virtualx-engine/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
reduz f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00

352 lines
8.6 KiB
GLSL

#define M_PI 3.14159265359
#define ROUGHNESS_MAX_LOD 5
#define MAX_GI_PROBES 8
#if defined(GL_KHR_shader_subgroup_ballot) && defined(GL_KHR_shader_subgroup_arithmetic)
#extension GL_KHR_shader_subgroup_ballot : enable
#extension GL_KHR_shader_subgroup_arithmetic : enable
#define USE_SUBGROUPS
#endif
#include "cluster_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
#endif
layout(push_constant, binding = 0, std430) uniform DrawCall {
uint instance_index;
uint uv_offset;
uint pad0;
uint pad1;
}
draw_call;
/* Set 0 Scene data that never changes, ever */
#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 SDFGI_MAX_CASCADES 8
/* Set 1: Base Pass (never changes) */
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11)
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
//3 bits of stride
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
#define INSTANCE_FLAGS_SKELETON (1 << 19)
#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 20)
layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
LightData data[];
}
omni_lights;
layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
LightData data[];
}
spot_lights;
layout(set = 0, binding = 5) buffer restrict readonly ReflectionProbeData {
ReflectionData data[];
}
reflections;
layout(set = 0, binding = 6, std140) uniform DirectionalLights {
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
}
directional_lights;
#define LIGHTMAP_FLAG_USE_DIRECTION 1
#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
struct Lightmap {
mat3 normal_xform;
};
layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
Lightmap data[];
}
lightmaps;
struct LightmapCapture {
vec4 sh[9];
};
layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
LightmapCapture data[];
}
lightmap_captures;
layout(set = 0, binding = 9) uniform texture2D decal_atlas;
layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
DecalData data[];
}
decals;
layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
#ifndef LOW_END_MODE
struct SDFGIProbeCascadeData {
vec3 position;
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
};
layout(set = 0, binding = 13, std140) uniform SDFGI {
vec3 grid_size;
uint max_cascades;
bool use_occlusion;
int probe_axis_size;
float probe_to_uvw;
float normal_bias;
vec3 lightprobe_tex_pixel_size;
float energy;
vec3 lightprobe_uv_offset;
float y_mult;
vec3 occlusion_clamp;
uint pad3;
vec3 occlusion_renormalize;
uint pad4;
vec3 cascade_probe_size;
uint pad5;
SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
}
sdfgi;
#endif //LOW_END_MODE
/* Set 2: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
mat4 projection_matrix;
mat4 inv_projection_matrix;
mat4 camera_matrix;
mat4 inv_camera_matrix;
vec2 viewport_size;
vec2 screen_pixel_size;
uint cluster_shift;
uint cluster_width;
uint cluster_type_size;
uint max_cluster_element_count_div_32;
//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
vec4 directional_penumbra_shadow_kernel[32];
vec4 directional_soft_shadow_kernel[32];
vec4 penumbra_shadow_kernel[32];
vec4 soft_shadow_kernel[32];
uint directional_penumbra_shadow_samples;
uint directional_soft_shadow_samples;
uint penumbra_shadow_samples;
uint soft_shadow_samples;
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
mat3 radiance_inverse_xform;
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
uint directional_light_count;
float dual_paraboloid_side;
float z_far;
float z_near;
bool ssao_enabled;
float ssao_light_affect;
float ssao_ao_affect;
bool roughness_limiter_enabled;
float roughness_limiter_amount;
float roughness_limiter_limit;
uvec2 roughness_limiter_pad;
vec4 ao_color;
mat4 sdf_to_bounds;
ivec3 sdf_offset;
bool material_uv2_mode;
ivec3 sdf_size;
bool gi_upscale_for_msaa;
bool volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
uint volumetric_fog_pad;
bool fog_enabled;
float fog_density;
float fog_height;
float fog_height_density;
vec3 fog_light_color;
float fog_sun_scatter;
float fog_aerial_perspective;
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
}
scene_data;
struct InstanceData {
mat4 transform;
uint flags;
uint instance_uniforms_ofs; //base offset in global buffer for instance variables
uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
uint layer_mask;
vec4 lightmap_uv_scale;
};
layout(set = 1, binding = 1, std430) buffer restrict readonly InstanceDataBuffer {
InstanceData data[];
}
instances;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
#else
layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
#endif
layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
#ifndef LOW_END_MOD
layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
#endif
layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
uint data[];
}
cluster_buffer;
#ifdef MODE_RENDER_SDF
layout(r16ui, set = 1, binding = 9) uniform restrict writeonly uimage3D albedo_volume_grid;
layout(r32ui, set = 1, binding = 10) uniform restrict writeonly uimage3D emission_grid;
layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_aniso_grid;
layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
//still need to be present for shaders that use it, so remap them to something
#define depth_buffer shadow_atlas
#define color_buffer shadow_atlas
#define normal_roughness_buffer shadow_atlas
#else
layout(set = 1, binding = 9) uniform texture2D depth_buffer;
layout(set = 1, binding = 10) uniform texture2D color_buffer;
#ifndef LOW_END_MODE
layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
layout(set = 1, binding = 12) uniform texture2D ao_buffer;
layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
layout(set = 1, binding = 14) uniform texture2D reflection_buffer;
layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture;
layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades;
struct GIProbeData {
mat4 xform;
vec3 bounds;
float dynamic_range;
float bias;
float normal_bias;
bool blend_ambient;
uint texture_slot;
float anisotropy_strength;
float ambient_occlusion;
float ambient_occlusion_size;
uint mipmaps;
};
layout(set = 1, binding = 17, std140) uniform GIProbes {
GIProbeData data[MAX_GI_PROBES];
}
gi_probes;
layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
#endif // LOW_END_MODE
#endif
/* Set 2 Skeleton & Instancing (can change per item) */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
/* Set 3 User Material */