diff --git a/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl b/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl index e0b0899dfa4..193d0a8a3cb 100644 --- a/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl +++ b/servers/visual/rasterizer_rd/shaders/cubemap_filter.glsl @@ -94,35 +94,36 @@ void main() { // determine which texel this is #ifndef USE_TEXTURE_ARRAY - int level = 0; + // NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name. + int mip_level = 0; if (id.x < (128 * 128)) { - level = 0; + mip_level = 0; } else if (id.x < (128 * 128 + 64 * 64)) { - level = 1; + mip_level = 1; id.x -= (128 * 128); } else if (id.x < (128 * 128 + 64 * 64 + 32 * 32)) { - level = 2; + mip_level = 2; id.x -= (128 * 128 + 64 * 64); } else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16)) { - level = 3; + mip_level = 3; id.x -= (128 * 128 + 64 * 64 + 32 * 32); } else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8)) { - level = 4; + mip_level = 4; id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16); } else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4)) { - level = 5; + mip_level = 5; id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8); } else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2)) { - level = 6; + mip_level = 6; id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4); } else { return; } - int res = BASE_RESOLUTION >> level; + int res = BASE_RESOLUTION >> mip_level; #else // Using Texture Arrays so all levels are the same resolution int res = BASE_RESOLUTION; - int level = int(id.x / (BASE_RESOLUTION * BASE_RESOLUTION)); - id.x -= level * BASE_RESOLUTION * BASE_RESOLUTION; + int mip_level = int(id.x / (BASE_RESOLUTION * BASE_RESOLUTION)); + id.x -= mip_level * BASE_RESOLUTION * BASE_RESOLUTION; #endif // determine dir / pos for the texel @@ -212,29 +213,29 @@ void main() { vec4 coeffsWeight[3]; for (int iCoeff = 0; iCoeff < 3; iCoeff++) { - coeffsDir0[iCoeff] = data.coeffs[level][0][iCoeff][index]; - coeffsDir1[iCoeff] = data.coeffs[level][1][iCoeff][index]; - coeffsDir2[iCoeff] = data.coeffs[level][2][iCoeff][index]; - coeffsLevel[iCoeff] = data.coeffs[level][3][iCoeff][index]; - coeffsWeight[iCoeff] = data.coeffs[level][4][iCoeff][index]; + coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index]; + coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index]; + coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index]; + coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index]; + coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index]; } for (int iSubTap = 0; iSubTap < 4; iSubTap++) { - // determine sample attributes (dir, weight, level) + // determine sample attributes (dir, weight, mip_level) vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2); float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2; float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2; #else - vec4 coeffsDir0 = data.coeffs[level][0][index]; - vec4 coeffsDir1 = data.coeffs[level][1][index]; - vec4 coeffsDir2 = data.coeffs[level][2][index]; - vec4 coeffsLevel = data.coeffs[level][3][index]; - vec4 coeffsWeight = data.coeffs[level][4][index]; + vec4 coeffsDir0 = data.coeffs[mip_level][0][index]; + vec4 coeffsDir1 = data.coeffs[mip_level][1][index]; + vec4 coeffsDir2 = data.coeffs[mip_level][2][index]; + vec4 coeffsLevel = data.coeffs[mip_level][3][index]; + vec4 coeffsWeight = data.coeffs[mip_level][4][index]; for (int iSubTap = 0; iSubTap < 4; iSubTap++) { - // determine sample attributes (dir, weight, level) + // determine sample attributes (dir, weight, mip_level) vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap]; float sample_level = coeffsLevel[iSubTap]; @@ -248,7 +249,7 @@ void main() { sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2]))); sample_level += 0.75 * log2(dot(sample_dir, sample_dir)); #ifndef USE_TEXTURE_ARRAY - sample_level += float(level) / 6.0; // Hack to increase the perceived roughness and reduce upscaling artifacts + sample_level += float(mip_level) / 6.0; // Hack to increase the perceived roughness and reduce upscaling artifacts #endif // sample cubemap color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight; @@ -266,7 +267,7 @@ void main() { id.xy *= uvec2(2, 2); #endif - switch (level) { + switch (mip_level) { case 0: imageStore(dest_cubemap0, ivec3(id), color); #ifdef USE_TEXTURE_ARRAY