6995b0429c
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for context in case of git blame/bisect: * Fix UV2 unwrapping on import, also cleaned up the unwrap cache code. * Fix saving of RGBA images in EXR format. * Fixes to the GPU lightmapper: - Added padding between atlas elements, avoids bleeding. - Remove old SDF generation code. - Fix baked attenuation for Omni/Spot lights. - Fix baking of material properties onto UV2 (wireframe was wrongly used before). - Disable statically baked lights for objects that have a lightmap texture to avoid applying the same light twice. - Fix lightmap pairing in RendererSceneCull. - Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`. - Port autoexposure fix for OIDN from 3.x. - Save debug textures as EXR when using floating point format.
91 lines
1.5 KiB
GLSL
91 lines
1.5 KiB
GLSL
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/* SET 0, static data that does not change between any call */
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struct Vertex {
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vec3 position;
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float normal_z;
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vec2 uv;
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vec2 normal_xy;
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};
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layout(set = 0, binding = 1, std430) restrict readonly buffer Vertices {
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Vertex data[];
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}
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vertices;
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struct Triangle {
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uvec3 indices;
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uint slice;
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};
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layout(set = 0, binding = 2, std430) restrict readonly buffer Triangles {
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Triangle data[];
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}
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triangles;
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struct Box {
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vec3 min_bounds;
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uint pad0;
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vec3 max_bounds;
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uint pad1;
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};
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layout(set = 0, binding = 3, std430) restrict readonly buffer Boxes {
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Box data[];
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}
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boxes;
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layout(set = 0, binding = 4, std430) restrict readonly buffer GridIndices {
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uint data[];
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}
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grid_indices;
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#define LIGHT_TYPE_DIRECTIONAL 0
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#define LIGHT_TYPE_OMNI 1
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#define LIGHT_TYPE_SPOT 2
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struct Light {
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vec3 position;
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uint type;
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vec3 direction;
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float energy;
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vec3 color;
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float size;
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float range;
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float attenuation;
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float cos_spot_angle;
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float inv_spot_attenuation;
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bool static_bake;
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uint pad[3];
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};
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layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
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Light data[];
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}
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lights;
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struct Seam {
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uvec2 a;
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uvec2 b;
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};
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layout(set = 0, binding = 6, std430) restrict readonly buffer Seams {
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Seam data[];
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}
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seams;
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layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
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vec4 data[];
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}
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probe_positions;
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layout(set = 0, binding = 8) uniform utexture3D grid;
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layout(set = 0, binding = 9) uniform texture2DArray albedo_tex;
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layout(set = 0, binding = 10) uniform texture2DArray emission_tex;
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layout(set = 0, binding = 11) uniform sampler linear_sampler;
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