Commit graph

431 commits

Author SHA1 Message Date
clayjohn
b99d0d778a Use transformed roughness instead of raw roughness to calculate roughness fade in SSR 2024-08-12 12:04:16 -07:00
Rémi Verschelde
139cf025c9
Merge pull request #94629 from RandomShaper/fix_undef_position
Fix position from vertex shader partially uninitialized
2024-07-24 09:59:24 +02:00
Pedro J. Estébanez
0064532c1e Fix position from vertex shader partially uninitialized 2024-07-23 09:04:54 +02:00
Rémi Verschelde
587f1d0cb0
Merge pull request #92817 from Alex2782/fix_glsl_Mali-G
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
Alexander Hartmann
78ede4f8b6 Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx 2024-07-20 22:01:35 +02:00
Rémi Verschelde
c5e5fa3d9f
Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
Rémi Verschelde
c2375d0b12
Merge pull request #94184 from mertkasar/ssr-rotation-fix
Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
clayjohn
4cbc967f50 Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
Mert Kasar
56ed2cb6d1 Fix SSR orientation issues when using orthogonal camera
- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
clayjohn
e0f736ec10 Properly linearize depth buffer for SSAO when using orthogonal camera 2024-07-09 15:29:45 -07:00
ueshita
e1d6ab4c80 Fix userdata not copied when trails started 2024-06-25 23:33:26 +09:00
Stuart Carnie
98e9578d66
Remove unused flag and code
Related #48894
2024-06-20 13:50:20 +10:00
Rudolph Bester
f666c76a9c Fixed collided 3D GPU particles sometimes jittering 2024-05-28 14:09:08 +02:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
Found by apply the file_format checks again via #91597.
2024-05-08 10:12:46 +02:00
Rémi Verschelde
4b070e8031
Fix various typos with codespell
Using 2.2.7.dev217+g10c2abcf.

Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
2024-05-07 10:08:42 +02:00
Bastiaan Olij
9042ddf19f Improvements to VRS/Foveated rendering 2024-05-03 17:20:30 +10:00
QbieShay
e41064388e reverted naming to premul alpha (no T)
Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
QbieShay
41a2b0e83e Added premult alpha blending to 3D (spatial) shaders.
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Chris Clyne
1ca0eeac28 Fix inverted GPUParticlesCollisionHeightField3D 2024-04-26 17:30:50 +01:00
Bastiaan Olij
d2d22748b4 Fix issue in shadow to opacity 2024-04-26 21:54:26 +10:00
Rémi Verschelde
853740e2ad
Merge pull request #91191 from clayjohn/RD-soft-shadows
Properly calculate penumbra for soft shadows with reverse z
2024-04-26 11:09:02 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
4e5e81c7d4 Properly calculate penumbra for soft shadows with reverse z
Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
2024-04-25 17:06:49 -07:00
Rob Blanckaert
ffe0b869f5 Add LIGHT_VERTEX to fragment shader
Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
Bastiaan Olij
226ca2f04c Fix issue with copy shader not working in multiview 2024-04-23 21:46:39 +10:00
clayjohn
506e93a207 Exit light calculation early when pixel outside of light bounding rectangle
This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
clayjohn
adfc9ccc44 Use a src rect for copying from screen with CanvasGroup in the mobile backend 2024-04-17 15:19:20 -07:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
Bastiaan Olij
df8ff797b7 Consistantly use USE_MULTIVIEW as the define in shaders 2024-03-11 14:40:00 +11:00
Eidolon
08f4560e69 Add optional depth fog 2024-02-17 22:39:34 -03:00
Erik Johnson
eab95698cd
Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +01:00
Rémi Verschelde
4a30fe5e7c
Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
Support CUSTOM shader attributes in 2D
2024-02-08 10:53:24 +01:00
Yuri Sizov
1b83e8ae81 Merge pull request #87460 from BastiaanOlij/stereo_ivec
Add ivec variants to multiview_uv for stereo rendering
2024-01-25 16:27:10 +01:00
Giwayume
bb83c4adec Add custom shader attributes to Canvas Item Shaders 2024-01-23 14:36:39 -05:00
Bastiaan Olij
1066f01607 Add ivec variants to multiview_uv for stereo rendering 2024-01-23 16:13:31 +11:00
kleonc
0fe7eead02 Fix 2D normals for transposed texture 2024-01-15 17:34:29 +01:00
Bastiaan Olij
10a8b88165 Fix SSR not working properly in stereo 2024-01-09 23:19:57 +11:00
Dario
cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Rémi Verschelde
7abaac631b
Fixup SDFGI shader compilation error after #80390
My mistake, I added this when rebasing and didn't notice that it was a
.glsl file and thus the availability of Math was not confirmed by the
C++ compiler.
2024-01-03 08:51:08 +01:00
EddieBreeg
8747c67d9e
Fix potential integer underflow in rounded up divisions
A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.

Fixes #80358.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-02 14:14:47 +01:00
clayjohn
43cf21cb71 Use best fit normals for storing screen space normals 2023-12-21 14:41:29 -07:00
Yuri Sizov
c1d8b53ca0 Merge pull request #82668 from mrjustaguy/master
Improve split blending logic for Vulkan
2023-12-18 18:17:36 +01:00
clayjohn
a5399ab5af Reduce the number of samplers used by the scene shaders
The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 -07:00
clayjohn
2b9e6d2972 Use render pass uniform set to store viewport samplers.
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).

This also fixes a bug when using multiple viewports in the same scene.

This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +01:00
Bastiaan Olij
e3b8af723e Fix cubemap downsampler logic 2023-10-31 10:36:42 +11:00
clayjohn
57ba7ded87 Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage 2023-10-30 23:07:30 +01:00
Rémi Verschelde
09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski
5b2e54c17b Fresnel should darken the SSR reflections instead of blending them with specular light. 2023-10-11 18:58:22 +01:00
QbieShay
c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
clayjohn
af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00