141 lines
3 KiB
GLSL
141 lines
3 KiB
GLSL
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#define M_PI 3.14159265359
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#define ROUGHNESS_MAX_LOD 5
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/* Set 0 Scene data, screen and sources (changes the least) */
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layout(set=0,location=1) uniform texture2D depth_buffer;
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layout(set=0,location=2) uniform texture2D color_buffer;
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layout(set=0,location=3) uniform texture2D normal_buffer;
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layout(set=0,binding=4,std140) uniform SceneData {
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mat4 projection_matrix;
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mat4 inv_projection_matrix;
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mat4 camera_matrix;
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mat4 inv_camera_matrix;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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//used for shadow mapping only
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float z_offset;
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float z_slope_scale;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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#if 0
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vec4 ambient_light_color;
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vec4 bg_color;
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vec4 fog_color_enabled;
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vec4 fog_sun_color_amount;
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float ambient_energy;
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float bg_energy;
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#endif
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#if 0
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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float z_far;
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float subsurface_scatter_width;
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float ambient_occlusion_affect_light;
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float ambient_occlusion_affect_ao_channel;
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float opaque_prepass_threshold;
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bool fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_end;
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float fog_density;
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float fog_depth_curve;
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bool fog_transmit_enabled;
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float fog_transmit_curve;
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bool fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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#endif
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} scene_data;
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layout(set = 0, binding = 5) uniform sampler material_samplers[12];
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#if 0
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struct DirectionalLightData {
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vec4 light_pos_inv_radius;
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vec4 light_direction_attenuation;
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vec4 light_color_energy;
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vec4 light_params; // cone attenuation, angle, specular, shadow enabled,
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vec4 light_clamp;
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vec4 shadow_color_contact;
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mat4 shadow_matrix1;
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mat4 shadow_matrix2;
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mat4 shadow_matrix3;
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mat4 shadow_matrix4;
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vec4 shadow_split_offsets;
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};
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#endif
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/* Set 1 Skeleton Data (most objects lack it, so it changes little */
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#if 0
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layout(set = 1 binding = 0, std140) uniform SkeletonData {
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mat4 transform;
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bool use_skeleton;
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bool use_world_coords;
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bool pad1;
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bool pad2;
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} skeleton;
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layout(set = 1, binding = 1) uniform textureBuffer skeleton_bones;
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#endif
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/* Set 2 Custom Material Data (changess less than instance) */
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/* Set 3 Instance Data (Set on every draw call) */
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layout(push_constant, binding = 0, std430) uniform DrawData {
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//used in forward rendering, 16 bits indices, max 8
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uvec4 reflection_probe_indices;
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uvec4 omni_light_indices;
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uvec4 spot_light_indices;
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uvec4 decal_indices;
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} draw_data;
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layout(set = 3 binding = 0, std140) uniform InstanceData {
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mat4 transform;
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mat3 normal_transform;
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uint flags;
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uint pad0;
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uint pad0;
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uint pad0;
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} instance_data;
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layout(set = 3, binding = 1) uniform textureBuffer multimesh_transforms;
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#ifdef USE_LIGHTMAP
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layout(set = 3, binding = 2) uniform texture2D lightmap;
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#endif
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#ifdef USE_VOXEL_CONE_TRACING
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layout(set = 3, binding = 3) uniform texture3D gi_probe[2];
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#ifdef USE_ANISOTROPIC_VOXEL_CONE_TRACING
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layout(set = 3, binding = 4) uniform texture3D gi_probe_aniso_pos[2];
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layout(set = 3, binding = 5) uniform texture3D gi_probe_aniso_neg[2];
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#endif
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#endif
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