Merge pull request #77740 from ChibiDenDen/simplify_vulkan
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
This commit is contained in:
commit
bb15241e06
31 changed files with 196 additions and 327 deletions
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@ -167,24 +167,24 @@ void main() {
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#ifdef USE_CUBEMAP_PASS
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#ifdef USES_HALF_RES_COLOR
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half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
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half_res_color = texture(samplerCube(half_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal);
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
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quarter_res_color = texture(samplerCube(quarter_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal);
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#endif
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#else
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#ifdef USES_HALF_RES_COLOR
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#ifdef USE_MULTIVIEW
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half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
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half_res_color = textureLod(sampler2DArray(half_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0);
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#else
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half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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half_res_color = textureLod(sampler2D(half_res, SAMPLER_LINEAR_CLAMP), uv, 0.0);
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#endif
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#endif
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#ifdef USES_QUARTER_RES_COLOR
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#ifdef USE_MULTIVIEW
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quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0);
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quarter_res_color = textureLod(sampler2DArray(quarter_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0);
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#else
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quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
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quarter_res_color = textureLod(sampler2D(quarter_res, SAMPLER_LINEAR_CLAMP), uv, 0.0);
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#endif
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#endif
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#endif
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@ -190,10 +190,11 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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{
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String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
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// Initialize local fog shader
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Vector<String> volumetric_fog_modes;
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volumetric_fog_modes.push_back("");
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volumetric_fog.shader.initialize(volumetric_fog_modes);
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volumetric_fog.shader.initialize(volumetric_fog_modes, defines);
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material_storage->shader_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_shader_funcs);
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material_storage->material_set_data_request_function(RendererRD::MaterialStorage::SHADER_TYPE_FOG, _create_fog_material_funcs);
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@ -221,7 +222,6 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay
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actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n";
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actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n";
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actions.sampler_array_name = "material_samplers";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL;
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actions.base_uniform_string = "material.";
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@ -256,27 +256,6 @@ ALBEDO = vec3(1.0);
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Vector<RD::Uniform> uniforms;
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{
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Vector<RID> ids;
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ids.resize(12);
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RID *ids_ptr = ids.ptrw();
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ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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@ -285,8 +264,11 @@ ALBEDO = vec3(1.0);
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uniforms.push_back(u);
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}
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uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
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volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE);
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}
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{
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String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(p_max_directional_lights) + "\n";
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defines += "\n#define MAX_SKY_LOD " + itos(p_roughness_layers - 1) + ".0\n";
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@ -70,6 +70,8 @@ private:
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mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner;
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const int SAMPLERS_BINDING_FIRST_INDEX = 3;
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/* Volumetric Fog */
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struct VolumetricFogShader {
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enum FogSet {
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@ -236,16 +236,16 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
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// Update uniform sets.
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{
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, 0);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.uniform_set, SKY_SET_UNIFORMS);
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if (p_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(p_uniform_set)) { // Material may not have a uniform set.
