Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU so that it can calculate an error-corrected version of the vertex position
This commit is contained in:
parent
6f5704d86f
commit
27a3014f50
9 changed files with 207 additions and 14 deletions
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@ -711,6 +711,14 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
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instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
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instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
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#endif
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bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
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if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && repeats < RenderElementInfo::MAX_REPEATS) {
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@ -3036,6 +3044,11 @@ RenderForwardClustered::RenderForwardClustered() {
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{
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defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
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}
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#ifdef REAL_T_IS_DOUBLE
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{
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defines += "\n#define USE_DOUBLE_PRECISION \n";
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}
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#endif
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scene_shader.init(defines);
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}
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@ -621,10 +621,10 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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//shader compiler
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ShaderCompiler::DefaultIdentifierActions actions;
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actions.renames["MODEL_MATRIX"] = "model_matrix";
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actions.renames["MODEL_MATRIX"] = "read_model_matrix";
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actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
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actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
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actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
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actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix";
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actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
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actions.renames["MODELVIEW_MATRIX"] = "modelview";
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@ -757,6 +757,8 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
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actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
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actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n";
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actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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@ -1757,6 +1757,14 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
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RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
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}
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
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#endif
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push_constant.flags = inst->flags_cache;
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push_constant.gi_offset = inst->gi_offset_cache;
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push_constant.layer_mask = inst->layer_mask;
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@ -2472,6 +2480,11 @@ RenderForwardMobile::RenderForwardMobile() {
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{
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defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
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}
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#ifdef REAL_T_IS_DOUBLE
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{
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defines += "\n#define USE_DOUBLE_PRECISION \n";
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}
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#endif
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scene_shader.init(defines);
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@ -521,10 +521,10 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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//shader compiler
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ShaderCompiler::DefaultIdentifierActions actions;
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actions.renames["MODEL_MATRIX"] = "model_matrix";
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actions.renames["MODEL_MATRIX"] = "read_model_matrix";
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actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
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actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
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actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
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actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix";
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actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
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actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
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actions.renames["MODELVIEW_MATRIX"] = "modelview";
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@ -657,6 +657,8 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
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actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
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actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n";
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actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
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actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
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actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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@ -129,12 +129,52 @@ invariant gl_Position;
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#GLOBALS
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#ifdef USE_DOUBLE_PRECISION
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// Helper functions for emulating double precision when adding floats.
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vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
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vec3 s = a + b;
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out_p = b - (s - a);
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return s;
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}
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vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
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vec3 s = a + b;
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vec3 v = s - a;
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out_p = (a - (s - v)) + (b - v);
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return s;
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}
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vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
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vec3 s, t, se, te;
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s = two_sum(base_a, base_b, se);
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t = two_sum(prec_a, prec_b, te);
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se += t;
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s = quick_two_sum(s, se, se);
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se += te;
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s = quick_two_sum(s, se, out_precision);
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return s;
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}
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#endif
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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) {
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vec4 instance_custom = vec4(0.0);
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#if defined(COLOR_USED)
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color_interp = color_attrib;
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#endif
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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#ifdef USE_DOUBLE_PRECISION
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vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
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model_matrix[0][3] = 0.0;
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model_matrix[1][3] = 0.0;
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model_matrix[2][3] = 0.0;
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vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
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inv_view_matrix[0][3] = 0.0;
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inv_view_matrix[1][3] = 0.0;
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inv_view_matrix[2][3] = 0.0;
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#endif
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mat3 model_normal_matrix;
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if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
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model_normal_matrix = transpose(inverse(mat3(model_matrix)));
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@ -142,11 +182,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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model_normal_matrix = mat3(model_matrix);
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}
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mat4 matrix;
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mat4 read_model_matrix = model_matrix;
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if (is_multimesh) {
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//multimesh, instances are for it
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mat4 matrix;
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#ifdef USE_PARTICLE_TRAILS
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uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
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uint stride = 3 + 1 + 1; //particles always uses this format
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@ -232,7 +273,14 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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#endif
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//transpose
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matrix = transpose(matrix);
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model_matrix = model_matrix * matrix;
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#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
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// Normally we can bake the multimesh transform into the model matrix, but when using double precision
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// we avoid baking it in so we can emulate high precision.
