From a5399ab5aff2cd5e47f17cf4f31fd27c46156eb9 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Fri, 15 Dec 2023 17:13:44 -0700 Subject: [PATCH] Reduce the number of samplers used by the scene shaders The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that --- .../render_forward_clustered.cpp | 8 +++- .../forward_mobile/render_forward_mobile.cpp | 9 +++- .../scene_forward_clustered.glsl | 44 +++++++++---------- .../scene_forward_clustered_inc.glsl | 13 +----- .../forward_mobile/scene_forward_mobile.glsl | 10 ++--- .../scene_forward_mobile_inc.glsl | 13 +----- .../shaders/scene_forward_gi_inc.glsl | 8 ++-- .../shaders/scene_forward_lights_inc.glsl | 10 ++--- 8 files changed, 53 insertions(+), 62 deletions(-) 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 702f4f1a09e..14995d0156c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -2972,7 +2972,13 @@ void RenderForwardClustered::_update_render_base_uniform_set() { uniforms.push_back(u); } - uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(14)); + { + RD::Uniform u; + u.binding = 14; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } 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 5ff3c54385a..e052cb6ebc3 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1701,7 +1701,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() { u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } - uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(13)); + + { + RD::Uniform u; + u.binding = 13; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } 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 604e623005a..004fe26b855 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 @@ -802,7 +802,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) { fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); } - return texture(sampler3D(volumetric_fog_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), fog_pos); + return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos); } vec4 fog_process(vec3 vertex) { @@ -1379,10 +1379,10 @@ void fragment_shader(in SceneData scene_data) { if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); float en = lightmaps.data[ofs].exposure_normalization; @@ -1399,7 +1399,7 @@ void fragment_shader(in SceneData scene_data) { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } #else @@ -1519,18 +1519,18 @@ void fragment_shader(in SceneData scene_data) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; #ifdef USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, 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, DEFAULT_SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); #endif // USE_MULTIVIEW for (int i = 0; i < 4; i++) { const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size; #ifdef USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, 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, DEFAULT_SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); #endif // USE_MULTIVIEW if (neighbour_ang > closest_ang) { closest_ang = neighbour_ang; @@ -1545,11 +1545,11 @@ void fragment_shader(in SceneData scene_data) { } #ifdef USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); - vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); + vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); + vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); #else // USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0); - vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0); + vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0); + vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0); #endif // USE_MULTIVIEW ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); @@ -1559,9 +1559,9 @@ void fragment_shader(in SceneData scene_data) { if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { #ifdef USE_MULTIVIEW - float ssao = texture(sampler2DArray(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r; + float ssao = texture(sampler2DArray(ao_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r; #else - float ssao = texture(sampler2D(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv).r; + float ssao = texture(sampler2D(ao_buffer, SAMPLER_LINEAR_CLAMP), screen_uv).r; #endif 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); @@ -1646,9 +1646,9 @@ void fragment_shader(in SceneData scene_data) { if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { #ifdef USE_MULTIVIEW - vec4 ssil = textureLod(sampler2DArray(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0); + vec4 ssil = textureLod(sampler2DArray(ssil_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0); #else - vec4 ssil = textureLod(sampler2D(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv, 0.0); + vec4 ssil = textureLod(sampler2D(ssil_buffer, SAMPLER_LINEAR_CLAMP), screen_uv, 0.0); #endif // USE_MULTIVIEW ambient_light *= 1.0 - ssil.a; ambient_light += ssil.rgb * albedo.rgb; @@ -1932,7 +1932,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, 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; @@ -1942,7 +1942,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, 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; @@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, 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; @@ -1963,7 +1963,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, 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; 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 index 78d7f152679..5cde975f949 100644 --- 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 @@ -161,18 +161,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI { } sdfgi; -layout(set = 0, binding = 14 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP; -layout(set = 0, binding = 14 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP; -layout(set = 0, binding = 14 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 14 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 14 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 14 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 14 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT; -layout(set = 0, binding = 14 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT; -layout(set = 0, binding = 14 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 14 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 14 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; -layout(set = 0, binding = 14 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 0, binding = 14) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; /* Set 1: Render Pass (changes per render pass) */ 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 index a3774f0f1c0..d620e21cb1b 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1160,10 +1160,10 @@ void main() { if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); float exposure_normalization = lightmaps.data[ofs].exposure_normalization; @@ -1180,7 +1180,7 @@ void main() { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } 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 index 116b0c8fbc4..cc3e5f6a143 100644 --- 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 @@ -101,18 +101,7 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUnifo } global_shader_uniforms; -layout(set = 0, binding = 13 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP; -layout(set = 0, binding = 13 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP; -layout(set = 0, binding = 13 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 13 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 13 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 13 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 13 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT; -layout(set = 0, binding = 13 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT; -layout(set = 0, binding = 13 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 13 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 13 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; -layout(set = 0, binding = 13 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 0, binding = 13) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; /* Set 1: Render Pass (changes per render pass) */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index 1602e3ae764..1f618eb34e4 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -176,7 +176,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal } occ_pos *= sdfgi.occlusion_renormalize; - float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, DEFAULT_SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask); + float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask); weight *= max(occlusion, 0.01); } @@ -187,7 +187,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal vec3 pos_uvw = diffuse_posf; pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; - diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb; + diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb; diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); @@ -197,10 +197,10 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; if (roughness < 0.99) { - specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; + specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; } if (roughness > 0.5) { - specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); + specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 880b7a77cab..e9722bad1f6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -374,7 +374,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; - float d = textureLod(sampler2D(shadow, DEFAULT_SAMPLER_LINEAR_CLAMP), suv, 0.0).r; + float d = textureLod(sampler2D(shadow, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; if (d < pssm_coord.z) { blocker_average += d; blocker_count += 1.0; @@ -478,7 +478,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { pos.xy = pos.xy * 0.5 + 0.5; pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; - float d = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r; + float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r; if (d < z_norm) { blocker_average += d; blocker_count += 1.0; @@ -605,7 +605,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size ); splane.w = 1.0; //needed? i think it should be 1 already - float shadow_z = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius; } #endif @@ -734,7 +734,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); - float d = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), suv, 0.0).r; + float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; if (d < splane.z) { blocker_average += d; blocker_count += 1.0; @@ -838,7 +838,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v splane /= splane.w; splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy; - float shadow_z = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; shadow_z = shadow_z * 2.0 - 1.0; float z_far = 1.0 / spot_lights.data[idx].inv_radius;