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, SKY_SET_MATERIAL);
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}
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, SKY_SET_TEXTURES);
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// Fog uniform set can be invalidated before drawing, so validate at draw time
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if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) {
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, SKY_SET_FOG);
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} else {
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, SKY_SET_FOG);
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}
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}
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@ -738,6 +738,7 @@ void SkyRD::init() {
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sky_scene_state.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
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String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_scene_state.max_directional_lights) + "\n";
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defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
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// Initialize sky
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Vector<String> sky_modes;
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@ -806,13 +807,12 @@ void SkyRD::init() {
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actions.renames["AT_CUBEMAP_PASS"] = "AT_CUBEMAP_PASS";
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actions.renames["AT_HALF_RES_PASS"] = "AT_HALF_RES_PASS";
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actions.renames["AT_QUARTER_RES_PASS"] = "AT_QUARTER_RES_PASS";
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actions.custom_samplers["RADIANCE"] = "material_samplers[3]";
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actions.custom_samplers["RADIANCE"] = "SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP";
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actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
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actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
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actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
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actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
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actions.sampler_array_name = "material_samplers";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = 1;
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actions.base_uniform_string = "material.";
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@ -852,28 +852,6 @@ void sky() {
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Vector<RD::Uniform> uniforms;
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{
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Vector<RID> ids;
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ids.resize(12);
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RID *ids_ptr = ids.ptrw();
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ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 0, ids);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
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@ -898,6 +876,8 @@ void sky() {
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uniforms.push_back(u);
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}
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uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
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sky_scene_state.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_UNIFORMS);
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}
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@ -53,9 +53,10 @@ public:
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SKY_SET_MATERIAL,
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SKY_SET_TEXTURES,
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SKY_SET_FOG,
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SKY_SET_MAX
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};
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const int SAMPLERS_BINDING_FIRST_INDEX = 4;
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// Skys need less info from Directional Lights than the normal shaders
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struct SkyDirectionalLightData {
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float direction[3];
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@ -2716,28 +2716,6 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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Vector<RD::Uniform> uniforms;
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{
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Vector<RID> ids;
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ids.resize(12);
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RID *ids_ptr = ids.ptrw();
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ids_ptr[0] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[1] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[2] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[3] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[4] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[5] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[6] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[7] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[8] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[9] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[10] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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ids_ptr[11] = material_storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
