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
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f8a2a91936
commit
a5399ab5af
8 changed files with 53 additions and 62 deletions
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@ -2972,7 +2972,13 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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uniforms.push_back(u);
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uniforms.push_back(u);
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}
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}
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uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(14));
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{
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RD::Uniform u;
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u.binding = 14;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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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));
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uniforms.push_back(u);
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}
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render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
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render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
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}
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}
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@ -1701,7 +1701,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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uniforms.push_back(u);
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uniforms.push_back(u);
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}
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}
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uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(13));
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{
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RD::Uniform u;
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u.binding = 13;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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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));
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uniforms.push_back(u);
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}
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render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
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render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
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}
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}
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@ -802,7 +802,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
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fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread);
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fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread);
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}
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}
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return texture(sampler3D(volumetric_fog_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), fog_pos);
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return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos);
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}
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}
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vec4 fog_process(vec3 vertex) {
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vec4 fog_process(vec3 vertex) {
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@ -1379,10 +1379,10 @@ void fragment_shader(in SceneData scene_data) {
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if (uses_sh) {
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if (uses_sh) {
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uvw.z *= 4.0; //SH textures use 4 times more data
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uvw.z *= 4.0; //SH textures use 4 times more data
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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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;
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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float en = lightmaps.data[ofs].exposure_normalization;
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float en = lightmaps.data[ofs].exposure_normalization;
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@ -1399,7 +1399,7 @@ void fragment_shader(in SceneData scene_data) {
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}
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}
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} else {
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} else {
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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}
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}
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}
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}
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#else
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#else
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@ -1519,18 +1519,18 @@ void fragment_shader(in SceneData scene_data) {
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vec2 base_coord = screen_uv;
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vec2 base_coord = screen_uv;
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vec2 closest_coord = base_coord;
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vec2 closest_coord = base_coord;
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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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);
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float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
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#else // USE_MULTIVIEW
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#else // USE_MULTIVIEW
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float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
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float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
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#endif // USE_MULTIVIEW
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#endif // USE_MULTIVIEW
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for (int i = 0; i < 4; i++) {
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for (int i = 0; i < 4; i++) {
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const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
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const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
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vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
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vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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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);
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float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
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#else // USE_MULTIVIEW
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#else // USE_MULTIVIEW
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float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
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float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
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#endif // USE_MULTIVIEW
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#endif // USE_MULTIVIEW
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if (neighbour_ang > closest_ang) {
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if (neighbour_ang > closest_ang) {
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closest_ang = neighbour_ang;
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closest_ang = neighbour_ang;
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@ -1545,11 +1545,11 @@ void fragment_shader(in SceneData scene_data) {
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}
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}
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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#else // USE_MULTIVIEW
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#else // USE_MULTIVIEW
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vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0);
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vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0);
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vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0);
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vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0);
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#endif // USE_MULTIVIEW
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#endif // USE_MULTIVIEW
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ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
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ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
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@ -1559,9 +1559,9 @@ void fragment_shader(in SceneData scene_data) {
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if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
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if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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float ssao = texture(sampler2DArray(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r;
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float ssao = texture(sampler2DArray(ao_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r;
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#else
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#else
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float ssao = texture(sampler2D(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv).r;
