virtualx-engine/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
clayjohn 57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00

153 lines
3.8 KiB
GLSL

#define MAX_LIGHTS_PER_ITEM 16
#define M_PI 3.14159265359
#define SDF_MAX_LENGTH 16384.0
//1 means enabled, 2+ means trails in use
#define FLAGS_INSTANCING_MASK 0x7F
#define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8)
#define FLAGS_CLIP_RECT_UV (1 << 9)
#define FLAGS_TRANSPOSE_RECT (1 << 10)
#define FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR (1 << 11)
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
#define FLAGS_USING_PARTICLES (1 << 13)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
#define FLAGS_LIGHT_COUNT_SHIFT 20
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
#define FLAGS_USE_MSDF (1 << 28)
#define FLAGS_USE_LCD (1 << 29)
#define FLAGS_FLIP_H (1 << 30)
#define FLAGS_FLIP_V (1 << 31)
// Push Constant
layout(push_constant, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
uint flags;
uint specular_shininess;
#ifdef USE_PRIMITIVE
vec2 points[3];
vec2 uvs[3];
uint colors[6];
#else
vec4 modulation;
vec4 ninepatch_margins;
vec4 dst_rect; //for built-in rect and UV
vec4 src_rect;
vec2 pad;
#endif
vec2 color_texture_pixel_size;
uint lights[4];
}
draw_data;
// In vulkan, sets should always be ordered using the following logic:
// Lower Sets: Sets that change format and layout less often
// Higher sets: Sets that change format and layout very often
// This is because changing a set for another with a different layout or format,
// invalidates all the upper ones (as likely internal base offset changes)
/* SET0: Globals */
// The values passed per draw primitives are cached within it
layout(set = 0, binding = 1, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
bool use_pixel_snap;
vec4 sdf_to_tex;
vec2 screen_to_sdf;
vec2 sdf_to_screen;
uint directional_light_count;
float tex_to_sdf;
uint pad1;
uint pad2;
}
canvas_data;
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
#define LIGHT_FLAGS_FILTER_SHIFT 22
#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
uint shadow_color; // packed
uint flags; //index to light texture
float shadow_pixel_size;
float height;
vec2 position;
float shadow_zfar_inv;
float shadow_y_ofs;
vec4 atlas_rect;
};
layout(set = 0, binding = 2, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
layout(set = 0, binding = 3) uniform texture2D atlas_texture;
layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
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;
#include "samplers_inc.glsl"
layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_shader_uniforms;
/* SET1: Is reserved for the material */
//
/* SET2: Instancing and Skeleton */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
/* SET3: Texture */
layout(set = 3, binding = 0) uniform texture2D color_texture;
layout(set = 3, binding = 1) uniform texture2D normal_texture;
layout(set = 3, binding = 2) uniform texture2D specular_texture;
layout(set = 3, binding = 3) uniform sampler texture_sampler;