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RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
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uniforms.push_back(u);
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}
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{
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RD::Uniform u;
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u.binding = 2;
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@ -2889,6 +2867,8 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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uniforms.push_back(u);
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}
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uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
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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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@ -3973,6 +3953,7 @@ RenderForwardClustered::RenderForwardClustered() {
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}
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{
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defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
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defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
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}
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#ifdef REAL_T_IS_DOUBLE
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{
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@ -60,9 +60,11 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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SCENE_UNIFORM_SET = 0,
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RENDER_PASS_UNIFORM_SET = 1,
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TRANSFORMS_UNIFORM_SET = 2,
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MATERIAL_UNIFORM_SET = 3
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MATERIAL_UNIFORM_SET = 3,
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};
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const int SAMPLERS_BINDING_FIRST_INDEX = 16;
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enum {
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SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6,
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SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7,
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@ -724,7 +724,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
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actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n";
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actions.sampler_array_name = "material_samplers";
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actions.base_texture_binding_index = 1;
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actions.texture_layout_set = RenderForwardClustered::MATERIAL_UNIFORM_SET;
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actions.base_uniform_string = "material.";
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@ -1558,28 +1558,6 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
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Vector<RD::Uniform> uniforms;
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{
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Vector<RID> ids;
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ids.resize(12);
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RID *ids_ptr = ids.ptrw();
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ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
|
||||
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
|
||||
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.binding = 2;
|
||||
|
@ -1723,6 +1701,8 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
|
||||
|
||||
render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
|
||||
}
|
||||
}
|
||||
|
@ -2808,6 +2788,7 @@ RenderForwardMobile::RenderForwardMobile() {
|
|||
}
|
||||
{
|
||||
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
|
||||
defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
|
||||
}
|
||||
#ifdef REAL_T_IS_DOUBLE
|
||||
{
|
||||
|
|
|
@ -56,9 +56,11 @@ private:
|
|||
SCENE_UNIFORM_SET = 0,
|
||||
RENDER_PASS_UNIFORM_SET = 1,
|
||||
TRANSFORMS_UNIFORM_SET = 2,
|
||||
MATERIAL_UNIFORM_SET = 3
|
||||
MATERIAL_UNIFORM_SET = 3,
|
||||
};
|
||||
|
||||
const int SAMPLERS_BINDING_FIRST_INDEX = 15;
|
||||
|
||||
enum {
|
||||
|
||||
SPEC_CONSTANT_USING_PROJECTOR = 0,
|
||||
|
|
|
@ -611,7 +611,6 @@ void SceneShaderForwardMobile::init(const String p_defines) {
|
|||
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
|
||||
actions.render_mode_defines["debug_shadow_splits"] = "#define DEBUG_DRAW_PSSM_SPLITS\n";
|
||||
|
||||
actions.sampler_array_name = "material_samplers";
|
||||
actions.base_texture_binding_index = 1;
|
||||
actions.texture_layout_set = RenderForwardMobile::MATERIAL_UNIFORM_SET;
|
||||
actions.base_uniform_string = "material.";
|
||||
|
|
|
@ -1009,29 +1009,6 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
{
|
||||
//needs samplers for the material (uses custom textures) create them
|
||||
Vector<RID> ids;
|
||||
ids.resize(12);
|
||||
RID *ids_ptr = ids.ptrw();
|
||||
ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
|
||||
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 8, ids);
|
||||
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
||||
|
@ -1040,6 +1017,8 @@ RID RendererCanvasRenderRD::_create_base_uniform_set(RID p_to_render_target, boo
