2022-09-07 13:23:01 +02:00
|
|
|
// 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];
|
|
|
|
|
2023-02-01 04:53:54 +01:00
|
|
|
// Used for billboards to cast correct shadows.
|
|
|
|
highp mat4 main_cam_inv_view_matrix;
|
|
|
|
|
2022-09-07 13:23:01 +02:00
|
|
|
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;
|
2022-09-18 07:31:43 +02:00
|
|
|
uint fog_mode;
|
2022-09-07 13:23:01 +02:00
|
|
|
highp float fog_density;
|
|
|
|
highp float fog_height;
|
|
|
|
|
2023-05-26 18:32:01 +02:00
|
|
|
highp float fog_height_density;
|
2022-09-18 07:31:43 +02:00
|
|
|
highp float fog_depth_curve;
|
|
|
|
highp float fog_depth_begin;
|
2023-05-26 18:32:01 +02:00
|
|
|
highp float taa_frame_count;
|
2022-09-18 07:31:43 +02:00
|
|
|
|
2022-09-07 13:23:01 +02:00
|
|
|
mediump vec3 fog_light_color;
|
2022-09-18 07:31:43 +02:00
|
|
|
highp float fog_depth_end;
|
2022-09-07 13:23:01 +02:00
|
|
|
|
2022-09-18 07:31:43 +02:00
|
|
|
mediump float fog_sun_scatter;
|
2022-09-07 13:23:01 +02:00
|
|
|
mediump float fog_aerial_perspective;
|
|
|
|
highp float time;
|
|
|
|
mediump float reflection_multiplier; // one normally, zero when rendering reflections
|
|
|
|
|
|
|
|
vec2 taa_jitter;
|
2022-09-18 07:31:43 +02:00
|
|
|
bool material_uv2_mode;
|
2022-09-07 13:23:01 +02:00
|
|
|
float emissive_exposure_normalization;
|
|
|
|
|
2022-09-18 07:31:43 +02:00
|
|
|
float IBL_exposure_normalization;
|
2022-09-07 13:23:01 +02:00
|
|
|
bool pancake_shadows;
|
2022-10-13 04:33:06 +02:00
|
|
|
uint camera_visible_layers;
|
2023-09-22 23:38:02 +02:00
|
|
|
float pass_alpha_multiplier;
|
2022-09-07 13:23:01 +02:00
|
|
|
};
|