lighting/imagebasedlights/anisotropy - vec3 anisotropic_direction = anisotropy >= 0.0 ? binormal : tangent; - vec3 anisotropic_tangent = cross(anisotropic_direction, view); - vec3 anisotropic_normal = cross(anisotropic_tangent, anisotropic_direction); - vec3 bent_normal = normalize(mix(normal, anisotropic_normal, abs(anisotropy) * clamp(5.0 * roughness, 0.0, 1.0))); -#else - vec3 bent_normal = normal; -#endif - vec3 ref_vec = normalize(reflect(-view, bent_normal)); - ref_vec = mix(ref_vec, bent_normal, roughness * roughness); - - for (uint i = 0; i < 8; i++) { - uint reflection_index = reflection_indices & 0xFF; - if (i == 4) { - reflection_indices = draw_call.reflection_probes.y; - } else { - reflection_indices = reflection_indices >> 8; - } - - if (reflection_index == 0xFF) { - break; - } - - reflection_process(reflection_index, vertex, ref_vec, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum); - } - - if (reflection_accum.a > 0.0) { - specular_light = reflection_accum.rgb / reflection_accum.a; - } - -#if !defined(USE_LIGHTMAP) - if (ambient_accum.a > 0.0) { - ambient_light = ambient_accum.rgb / ambient_accum.a; - } -#endif - } //Reflection probes - - // finalize ambient light here - ambient_light *= albedo.rgb; - ambient_light *= ao; - - // convert ao to direct light ao - ao = mix(1.0, ao, ao_light_affect); - - //this saves some VGPRs - vec3 f0 = F0(metallic, specular, albedo); - - { -#if defined(DIFFUSE_TOON) - //simplify for toon, as - specular_light *= specular * metallic * albedo * 2.0; -#else - - // scales the specular reflections, needs to be computed before lighting happens, - // but after environment, GI, and reflection probes are added - // Environment brdf approximation (Lazarov 2013) - // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile - const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); - const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); - vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, view), 0.0, 1.0); - float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; - vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - specular_light *= env.x * f0 + env.y; -#endif - } - -#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#if !defined(MODE_RENDER_DEPTH) - //this saves some VGPRs - uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular)); -#endif - -// LIGHTING -#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - - if (!sc_disable_directional_lights) { //directional light -#ifndef SHADOWS_DISABLED - // Do shadow and lighting in two passes to reduce register pressure - uint shadow0 = 0; - uint shadow1 = 0; - - for (uint i = 0; i < 8; i++) { - if (i >= scene_data.directional_light_count) { - break; - } - - if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) { - continue; //not masked - } - - float shadow = 1.0; - - // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support. - // Not sure if there is a reason to change this seeing directional lights are part of our global data - // Should think about whether we may want to move this code into an include file or function?? - -#ifdef USE_SOFT_SHADOWS - //version with soft shadows, more expensive - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -vertex.z; - - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 0) - - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.x; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 1) - - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.y; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 2) - - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.z; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - } else { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 3) - - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.w; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - } - - if (directional_lights.data[i].blend_splits) { - float pssm_blend; - float shadow2; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 1) - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.y; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - - pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 2) - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.z; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 3) - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - if (directional_lights.data[i].softshadow_angle > 0) { - float range_pos = dot(directional_lights.data[i].direction, v.xyz); - float range_begin = directional_lights.data[i].shadow_range_begin.w; - float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; - vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); - } - - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - } else { - pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) - } - - pssm_blend = sqrt(pssm_blend); - - shadow = mix(shadow, shadow2, pssm_blend); - } - - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance - -#undef BIAS_FUNC - } -#else - // Soft shadow disabled version - - if (directional_lights.data[i].shadow_opacity > 0.001) { - float depth_z = -vertex.z; - - vec4 pssm_coord; - float blur_factor; - vec3 light_dir = directional_lights.data[i].direction; - vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 0) - - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - blur_factor = 1.0; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 1) - - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; - ; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 2) - - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; - } else { - vec4 v = vec4(vertex, 1.0); - - BIAS_FUNC(v, 3) - - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; - } - - pssm_coord /= pssm_coord.w; - - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor, pssm_coord); - - if (directional_lights.data[i].blend_splits) { - float pssm_blend; - float blur_factor2; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 1) - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.y; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 2) - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.z; - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - vec4 v = vec4(vertex, 1.0); - BIAS_FUNC(v, 3) - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); - // Adjust shadow blur with reference to the first split to reduce discrepancy between shadow splits. - blur_factor2 = directional_lights.data[i].shadow_split_offsets.x / directional_lights.data[i].shadow_split_offsets.w; - } else { - pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached) - blur_factor2 = 1.0; - } - - pssm_coord /= pssm_coord.w; - - float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * blur_factor2, pssm_coord); - shadow = mix(shadow, shadow2, pssm_blend); - } - - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance - -#undef BIAS_FUNC - } -#endif - - if (i < 4) { - shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8); - } else { - shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); - } - } - -#endif // SHADOWS_DISABLED - - for (uint i = 0; i < 8; i++) { - if (i >= scene_data.directional_light_count) { - break; - } - - if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) { - continue; //not masked - } - - // We're not doing light transmittence - - float shadow = 1.0; -#ifndef SHADOWS_DISABLED - if (i < 4) { - shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; - } else { - shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; - } -#endif - blur_shadow(shadow); - - light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, -#ifdef LIGHT_BACKLIGHT_USED - backlight, -#endif -/* not supported here -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, - transmittance_z, -#endif -*/ -#ifdef LIGHT_RIM_USED - rim, rim_tint, -#endif -#ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), -#endif -#ifdef LIGHT_ANISOTROPY_USED - binormal, tangent, anisotropy, -#endif -#ifdef USE_SOFT_SHADOW - directional_lights.data[i].size, -#endif - diffuse_light, - specular_light); - } - } //directional light - - if (!sc_disable_omni_lights) { //omni lights - uint light_indices = draw_call.omni_lights.x; - for (uint i = 0; i < 8; i++) { - uint light_index = light_indices & 0xFF; - if (i == 4) { - light_indices = draw_call.omni_lights.y; - } else { - light_indices = light_indices >> 8; - } - - if (light_index == 0xFF) { - break; - } - - float shadow = light_process_omni_shadow(light_index, vertex, normal); - - shadow = blur_shadow(shadow); - - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, -#ifdef LIGHT_BACKLIGHT_USED - backlight, -#endif -/* -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, -#endif -*/ -#ifdef LIGHT_RIM_USED - rim, - rim_tint, -#endif -#ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), -#endif -#ifdef LIGHT_ANISOTROPY_USED - tangent, - binormal, anisotropy, -#endif - diffuse_light, specular_light); - } - } //omni lights - - if (!sc_disable_spot_lights) { //spot lights - - uint light_indices = draw_call.spot_lights.x; - for (uint i = 0; i < 8; i++) { - uint light_index = light_indices & 0xFF; - if (i == 4) { - light_indices = draw_call.spot_lights.y; - } else { - light_indices = light_indices >> 8; - } - - if (light_index == 0xFF) { - break; - } - - float shadow = light_process_spot_shadow(light_index, vertex, normal); - - shadow = blur_shadow(shadow); - - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, -#ifdef LIGHT_BACKLIGHT_USED - backlight, -#endif -/* -#ifdef LIGHT_TRANSMITTANCE_USED - transmittance_color, - transmittance_depth, - transmittance_boost, -#endif -*/ -#ifdef LIGHT_RIM_USED - rim, - rim_tint, -#endif -#ifdef LIGHT_CLEARCOAT_USED - clearcoat, clearcoat_roughness, normalize(normal_interp), -#endif -#ifdef LIGHT_ANISOTROPY_USED - tangent, - binormal, anisotropy, -#endif - diffuse_light, specular_light); - } - } //spot lights - -#ifdef USE_SHADOW_TO_OPACITY - alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0)); - -#if defined(ALPHA_SCISSOR_USED) - if (alpha < alpha_scissor) { - discard; - } -#endif // ALPHA_SCISSOR_USED - -#ifdef USE_OPAQUE_PREPASS - - if (alpha < scene_data.opaque_prepass_threshold) { - discard; - } - -#endif // USE_OPAQUE_PREPASS - -#endif // USE_SHADOW_TO_OPACITY - -#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - -#ifdef MODE_RENDER_DEPTH - -#ifdef MODE_RENDER_MATERIAL - - albedo_output_buffer.rgb = albedo; - albedo_output_buffer.a = alpha; - - normal_output_buffer.rgb = normal * 0.5 + 0.5; - normal_output_buffer.a = 0.0; - depth_output_buffer.r = -vertex.z; - - orm_output_buffer.r = ao; - orm_output_buffer.g = roughness; - orm_output_buffer.b = metallic; - orm_output_buffer.a = sss_strength; - - emission_output_buffer.rgb = emission; - emission_output_buffer.a = 0.0; -#endif // MODE_RENDER_MATERIAL - -#else // MODE_RENDER_DEPTH - - // multiply by albedo - diffuse_light *= albedo; // ambient must be multiplied by albedo at the end - - // apply direct light AO - ao = unpackUnorm4x8(orms).x; - specular_light *= ao; - diffuse_light *= ao; - - // apply metallic - metallic = unpackUnorm4x8(orms).z; - diffuse_light *= 1.0 - metallic; - ambient_light *= 1.0 - metallic; - - //restore fog - fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba)); - -#ifdef MODE_MULTIPLE_RENDER_TARGETS - -#ifdef MODE_UNSHADED - diffuse_buffer = vec4(albedo.rgb, 0.0); - specular_buffer = vec4(0.0); - -#else // MODE_UNSHADED - -#ifdef SSS_MODE_SKIN - sss_strength = -sss_strength; -#endif // SSS_MODE_SKIN - diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength); - specular_buffer = vec4(specular_light, metallic); -#endif // MODE_UNSHADED - - diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a); - specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a); - -#else //MODE_MULTIPLE_RENDER_TARGETS - -#ifdef MODE_UNSHADED - frag_color = vec4(albedo, alpha); -#else // MODE_UNSHADED - frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha); -#endif // MODE_UNSHADED - - // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. - frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); - - // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking - // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images - frag_color.rgb = frag_color.rgb / sc_luminance_multiplier; - -#endif //MODE_MULTIPLE_RENDER_TARGETS - -#endif //MODE_RENDER_DEPTH -} diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl deleted file mode 100644 index 3a9c52f5bc..0000000000 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ /dev/null @@ -1,231 +0,0 @@ -#define M_PI 3.14159265359 -#define MAX_VIEWS 2 - -#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview) -#extension GL_EXT_multiview : enable -#endif - -#include "decal_data_inc.glsl" - -#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) -#ifndef NORMAL_USED -#define NORMAL_USED -#endif -#endif - -/* don't exceed 128 bytes!! */ -/* put instance data into our push content, not a array */ -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 - uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76 - uint layer_mask; // 04 - 80 - highp vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed - - uvec2 reflection_probes; // 08 - 104 - uvec2 omni_lights; // 08 - 112 - uvec2 spot_lights; // 08 - 120 - uvec2 decals; // 08 - 128 -} -draw_call; - -/* Set 0: Base Pass (never changes) */ - -#include "light_data_inc.glsl" - -#define SAMPLER_NEAREST_CLAMP 0 -#define SAMPLER_LINEAR_CLAMP 1 -#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 -#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 -#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 -#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 -#define SAMPLER_NEAREST_REPEAT 6 -#define SAMPLER_LINEAR_REPEAT 7 -#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 -#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 -#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 -#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 - -layout(set = 0, binding = 1) uniform sampler