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
|
||||
|
||||
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader.default_version_rd_shader, BASE_UNIFORM_SET);
|
||||
if (p_backbuffer) {
|
||||
texture_storage->render_target_set_backbuffer_uniform_set(p_to_render_target, uniform_set);
|
||||
|
@ -2302,6 +2281,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
|
|||
global_defines += "#define MAX_LIGHTS " + itos(DEFAULT_MAX_LIGHTS_PER_RENDER) + "\n";
|
||||
}
|
||||
|
||||
global_defines += "\n#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
|
||||
|
||||
state.light_uniforms = memnew_arr(LightUniform, state.max_lights_per_render);
|
||||
Vector<String> variants;
|
||||
//non light variants
|
||||
|
@ -2471,7 +2452,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
|
|||
actions.custom_samplers["TEXTURE"] = "texture_sampler";
|
||||
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
|
||||
actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler";
|
||||
actions.sampler_array_name = "material_samplers";
|
||||
actions.base_texture_binding_index = 1;
|
||||
actions.texture_layout_set = MATERIAL_UNIFORM_SET;
|
||||
actions.base_uniform_string = "material.";
|
||||
|
|
|
@ -48,6 +48,8 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
|
|||
CANVAS_TEXTURE_UNIFORM_SET = 3,
|
||||
};
|
||||
|
||||
const int SAMPLERS_BINDING_FIRST_INDEX = 10;
|
||||
|
||||
enum ShaderVariant {
|
||||
SHADER_VARIANT_QUAD,
|
||||
SHADER_VARIANT_NINEPATCH,
|
||||
|
|
|
@ -237,7 +237,7 @@ vec2 screen_uv_to_sdf(vec2 p_uv) {
|
|||
|
||||
float texture_sdf(vec2 p_sdf) {
|
||||
vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw;
|
||||
float d = texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv).r;
|
||||
float d = texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv).r;
|
||||
d *= SDF_MAX_LENGTH;
|
||||
return d * canvas_data.tex_to_sdf;
|
||||
}
|
||||
|
@ -247,8 +247,8 @@ vec2 texture_sdf_normal(vec2 p_sdf) {
|
|||
|
||||
const float EPSILON = 0.001;
|
||||
return normalize(vec2(
|
||||
texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(EPSILON, 0.0)).r,
|
||||
texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv - vec2(0.0, EPSILON)).r));
|
||||
texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv + vec2(EPSILON, 0.0)).r - texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv - vec2(EPSILON, 0.0)).r,
|
||||
texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv + vec2(0.0, EPSILON)).r - texture(sampler2D(sdf_texture, SAMPLER_LINEAR_CLAMP), uv - vec2(0.0, EPSILON)).r));
|
||||
}
|
||||
|
||||
vec2 sdf_to_screen_uv(vec2 p_sdf) {
|
||||
|
|
|
@ -30,19 +30,6 @@
|
|||
#define FLAGS_FLIP_H (1 << 30)
|
||||
#define FLAGS_FLIP_V (1 << 31)
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
// Push Constant
|
||||
|
||||
layout(push_constant, std430) uniform DrawData {
|
||||
|
@ -140,7 +127,7 @@ layout(set = 0, binding = 5) uniform sampler shadow_sampler;
|
|||
layout(set = 0, binding = 6) uniform texture2D color_buffer;
|
||||
layout(set = 0, binding = 7) uniform texture2D sdf_texture;
|
||||
|
||||
layout(set = 0, binding = 8) uniform sampler material_samplers[12];
|
||||
#include "samplers_inc.glsl"
|
||||
|
||||
layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
|
||||
vec4 data[];
|
||||
|
|
|
@ -62,20 +62,7 @@ layout(push_constant, std430) uniform Params {
|
|||
}
|
||||
params;
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler material_samplers[12];
|
||||
#include "../samplers_inc.glsl"
|
||||
|
||||
layout(set = 0, binding = 1, std430) restrict readonly buffer GlobalShaderUniformData {
|
||||
vec4 data[];
|
||||
|
@ -177,7 +164,7 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
|
|||
vec3 fog_pos = vec3(screen_uv, 1.0);
|
||||
#endif
|
||||
|
||||
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
|
||||
return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos);
|
||||
}
|
||||
|
||||
vec4 fog_process(vec3 view, vec3 sky_color) {
|
||||
|
@ -231,27 +218,27 @@ void main() {
|
|||
#ifdef USE_CUBEMAP_PASS
|
||||
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
|
||||
half_res_color = texture(samplerCube(half_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal) / params.luminance_multiplier;
|
||||
#endif
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal) / params.luminance_multiplier;
|
||||
quarter_res_color = texture(samplerCube(quarter_res, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_normal) / params.luminance_multiplier;
|
||||
#endif
|
||||
|
||||
#else
|
||||
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
#ifdef USE_MULTIVIEW
|
||||
half_res_color = textureLod(sampler2DArray(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
|
||||
half_res_color = textureLod(sampler2DArray(half_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
|
||||
#else
|
||||
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
|
||||
half_res_color = textureLod(sampler2D(half_res, SAMPLER_LINEAR_CLAMP), uv, 0.0) / params.luminance_multiplier;
|
||||
#endif // USE_MULTIVIEW
|
||||
#endif // USES_HALF_RES_COLOR
|
||||
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
#ifdef USE_MULTIVIEW
|
||||
quarter_res_color = textureLod(sampler2DArray(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
|
||||
quarter_res_color = textureLod(sampler2DArray(quarter_res, SAMPLER_LINEAR_CLAMP), vec3(uv, ViewIndex), 0.0) / params.luminance_multiplier;
|
||||
#else
|
||||
quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) / params.luminance_multiplier;
|
||||
quarter_res_color = textureLod(sampler2D(quarter_res, SAMPLER_LINEAR_CLAMP), uv, 0.0) / params.luminance_multiplier;
|
||||
#endif // USE_MULTIVIEW
|
||||
#endif // USES_QUARTER_RES_COLOR
|
||||
|
||||
|
|
|
@ -6,19 +6,6 @@
|
|||
|
||||
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