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read_model_matrix = model_matrix * matrix;
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#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
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model_matrix = read_model_matrix;
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#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
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#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
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model_normal_matrix = model_normal_matrix * mat3(matrix);
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}
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@ -297,7 +345,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
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// using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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#ifdef USE_DOUBLE_PRECISION
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// We separate the basis from the origin becasue the basis is fine with single point precision.
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// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
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// We add the result to the vertex and ignore the final lost precision.
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vec3 model_origin = model_matrix[3].xyz;
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if (is_multimesh) {
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vertex = mat3(matrix) * vertex;
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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}
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vertex = mat3(model_matrix) * vertex;
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vec3 temp_precision; // Will be ignored.
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex = mat3(scene_data.view_matrix) * vertex;
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#else
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vertex = (modelview * vec4(vertex, 1.0)).xyz;
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#endif
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#ifdef NORMAL_USED
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normal = modelview_normal * normal;
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#endif
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@ -490,7 +553,6 @@ layout(location = 10) in flat uint instance_index_interp;
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//defines to keep compatibility with vertex
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#define model_matrix instances.data[draw_call.instance_index].transform
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#ifdef USE_MULTIVIEW
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#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
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#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
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vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
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#endif // ALPHA_ANTIALIASING_EDGE_USED
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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mat4 read_model_matrix = instances.data[instance_index].transform;
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#ifdef USE_DOUBLE_PRECISION
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read_model_matrix[0][3] = 0.0;
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read_model_matrix[1][3] = 0.0;
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read_model_matrix[2][3] = 0.0;
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inv_view_matrix[0][3] = 0.0;
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inv_view_matrix[1][3] = 0.0;
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inv_view_matrix[2][3] = 0.0;
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#endif
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{
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#CODE : FRAGMENT
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}
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@ -123,6 +123,33 @@ invariant gl_Position;
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#define scene_data scene_data_block.data
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#ifdef USE_DOUBLE_PRECISION
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// Helper functions for emulating double precision when adding floats.
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vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
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vec3 s = a + b;
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out_p = b - (s - a);
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return s;
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}
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vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
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vec3 s = a + b;
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vec3 v = s - a;
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out_p = (a - (s - v)) + (b - v);
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return s;
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}
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vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
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vec3 s, t, se, te;
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s = two_sum(base_a, base_b, se);
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t = two_sum(prec_a, prec_b, te);
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se += t;
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s = quick_two_sum(s, se, se);
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se += te;
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s = quick_two_sum(s, se, out_precision);
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return s;
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}
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#endif
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void main() {
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vec4 instance_custom = vec4(0.0);
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#if defined(COLOR_USED)
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bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
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mat4 model_matrix = draw_call.transform;
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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#ifdef USE_DOUBLE_PRECISION
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vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
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model_matrix[0][3] = 0.0;
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model_matrix[1][3] = 0.0;
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model_matrix[2][3] = 0.0;
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vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
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inv_view_matrix[0][3] = 0.0;
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inv_view_matrix[1][3] = 0.0;
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inv_view_matrix[2][3] = 0.0;
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#endif
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mat3 model_normal_matrix;
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if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
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model_normal_matrix = mat3(model_matrix);
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}
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mat4 matrix;
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mat4 read_model_matrix = model_matrix;
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if (is_multimesh) {
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//multimesh, instances are for it
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mat4 matrix;
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#ifdef USE_PARTICLE_TRAILS
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uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
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uint stride = 3 + 1 + 1; //particles always uses this format
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#endif
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//transpose
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matrix = transpose(matrix);
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model_matrix = model_matrix * matrix;
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#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
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// Normally we can bake the multimesh transform into the model matrix, but when using double precision
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// we avoid baking it in so we can emulate high precision.