material_samplers[12]; - -layout(set = 0, binding = 2) uniform sampler shadow_sampler; - -layout(set = 0, binding = 3) uniform sampler decal_sampler; -layout(set = 0, binding = 4) uniform sampler light_projector_sampler; - -#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) -#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) -#define INSTANCE_FLAGS_USE_SDFGI (1 << 7) -#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) -#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) -#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) -#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11) -#define INSTANCE_FLAGS_MULTIMESH (1 << 12) -#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) -#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) -#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) -#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 -//3 bits of stride -#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF - -layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { - LightData data[]; -} -omni_lights; - -layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { - LightData data[]; -} -spot_lights; - -layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { - ReflectionData data[]; -} -reflections; - -layout(set = 0, binding = 8, std140) uniform DirectionalLights { - DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; -} -directional_lights; - -#define LIGHTMAP_FLAG_USE_DIRECTION 1 -#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2 - -struct Lightmap { - mediump mat3 normal_xform; - vec3 pad; - float exposure_normalization; -}; - -layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { - Lightmap data[]; -} -lightmaps; - -struct LightmapCapture { - mediump vec4 sh[9]; -}; - -layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { - LightmapCapture data[]; -} -lightmap_captures; - -layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas; -layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb; - -layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { - DecalData data[]; -} -decals; - -layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalShaderUniformData { - highp vec4 data[]; -} -global_shader_uniforms; - -/* Set 1: Render Pass (changes per render pass) */ - -struct SceneData { - highp mat4 projection_matrix; - highp mat4 inv_projection_matrix; - highp mat4 inv_view_matrix; - highp mat4 view_matrix; - - // only used for multiview - highp mat4 projection_matrix_view[MAX_VIEWS]; - highp mat4 inv_projection_matrix_view[MAX_VIEWS]; - highp vec4 eye_offset[MAX_VIEWS]; - - highp vec2 viewport_size; - highp vec2 screen_pixel_size; - - // Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted. - highp vec4 directional_penumbra_shadow_kernel[32]; - highp vec4 directional_soft_shadow_kernel[32]; - highp vec4 penumbra_shadow_kernel[32]; - highp vec4 soft_shadow_kernel[32]; - - mediump vec4 ambient_light_color_energy; - - mediump float ambient_color_sky_mix; - bool use_ambient_light; - bool use_ambient_cubemap; - bool use_reflection_cubemap; - - mediump mat3 radiance_inverse_xform; - - highp vec2 shadow_atlas_pixel_size; - highp vec2 directional_shadow_pixel_size; - - uint directional_light_count; - mediump float dual_paraboloid_side; - highp float z_far; - highp float z_near; - - bool ssao_enabled; - mediump float ssao_light_affect; - mediump float ssao_ao_affect; - bool roughness_limiter_enabled; - - mediump float roughness_limiter_amount; - mediump float roughness_limiter_limit; - mediump float opaque_prepass_threshold; - uint roughness_limiter_pad; - - bool fog_enabled; - highp float fog_density; - highp float fog_height; - highp float fog_height_density; - - mediump vec3 fog_light_color; - mediump float fog_sun_scatter; - - mediump float fog_aerial_perspective; - bool material_uv2_mode; - - highp float time; - mediump float reflection_multiplier; // one normally, zero when rendering reflections - - bool pancake_shadows; - float emissive_exposure_normalization; - float IBL_exposure_normalization; - uint pad3; -}; - -layout(set = 1, binding = 0, std140) uniform SceneDataBlock { - SceneData data; -} -scene_data_block; - -#ifdef USE_RADIANCE_CUBEMAP_ARRAY - -layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap; - -#else - -layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap; - -#endif - -layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas; - -layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas; - -layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas; - -// this needs to change to providing just the lightmap we're using.. -layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; - -layout(set = 1, binding = 9) uniform highp texture2D depth_buffer; -layout(set = 1, binding = 10) uniform mediump texture2D color_buffer; - -/* Set 2 Skeleton & Instancing (can change per item) */ - -layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms { - highp vec4 data[]; -} -transforms; - -/* Set 3 User Material */ diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp new file mode 100644 index 0000000000..f925f87cbe --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp @@ -0,0 +1,246 @@ +/*************************************************************************/ +/* render_scene_data_rd.