#define DENSITY_SCALE 1024.0
|
||||
|
||||
#include "../cluster_data_inc.glsl"
|
||||
|
@ -26,7 +13,7 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
|||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
#include "../samplers_inc.glsl"
|
||||
|
||||
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
|
||||
vec4 data[];
|
||||
|
|
|
@ -661,7 +661,7 @@ 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, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
|
||||
return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos);
|
||||
}
|
||||
|
||||
vec4 fog_process(vec3 vertex) {
|
||||
|
@ -675,10 +675,10 @@ vec4 fog_process(vec3 vertex) {
|
|||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
float lod, blend;
|
||||
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
|
||||
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
|
||||
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
|
||||
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb;
|
||||
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend);
|
||||
#else
|
||||
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
|
||||
sky_fog_color = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
|
||||
}
|
||||
|
@ -1124,11 +1124,11 @@ void fragment_shader(in SceneData scene_data) {
|
|||
float lod, blend;
|
||||
|
||||
blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
|
||||
specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
|
||||
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
specular_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
|
||||
#else
|
||||
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
specular_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light *= scene_data.IBL_exposure_normalization;
|
||||
|
@ -1148,9 +1148,9 @@ void fragment_shader(in SceneData scene_data) {
|
|||
if (scene_data.use_ambient_cubemap) {
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
||||
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
||||
#else
|
||||
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
|
||||
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
cubemap_ambient *= scene_data.IBL_exposure_normalization;
|
||||
ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
|
||||
|
@ -1181,11 +1181,11 @@ void fragment_shader(in SceneData scene_data) {
|
|||
|
||||
float lod, blend;
|
||||
blend = modf(roughness_lod, lod);
|
||||
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
|
||||
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
|
||||
#else
|
||||
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
|
||||
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
||||
|
@ -1231,10 +1231,10 @@ 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], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
|
||||
vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
|
||||
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
|
||||
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[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;
|
||||
|
||||
uint idx = instances.data[instance_index].gi_offset >> 20;
|
||||
vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
|
||||
|
@ -1253,7 +1253,7 @@ void fragment_shader(in SceneData scene_data) {
|
|||
|
||||
} else {
|
||||
uint idx = instances.data[instance_index].gi_offset >> 20;
|
||||
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
|
||||
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
|
||||
}
|
||||
}
|
||||
#else
|
||||
|
@ -1373,18 +1373,18 @@ 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, material_samplers[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, material_samplers[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, material_samplers[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, material_samplers[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;
|
||||
|
@ -1399,11 +1399,11 @@ void fragment_shader(in SceneData scene_data) {
|
|||
}
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(coord, ViewIndex), 0.0);
|
||||
vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, material_samplers[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, material_samplers[SAMPLER_LINEAR_CLAMP]), coord, 0.0);
|
||||
vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, material_samplers[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);
|
||||
|
@ -1413,9 +1413,9 @@ 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, material_samplers[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, material_samplers[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);
|
||||
|
@ -1500,9 +1500,9 @@ 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, material_samplers[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, material_samplers[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;
|
||||
|
@ -1786,7 +1786,7 @@ 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, material_samplers[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;
|
||||
|
||||
|
@ -1796,7 +1796,7 @@ 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, material_samplers[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;
|
||||
|
||||
|
@ -1806,7 +1806,7 @@ 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, material_samplers[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;
|
||||
|
||||
|
@ -1817,7 +1817,7 @@ 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, material_samplers[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;
|
||||
|
||||
|
|
|
@ -42,20 +42,7 @@ draw_call;
|
|||
|
||||
#include "../light_data_inc.glsl"
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
#include "../samplers_inc.glsl"
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
|
||||
|
||||
|
|
|
@ -624,10 +624,10 @@ vec4 fog_process(vec3 vertex) {
|
|||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