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read_model_matrix = model_matrix * matrix;
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#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
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model_matrix = read_model_matrix;
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#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
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#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
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model_normal_matrix = model_normal_matrix * mat3(matrix);
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}
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// using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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#ifdef USE_DOUBLE_PRECISION
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// We separate the basis from the origin becasue the basis is fine with single point precision.
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// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
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// We add the result to the vertex and ignore the final lost precision.
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vec3 model_origin = model_matrix[3].xyz;
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if (is_multimesh) {
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vertex = mat3(matrix) * vertex;
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model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
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}
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vertex = mat3(model_matrix) * vertex;
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vec3 temp_precision;
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vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
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vertex = mat3(scene_data.view_matrix) * vertex;
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#else
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vertex = (modelview * vec4(vertex, 1.0)).xyz;
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#endif
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#ifdef NORMAL_USED
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normal = modelview_normal * normal;
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#endif
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@ -468,7 +530,6 @@ layout(location = 9) highp in float dp_clip;
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//defines to keep compatibility with vertex
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#define model_matrix draw_call.transform
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#ifdef USE_MULTIVIEW
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#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
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#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
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@ -685,6 +746,17 @@ void main() {
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vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
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#endif // ALPHA_ANTIALIASING_EDGE_USED
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mat4 inv_view_matrix = scene_data.inv_view_matrix;
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mat4 read_model_matrix = draw_call.transform;
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#ifdef USE_DOUBLE_PRECISION
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read_model_matrix[0][3] = 0.0;
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read_model_matrix[1][3] = 0.0;
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read_model_matrix[2][3] = 0.0;
|
||||
inv_view_matrix[0][3] = 0.0;
|
||||
inv_view_matrix[1][3] = 0.0;
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||||
inv_view_matrix[2][3] = 0.0;
|
||||
#endif
|
||||
|
||||
{
|
||||
#CODE : FRAGMENT
|
||||
}
|
||||
|
|
|
@ -311,6 +311,18 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
// http://andrewthall.org/papers/df64_qf128.pdf
|
||||
#ifdef REAL_T_IS_DOUBLE
|
||||
static _FORCE_INLINE_ void split_double(double a, float *ahi, float *alo) {
|
||||
const double SPLITTER = (1 << 29) + 1;
|
||||
double t = a * SPLITTER;
|
||||
double thi = t - (t - a);
|
||||
double tlo = a - thi;
|
||||
*ahi = (float)thi;
|
||||
*alo = (float)tlo;
|
||||
}
|
||||
#endif
|
||||
|
||||
/* Samplers */
|
||||
|
||||
_FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) {
|
||||
|
|
|
@ -59,6 +59,12 @@ void RenderSceneDataRD::update_ubo(RID p_uniform_buffer, RS::ViewportDebugDraw p
|
|||
RendererRD::MaterialStorage::store_transform(cam_transform, ubo.inv_view_matrix);
|
||||
RendererRD::MaterialStorage::store_transform(cam_transform.affine_inverse(), ubo.view_matrix);
|
||||
|
||||
#ifdef REAL_T_IS_DOUBLE
|
||||
RendererRD::MaterialStorage::split_double(-cam_transform.origin.x, &ubo.inv_view_matrix[12], &ubo.inv_view_matrix[3]);
|
||||
RendererRD::MaterialStorage::split_double(-cam_transform.origin.y, &ubo.inv_view_matrix[13], &ubo.inv_view_matrix[7]);
|
||||
RendererRD::MaterialStorage::split_double(-cam_transform.origin.z, &ubo.inv_view_matrix[14], &ubo.inv_view_matrix[11]);
|
||||
#endif
|
||||
|
||||
for (uint32_t v = 0; v < view_count; v++) {
|
||||
projection = correction * view_projection[v];
|
||||
RendererRD::MaterialStorage::store_camera(projection, ubo.projection_matrix_view[v]);
|
||||
|
|
|
@ -86,8 +86,8 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
|
||||
|
||||
//builtins
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
|
|
Loading…
Reference in a new issue