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float ssao = texture(sampler2D(ao_buffer, SAMPLER_LINEAR_CLAMP), screen_uv).r;
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#endif
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#endif
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ao = min(ao, ssao);
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ao = min(ao, ssao);
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ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
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ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
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@ -1646,9 +1646,9 @@ void fragment_shader(in SceneData scene_data) {
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if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
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if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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vec4 ssil = textureLod(sampler2DArray(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0);
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vec4 ssil = textureLod(sampler2DArray(ssil_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0);
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#else
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#else
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vec4 ssil = textureLod(sampler2D(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv, 0.0);
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vec4 ssil = textureLod(sampler2D(ssil_buffer, SAMPLER_LINEAR_CLAMP), screen_uv, 0.0);
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#endif // USE_MULTIVIEW
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#endif // USE_MULTIVIEW
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ambient_light *= 1.0 - ssil.a;
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ambient_light *= 1.0 - ssil.a;
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ambient_light += ssil.rgb * albedo.rgb;
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ambient_light += ssil.rgb * albedo.rgb;
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@ -1932,7 +1932,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
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vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
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trans_coord /= trans_coord.w;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.x;
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shadow_z *= directional_lights.data[i].shadow_z_range.x;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
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@ -1942,7 +1942,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
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vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
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trans_coord /= trans_coord.w;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.y;
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shadow_z *= directional_lights.data[i].shadow_z_range.y;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
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@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
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vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
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trans_coord /= trans_coord.w;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.z;
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shadow_z *= directional_lights.data[i].shadow_z_range.z;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
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vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
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vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
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trans_coord /= trans_coord.w;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.w;
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shadow_z *= directional_lights.data[i].shadow_z_range.w;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
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@ -161,18 +161,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
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}
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}
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sdfgi;
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sdfgi;
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layout(set = 0, binding = 14 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP;
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layout(set = 0, binding = 14) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 14 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP;
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layout(set = 0, binding = 14 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 14 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 14 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
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layout(set = 0, binding = 14 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
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layout(set = 0, binding = 14 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT;
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layout(set = 0, binding = 14 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT;
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layout(set = 0, binding = 14 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT;
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layout(set = 0, binding = 14 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT;
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layout(set = 0, binding = 14 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
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layout(set = 0, binding = 14 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
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/* Set 1: Render Pass (changes per render pass) */
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/* Set 1: Render Pass (changes per render pass) */
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@ -1160,10 +1160,10 @@ void main() {
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if (uses_sh) {
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if (uses_sh) {
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uvw.z *= 4.0; //SH textures use 4 times more data
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uvw.z *= 4.0; //SH textures use 4 times more data
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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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;
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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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);
|
vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
|
||||||
float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
|
float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
|
||||||
|
@ -1180,7 +1180,7 @@ void main() {
|
||||||
}
|
}
|
||||||
|
|
||||||
} else {
|
} 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;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -101,18 +101,7 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUnifo
|
||||||
}
|
}
|
||||||
global_shader_uniforms;
|
global_shader_uniforms;
|
||||||
|
|
||||||
layout(set = 0, binding = 13 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP;
|
layout(set = 0, binding = 13) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_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;
|
|
||||||
|
|
||||||
/* Set 1: Render Pass (changes per render pass) */
|
/* Set 1: Render Pass (changes per render pass) */
|
||||||
|
|
||||||
|
|
|
@ -176,7 +176,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
|
||||||
}
|
}
|
||||||
|
|
||||||
occ_pos *= sdfgi.occlusion_renormalize;
|
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);
|
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;
|
vec3 pos_uvw = diffuse_posf;
|
||||||
pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
|
pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
|
||||||
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
|
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);
|
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.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
|
||||||
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
|
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
|
||||||
if (roughness < 0.99) {
|
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) {
|
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;
|
specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
|
||||||
|
|
|
@ -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++) {
|
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;
|
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) {
|
if (d < pssm_coord.z) {
|
||||||
blocker_average += d;
|
blocker_average += d;
|
||||||
blocker_count += 1.0;
|
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 = pos.xy * 0.5 + 0.5;
|
||||||
pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
|
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) {
|
if (d < z_norm) {
|
||||||
blocker_average += d;
|
blocker_average += d;
|
||||||
blocker_count += 1.0;
|
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.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
|
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;
|
transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
|
||||||
}
|
}
|
||||||
#endif
|
#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++) {
|
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;
|
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);
|
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) {
|
if (d < splane.z) {
|
||||||
blocker_average += d;
|
blocker_average += d;
|
||||||
blocker_count += 1.0;
|
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 /= splane.w;
|
||||||
splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
|
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;
|
shadow_z = shadow_z * 2.0 - 1.0;
|
||||||
float z_far = 1.0 / spot_lights.data[idx].inv_radius;
|
float z_far = 1.0 / spot_lights.data[idx].inv_radius;
|
||||||
|
|
Loading…
Reference in a new issue