float lod, blend;
|
||||
blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
|
||||
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
|
||||
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
|
||||
sky_fog_color = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod)).rgb;
|
||||
sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(cube_view, lod + 1)).rgb, blend);
|
||||
#else
|
||||
sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
|
||||
sky_fog_color = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective);
|
||||
}
|
||||
|
@ -1007,11 +1007,11 @@ void main() {
|
|||
|
||||
float lod, blend;
|
||||
blend = modf(sqrt(roughness) * MAX_ROUGHNESS_LOD, lod);
|
||||
specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
|
||||
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
specular_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
|
||||
#else // USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
specular_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, sqrt(roughness) * MAX_ROUGHNESS_LOD).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light *= sc_luminance_multiplier;
|
||||
|
@ -1032,9 +1032,9 @@ void main() {
|
|||
if (scene_data.use_ambient_cubemap) {
|
||||
vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
||||
vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
|
||||
#else
|
||||
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
|
||||
vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
cubemap_ambient *= sc_luminance_multiplier;
|
||||
cubemap_ambient *= scene_data.IBL_exposure_normalization;
|
||||
|
@ -1066,11 +1066,11 @@ void main() {
|
|||
|
||||
float lod, blend;
|
||||
blend = modf(roughness_lod, lod);
|
||||
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
|
||||
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
vec3 clearcoat_light = texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod)).rgb;
|
||||
clearcoat_light = mix(clearcoat_light, texture(samplerCubeArray(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(ref_vec, lod + 1)).rgb, blend);
|
||||
|
||||
#else
|
||||
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness_lod).rgb;
|
||||
vec3 clearcoat_light = textureLod(samplerCube(radiance_cubemap, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), ref_vec, roughness_lod).rgb;
|
||||
|
||||
#endif //USE_RADIANCE_CUBEMAP_ARRAY
|
||||
specular_light += clearcoat_light * horizon * horizon * Fc * scene_data.ambient_light_color_energy.a;
|
||||
|
@ -1117,10 +1117,10 @@ 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], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
|
||||
vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
|
||||
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
|
||||
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[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[idx].normal_xform * normal);
|
||||
float exposure_normalization = lightmaps.data[idx].exposure_normalization;
|
||||
|
@ -1137,7 +1137,7 @@ void main() {
|
|||
}
|
||||
|
||||
} else {
|
||||
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
|
||||
ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -36,20 +36,7 @@ draw_call;
|
|||
|
||||
#include "../light_data_inc.glsl"
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
#include "../samplers_inc.glsl"
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
|
||||
|
||||
|
|
|
@ -6,24 +6,11 @@
|
|||
|
||||
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
#define SDF_MAX_LENGTH 16384.0
|
||||
|
||||
/* SET 0: GLOBAL DATA */
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
#include "samplers_inc.glsl"
|
||||
|
||||
layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalShaderUniformData {
|
||||
vec4 data[];
|
||||
|
@ -473,7 +460,7 @@ void main() {
|
|||
if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
|
||||
continue;
|
||||
}
|
||||
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * -2.0 + 1.0;
|
||||
vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos).xyz * -2.0 + 1.0;
|
||||
dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction
|
||||
amount = length(s);
|
||||
|
||||
|
@ -509,15 +496,15 @@ void main() {
|
|||
vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
|
||||
float sdf_particle_size = distance(sdf_pos, sdf_pos2);
|
||||
|
||||
float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH;
|
||||
float d = texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uv_pos).r * SDF_MAX_LENGTH;
|
||||
|
||||
d -= sdf_particle_size;
|
||||
|
||||
if (d < 0.0) {
|
||||
const float EPSILON = 0.001;
|
||||
vec2 n = normalize(vec2(
|
||||
texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r,
|
||||
texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r));
|
||||
texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uv_pos - vec2(EPSILON, 0.0)).r,
|
||||
texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uv_pos - vec2(0.0, EPSILON)).r));
|
||||
|
||||
collided = true;
|
||||
sdf_pos2 = sdf_pos + n * d;
|
||||
|
@ -596,7 +583,7 @@ void main() {
|
|||
}
|
||||
|
||||
vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
|
||||
float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
|
||||
float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos).r;
|
||||
s *= FRAME.colliders[i].scale;
|
||||
s += extra_dist;
|
||||
if (s < particle_size) {
|
||||
|
@ -606,9 +593,9 @@ void main() {
|
|||
normal = mat3(FRAME.colliders[i].transform) *
|
||||
normalize(
|
||||
vec3(
|
||||
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
|
||||
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
|
||||
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
|
||||
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
|
||||
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
|
||||
texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], SAMPLER_LINEAR_CLAMP), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
|
||||
}
|
||||
|
||||
} break;
|
||||
|
@ -623,14 +610,14 @@ void main() {
|
|||
|
||||
vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
|
||||
|
||||
float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
|
||||
float y = 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz).r;
|
||||
|
||||
if (y > uvw_pos.y) {
|
||||
//inside heightfield
|
||||
|
||||
vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
||||
vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
||||
vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
||||
vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
||||
vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, SAMPLER_LINEAR_CLAMP), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
|
||||
|
||||
normal = normalize(cross(pos1 - pos2, pos1 - pos3));
|
||||
float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
|
||||
|
|
12
servers/rendering/renderer_rd/shaders/samplers_inc.glsl
Normal file
12
servers/rendering/renderer_rd/shaders/samplers_inc.glsl
Normal file
|
@ -0,0 +1,12 @@
|
|||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 0) uniform sampler SAMPLER_NEAREST_CLAMP;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 1) uniform sampler SAMPLER_LINEAR_CLAMP;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 2) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 3) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 4) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 5) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 6) uniform sampler SAMPLER_NEAREST_REPEAT;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 7) uniform sampler SAMPLER_LINEAR_REPEAT;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 8) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 9) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 10) uniform sampler SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
|
||||
layout(set = 0, binding = SAMPLERS_BINDING_FIRST_INDEX + 11) uniform sampler SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
|
|
@ -13,7 +13,7 @@ vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction,
|
|||
if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
|
||||
break;
|
||||
}
|
||||
vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
|
||||
vec4 scolor = textureLod(sampler3D(probe, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, log2(diameter));
|
||||
float a = (1.0 - color.a);
|
||||
color += a * scolor;
|
||||
dist += half_diameter;
|
||||
|
@ -35,7 +35,7 @@ vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3
|
|||
if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
|
||||
break;
|
||||
}
|
||||
vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
|
||||
vec4 scolor = textureLod(sampler3D(probe, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), uvw_pos, lod_level);
|
||||
lod_level += 1.0;
|
||||
|
||||
float a = (1.0 - color.a);
|
||||
|
@ -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, material_samplers[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, material_samplers[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, material_samplers[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, material_samplers[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;
|
||||
|
|
|
@ -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, material_samplers[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, material_samplers[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, material_samplers[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, material_samplers[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, material_samplers[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;
|
||||
|
@ -932,7 +932,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
|
|||
|
||||
vec4 reflection;
|
||||
|
||||
reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
|
||||
reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
|
||||
reflection.rgb *= reflections.data[ref_index].exposure_normalization;
|
||||
if (reflections.data[ref_index].exterior) {
|
||||
reflection.rgb = mix(specular_light, reflection.rgb, blend);
|
||||
|
@ -955,7 +955,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 ref_vec, vec3 normal,
|
|||
|
||||
vec4 ambient_out;
|
||||
|
||||
ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
|
||||
ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
|
||||
ambient_out.rgb *= reflections.data[ref_index].exposure_normalization;
|
||||
ambient_out.a = blend;
|
||||
if (reflections.data[ref_index].exterior) {
|
||||
|
|
|
@ -2398,6 +2398,26 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
|
|||
}
|
||||
}
|
||||
|
||||
Vector<RD::Uniform> MaterialStorage::get_default_sampler_uniforms(int first_index) {
|
||||
Vector<RD::Uniform> uniforms;
|
||||
|
||||
// Binding ids are aligned with samplers_inc.glsl.
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 0, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 1, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 2, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 3, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 4, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 5, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 6, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 7, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 8, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 9, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 10, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
|
||||
uniforms.push_back(RD::Uniform(RD::UNIFORM_TYPE_SAMPLER, first_index + 11, sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED)));
|
||||
|
||||
return uniforms;
|
||||
}
|