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "render_scene_data_rd.h" +#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/light_storage.h" +#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" +#include "servers/rendering/rendering_server_default.h" + +RID RenderSceneDataRD::create_uniform_buffer() { + return RD::get_singleton()->uniform_buffer_create(sizeof(UBODATA)); +} + +void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers) { + RendererSceneRenderRD *render_scene_render = RendererSceneRenderRD::get_singleton(); + + UBODATA ubo_data; + memset(&ubo_data, 0, sizeof(UBODATA)); + + // just for easy access.. + UBO &ubo = ubo_data.ubo; + UBO &prev_ubo = ubo_data.prev_ubo; + + Projection correction; + correction.set_depth_correction(p_flip_y); + correction.add_jitter_offset(taa_jitter); + Projection projection = correction * cam_projection; + + //store camera into ubo + RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(cam_transform, ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(cam_transform.affine_inverse(), ubo.view_matrix); + + for (uint32_t v = 0; v < view_count; v++) { + projection = correction * view_projection[v]; + RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(projection.inverse(), ubo.inv_projection_matrix_view[v]); + + ubo.eye_offset[v][0] = view_eye_offset[v].x; + ubo.eye_offset[v][1] = view_eye_offset[v].y; + ubo.eye_offset[v][2] = view_eye_offset[v].z; + ubo.eye_offset[v][3] = 0.0; + } + + ubo.taa_jitter[0] = taa_jitter.x; + ubo.taa_jitter[1] = taa_jitter.y; + + ubo.z_far = z_far; + ubo.z_near = z_near; + + ubo.pancake_shadows = p_pancake_shadows; + + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_penumbra_shadow_kernel_get(), ubo.directional_penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->directional_soft_shadow_kernel_get(), ubo.directional_soft_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->penumbra_shadow_kernel_get(), ubo.penumbra_shadow_kernel); + RendererRD::MaterialStorage::store_soft_shadow_kernel(render_scene_render->soft_shadow_kernel_get(), ubo.soft_shadow_kernel); + + ubo.viewport_size[0] = p_screen_size.x; + ubo.viewport_size[1] = p_screen_size.y; + + Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); + ubo.screen_pixel_size[0] = screen_pixel_size.x; + ubo.screen_pixel_size[1] = screen_pixel_size.y; + + ubo.shadow_atlas_pixel_size[0] = shadow_atlas_pixel_size.x; + ubo.shadow_atlas_pixel_size[1] = shadow_atlas_pixel_size.y; + + ubo.directional_shadow_pixel_size[0] = directional_shadow_pixel_size.x; + ubo.directional_shadow_pixel_size[1] = directional_shadow_pixel_size.y; + + ubo.time = time; + + ubo.directional_light_count = directional_light_count; + ubo.dual_paraboloid_side = dual_paraboloid_side; + ubo.opaque_prepass_threshold = opaque_prepass_threshold; + ubo.material_uv2_mode = material_uv2_mode; + + ubo.fog_enabled = false; + + if (p_debug_mode == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { + ubo.use_ambient_light = true; + ubo.ambient_light_color_energy[0] = 1; + ubo.ambient_light_color_energy[1] = 1; + ubo.ambient_light_color_energy[2] = 1; + ubo.ambient_light_color_energy[3] = 1.0; + ubo.use_ambient_cubemap = false; + ubo.use_reflection_cubemap = false; + } else if (p_env.is_valid()) { + RS::EnvironmentBG env_bg = render_scene_render->environment_get_background(p_env); + RS::EnvironmentAmbientSource ambient_src = render_scene_render->environment_get_ambient_source(p_env); + + float bg_energy_multiplier = render_scene_render->environment_get_bg_energy_multiplier(p_env); + + ubo.ambient_light_color_energy[3] = bg_energy_multiplier; + + ubo.ambient_color_sky_mix = render_scene_render->environment_get_ambient_sky_contribution(p_env); + + //ambient + if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) { + Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : render_scene_render->environment_get_bg_color(p_env); + color = color.srgb_to_linear(); + + ubo.ambient_light_color_energy[0] = color.r * bg_energy_multiplier; + ubo.ambient_light_color_energy[1] = color.g * bg_energy_multiplier; + ubo.ambient_light_color_energy[2] = color.b * bg_energy_multiplier; + ubo.use_ambient_light = true; + ubo.use_ambient_cubemap = false; + } else { + float energy = render_scene_render->environment_get_ambient_light_energy(p_env); + Color color = render_scene_render->environment_get_ambient_light(p_env); + color = color.srgb_to_linear(); + ubo.ambient_light_color_energy[0] = color.r * energy; + ubo.ambient_light_color_energy[1] = color.g * energy; + ubo.ambient_light_color_energy[2] = color.b * energy; + + Basis sky_transform = render_scene_render->environment_get_sky_orientation(p_env); + sky_transform = sky_transform.inverse() * cam_transform.basis; + RendererRD::MaterialStorage::store_transform_3x3(sky_transform, ubo.radiance_inverse_xform); + + ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY; + ubo.use_ambient_light = ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR; + } + + //specular + RS::EnvironmentReflectionSource ref_src = render_scene_render->environment_get_reflection_source(p_env); + if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) { + ubo.use_reflection_cubemap = true; + } else { + ubo.use_reflection_cubemap = false; + } + + ubo.fog_enabled = render_scene_render->environment_get_fog_enabled(p_env); + ubo.fog_density = render_scene_render->environment_get_fog_density(p_env); + ubo.fog_height = render_scene_render->environment_get_fog_height(p_env); + ubo.fog_height_density = render_scene_render->environment_get_fog_height_density(p_env); + ubo.fog_aerial_perspective = render_scene_render->environment_get_fog_aerial_perspective(p_env); + + Color fog_color = render_scene_render->environment_get_fog_light_color(p_env).srgb_to_linear(); + float fog_energy = render_scene_render->environment_get_fog_light_energy(p_env); + + ubo.fog_light_color[0] = fog_color.r * fog_energy; + ubo.fog_light_color[1] = fog_color.g * fog_energy; + ubo.fog_light_color[2] = fog_color.b * fog_energy; + + ubo.fog_sun_scatter = render_scene_render->environment_get_fog_sun_scatter(p_env); + } else { + if (p_reflection_probe_instance.is_valid() && RendererRD::LightStorage::get_singleton()->reflection_probe_is_interior(p_reflection_probe_instance)) { + ubo.use_ambient_light = false; + } else { + ubo.use_ambient_light = true; + Color clear_color = p_default_bg_color; + clear_color = clear_color.srgb_to_linear(); + ubo.ambient_light_color_energy[0] = clear_color.r; + ubo.ambient_light_color_energy[1] = clear_color.g; + ubo.ambient_light_color_energy[2] = clear_color.b; + ubo.ambient_light_color_energy[3] = 1.0; + } + + ubo.use_ambient_cubemap = false; + ubo.use_reflection_cubemap = false; + } + + if (p_camera_attributes.is_valid()) { + ubo.emissive_exposure_normalization = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes); + ubo.IBL_exposure_normalization = 1.0; + if (p_env.is_valid()) { + RID sky_rid = render_scene_render->environment_get_sky(p_env); + if (sky_rid.is_valid()) { + float current_exposure = RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_camera_attributes) * render_scene_render->environment_get_bg_intensity(p_env) / p_luminance_multiplier; + ubo.IBL_exposure_normalization = current_exposure / MAX(0.001, render_scene_render->get_sky()->sky_get_baked_exposure(sky_rid)); + } + } + } else if (emissive_exposure_normalization > 0.0) { + // This branch is triggered when using render_material(). + // Emissive is set outside the function. + ubo.emissive_exposure_normalization = emissive_exposure_normalization; + // IBL isn't used don't set it. + } else { + ubo.emissive_exposure_normalization = 1.0; + ubo.IBL_exposure_normalization = 1.0; + } + + ubo.roughness_limiter_enabled = p_opaque_render_buffers && render_scene_render->screen_space_roughness_limiter_is_active(); + ubo.roughness_limiter_amount = render_scene_render->screen_space_roughness_limiter_get_amount(); + ubo.roughness_limiter_limit = render_scene_render->screen_space_roughness_limiter_get_limit(); + + if (calculate_motion_vectors) { + // Q : Should we make a complete copy or should we define a separate UBO with just the components we need? + memcpy(&prev_ubo, &ubo, sizeof(UBO)); + + Projection prev_correction; + prev_correction.set_depth_correction(true); + prev_correction.add_jitter_offset(prev_taa_jitter); + Projection prev_projection = prev_correction * prev_cam_projection; + + //store camera into ubo + RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix); + RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix); + RendererRD::MaterialStorage::store_transform(prev_cam_transform, prev_ubo.inv_view_matrix); + RendererRD::MaterialStorage::store_transform(prev_cam_transform.affine_inverse(), prev_ubo.view_matrix); + + for (uint32_t v = 0; v < view_count; v++) { + prev_projection = prev_correction * view_projection[v]; + RendererRD::MaterialStorage::store_camera(prev_projection, prev_ubo.projection_matrix_view[v]); + RendererRD::MaterialStorage::store_camera(prev_projection.inverse(), prev_ubo.inv_projection_matrix_view[v]); + } + prev_ubo.taa_jitter[0] = prev_taa_jitter.x; + prev_ubo.taa_jitter[1] = prev_taa_jitter.y; + prev_ubo.time -= time_step; + } + + uniform_buffer = p_uniform_buffer; + RD::get_singleton()->buffer_update(uniform_buffer, 0, sizeof(UBODATA), &ubo, RD::BARRIER_MASK_RASTER); +} + +RID RenderSceneDataRD::get_uniform_buffer() { + return uniform_buffer; +} diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h new file mode 100644 index 0000000000..c2dc7d5f4c --- /dev/null +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -0,0 +1,157 @@ +/*************************************************************************/ +/* render_scene_data_rd.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef RENDER_SCENE_DATA_RD_H +#define RENDER_SCENE_DATA_RD_H + +#include "render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" +#include "servers/rendering/rendering_device.h" + +// This is a container for data related to rendering a single frame of a viewport where we load this data into a UBO +// that can be used by the main scene shader but also by various effects. + +class RenderSceneDataRD { +public: + bool calculate_motion_vectors = false; + + Transform3D cam_transform; + Projection cam_projection; + Vector2 taa_jitter; + bool cam_orthogonal = false; + + // For stereo rendering + uint32_t view_count = 1; + Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS]; + Projection view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; + + Transform3D prev_cam_transform; + Projection prev_cam_projection; + Vector2 prev_taa_jitter; + Projection prev_view_projection[RendererSceneRender::MAX_RENDER_VIEWS]; + + float z_near = 0.0; + float z_far = 0.0; + + float lod_distance_multiplier = 0.0; + Plane lod_camera_plane; + float screen_mesh_lod_threshold = 0.0; + + uint32_t directional_light_count = 0; + float dual_paraboloid_side = 0.0; + float opaque_prepass_threshold = 0.0; + bool material_uv2_mode = false; + float emissive_exposure_normalization = 0.0; + + Size2 shadow_atlas_pixel_size; + Size2 directional_shadow_pixel_size; + + float time; + float time_step; + + RID create_uniform_buffer(); + void update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p_debug_mode, RID p_env, RID p_reflection_probe_instance, RID p_camera_attributes, bool p_flip_y, bool p_pancake_shadows, const Size2i &p_screen_size, const Color &p_default_bg_color, float p_luminance_multiplier, bool p_opaque_render_buffers); + RID get_uniform_buffer(); + +private: + RID uniform_buffer; // loaded into this uniform buffer (supplied externally) + + // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code + struct UBO { + float projection_matrix[16]; + float inv_projection_matrix[16]; + float inv_view_matrix[16]; + float view_matrix[16]; + + float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16]; + float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4]; + + float viewport_size[2]; + float screen_pixel_size[2]; + + float directional_penumbra_shadow_kernel[128]; //32 vec4s + float directional_soft_shadow_kernel[128]; + float penumbra_shadow_kernel[128]; + float soft_shadow_kernel[128]; + + float radiance_inverse_xform[12]; + + float ambient_light_color_energy[4]; + + float ambient_color_sky_mix; + uint32_t use_ambient_light; + uint32_t use_ambient_cubemap; + uint32_t use_reflection_cubemap; + + float shadow_atlas_pixel_size[2]; + float directional_shadow_pixel_size[2]; + + uint32_t directional_light_count; + float dual_paraboloid_side; + float z_far; + float z_near; + + uint32_t roughness_limiter_enabled; + float roughness_limiter_amount; + float roughness_limiter_limit; + float opaque_prepass_threshold; + + // Fog + uint32_t fog_enabled; + float fog_density; + float fog_height; + float fog_height_density; + + float fog_light_color[3]; + float fog_sun_scatter; + + float fog_aerial_perspective; + float time; + float reflection_multiplier; + uint32_t material_uv2_mode; + + float taa_jitter[2]; + float emissive_exposure_normalization; // Needed to normalize emissive when using physical units. + float IBL_exposure_normalization; // Adjusts for baked exposure. + + uint32_t pancake_shadows; + uint32_t pad1; + uint32_t pad2; + uint32_t pad3; + }; + + struct UBODATA { + UBO ubo; + UBO prev_ubo; + }; +}; + +#endif // RENDER_SCENE_DATA_RD_H -- cgit v1.2.3