From 31c1a06ab5ddb4189066ddc2b6449b9ed1cde16c Mon Sep 17 00:00:00 2001 From: clayjohn Date: Thu, 27 Oct 2022 15:14:45 -0700 Subject: Fix ss_effects_flags uniform in clustered forward renderer This comes from an uncaught merge conflict resulting from the split of scene_data into scene_data and implementation_data --- .../shaders/forward_clustered/scene_forward_clustered.glsl | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'servers') 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 index 77ae97e621..293532bf2d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1454,7 +1454,7 @@ void fragment_shader(in SceneData scene_data) { ambient_light *= albedo.rgb; ambient_light *= ao; - if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + 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; @@ -1462,6 +1462,9 @@ void fragment_shader(in SceneData scene_data) { #endif // AMBIENT_LIGHT_DISABLED } + // convert ao to direct light ao + ao = mix(1.0, ao, ao_light_affect); + //this saves some VGPRs vec3 f0 = F0(metallic, specular, albedo); -- cgit v1.2.3