||||
|
||||
void MaterialStorage::material_set_data_request_function(ShaderType p_shader_type, MaterialStorage::MaterialDataRequestFunction p_function) {
|
||||
ERR_FAIL_INDEX(p_shader_type, SHADER_TYPE_MAX);
|
||||
material_data_request_func[p_shader_type] = p_function;
|
||||
|
|
|
@ -344,6 +344,8 @@ public:
|
|||
|
||||
void sampler_rd_configure_custom(float mipmap_bias);
|
||||
|
||||
Vector<RD::Uniform> get_default_sampler_uniforms(int first_index);
|
||||
|
||||
// void sampler_rd_set_default(float p_mipmap_bias);
|
||||
|
||||
/* Buffers */
|
||||
|
|
|
@ -54,10 +54,11 @@ ParticlesStorage::ParticlesStorage() {
|
|||
/* Particles */
|
||||
|
||||
{
|
||||
String defines = "#define SAMPLERS_BINDING_FIRST_INDEX " + itos(SAMPLERS_BINDING_FIRST_INDEX) + "\n";
|
||||
// Initialize particles
|
||||
Vector<String> particles_modes;
|
||||
particles_modes.push_back("");
|
||||
particles_shader.shader.initialize(particles_modes, String());
|
||||
particles_shader.shader.initialize(particles_modes, defines);
|
||||
}
|
||||
MaterialStorage::get_singleton()->shader_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_shader_funcs);
|
||||
MaterialStorage::get_singleton()->material_set_data_request_function(MaterialStorage::SHADER_TYPE_PARTICLES, _create_particles_material_funcs);
|
||||
|
@ -109,7 +110,6 @@ ParticlesStorage::ParticlesStorage() {
|
|||
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
|
||||
actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
|
||||
|
||||
actions.sampler_array_name = "material_samplers";
|
||||
actions.base_texture_binding_index = 1;
|
||||
actions.texture_layout_set = 3;
|
||||
actions.base_uniform_string = "material.";
|
||||
|
@ -144,27 +144,6 @@ void process() {
|
|||
|
||||
Vector<RD::Uniform> uniforms;
|
||||
|
||||
{
|
||||
Vector<RID> ids;
|
||||
ids.resize(12);
|
||||
RID *ids_ptr = ids.ptrw();
|
||||
ids_ptr[0] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[1] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[2] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[3] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[4] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[5] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
|
||||
ids_ptr[6] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[7] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[8] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[9] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[10] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
ids_ptr[11] = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
|
||||
|
||||
RD::Uniform u(RD::UNIFORM_TYPE_SAMPLER, 1, ids);
|
||||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
{
|
||||
RD::Uniform u;
|
||||
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
|
||||
|
@ -173,7 +152,9 @@ void process() {
|
|||
uniforms.push_back(u);
|
||||
}
|
||||
|
||||
particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 0);
|
||||
uniforms.append_array(material_storage->get_default_sampler_uniforms(SAMPLERS_BINDING_FIRST_INDEX));
|
||||
|
||||
particles_shader.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, BASE_UNIFORM_SET);
|
||||
}
|
||||
|
||||
{
|
||||
|
@ -1119,9 +1100,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
|
|||
//todo should maybe compute all particle systems together?
|
||||
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
|
||||
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, BASE_UNIFORM_SET);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, MATERIAL_UNIFORM_SET);
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, COLLISION_TEXTURTES_UNIFORM_SET);
|
||||
|
||||
if (m->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(m->uniform_set)) {
|
||||
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
|
||||
|
|
|
@ -53,6 +53,14 @@ private:
|
|||
|
||||
/* PARTICLES */
|
||||
|
||||
enum {
|
||||
BASE_UNIFORM_SET,
|
||||
MATERIAL_UNIFORM_SET,
|
||||
COLLISION_TEXTURTES_UNIFORM_SET,
|
||||
};
|
||||
|
||||
const int SAMPLERS_BINDING_FIRST_INDEX = 3;
|
||||
|
||||
struct ParticleData {
|
||||
float xform[16];
|
||||
float velocity[3];
|
||||
|
|
|
@ -283,7 +283,21 @@ String ShaderCompiler::_get_sampler_name(ShaderLanguage::TextureFilter p_filter,
|
|||
ERR_FAIL_COND_V(actions.default_repeat == ShaderLanguage::REPEAT_DEFAULT, String());
|
||||
p_repeat = actions.default_repeat;
|
||||
}
|
||||
return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]";
|
||||
constexpr const char *name_mapping[] = {
|
||||
"SAMPLER_NEAREST_CLAMP",
|
||||
"SAMPLER_LINEAR_CLAMP",
|
||||
"SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP",
|
||||
"SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP",
|
||||
"SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP",
|
||||
"SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP",
|
||||
"SAMPLER_NEAREST_REPEAT",
|
||||
"SAMPLER_LINEAR_REPEAT",
|
||||
"SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT",
|
||||
"SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT",
|
||||
"SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT",
|
||||
"SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT"
|
||||
};
|
||||
return String(name_mapping[p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)]);
|
||||
}
|
||||
|
||||
void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const HashMap<StringName, String> &p_func_code, String &r_to_add, HashSet<StringName> &added) {
|
||||
|
|
|
@ -93,7 +93,6 @@ public:
|
|||
HashMap<StringName, String> custom_samplers;
|
||||
ShaderLanguage::TextureFilter default_filter;
|
||||
ShaderLanguage::TextureRepeat default_repeat;
|
||||
String sampler_array_name;
|
||||
int base_texture_binding_index = 0;
|
||||
int texture_layout_set = 0;
|
||||
String base_uniform_string;
|
||||
|
|
Loading…
Reference in a new issue