ee7c98da7c
Move from high end to shared, so all renderers use clustering.
432 lines
10 KiB
GLSL
432 lines
10 KiB
GLSL
#define M_PI 3.14159265359
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#define ROUGHNESS_MAX_LOD 5
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#define MAX_GI_PROBES 8
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layout(push_constant, binding = 0, std430) uniform DrawCall {
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uint instance_index;
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uint pad; //16 bits minimum size
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vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise
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}
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draw_call;
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/* Set 0 Scene data that never changes, ever */
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#define SAMPLER_NEAREST_CLAMP 0
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#define SAMPLER_LINEAR_CLAMP 1
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#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
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#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
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#define SAMPLER_NEAREST_REPEAT 6
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#define SAMPLER_LINEAR_REPEAT 7
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#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
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#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2) uniform sampler shadow_sampler;
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#define SDFGI_MAX_CASCADES 8
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layout(set = 0, binding = 3, 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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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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bool pancake_shadows;
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uint pad;
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//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
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vec4 directional_penumbra_shadow_kernel[32];
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vec4 directional_soft_shadow_kernel[32];
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vec4 penumbra_shadow_kernel[32];
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vec4 soft_shadow_kernel[32];
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uint directional_penumbra_shadow_samples;
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uint directional_soft_shadow_samples;
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uint penumbra_shadow_samples;
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uint soft_shadow_samples;
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vec4 ambient_light_color_energy;
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float ambient_color_sky_mix;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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mat3 radiance_inverse_xform;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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uint directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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float z_near;
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bool ssao_enabled;
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float ssao_light_affect;
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float ssao_ao_affect;
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bool roughness_limiter_enabled;
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float roughness_limiter_amount;
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float roughness_limiter_limit;
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uvec2 roughness_limiter_pad;
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vec4 ao_color;
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mat4 sdf_to_bounds;
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ivec3 sdf_offset;
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bool material_uv2_mode;
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ivec3 sdf_size;
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bool gi_upscale_for_msaa;
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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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}
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scene_data;
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#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
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#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
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#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
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#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
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#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
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#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11)
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#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
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#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
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#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
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//3 bits of stride
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#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
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#define INSTANCE_FLAGS_SKELETON (1 << 19)
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struct InstanceData {
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mat4 transform;
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mat4 normal_transform;
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uint flags;
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uint instance_uniforms_ofs; //base offset in global buffer for instance variables
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uint gi_offset; //GI information when using lightmapping (VCT or lightmap index)
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uint layer_mask;
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vec4 lightmap_uv_scale;
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};
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layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
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InstanceData data[];
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}
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instances;
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struct LightData { //this structure needs to be as packed as possible
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vec3 position;
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float inv_radius;
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vec3 direction;
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float size;
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uint attenuation_energy; //attenuation
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uint color_specular; //rgb color, a specular (8 bit unorm)
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uint cone_attenuation_angle; // attenuation and angle, (16bit float)
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uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
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vec4 atlas_rect; // rect in the shadow atlas
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mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
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float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
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uint mask;
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uint pad[2];
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vec4 projector_rect; //projector rect in srgb decal atlas
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};
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layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
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LightData data[];
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}
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lights;
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#define REFLECTION_AMBIENT_DISABLED 0
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#define REFLECTION_AMBIENT_ENVIRONMENT 1
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#define REFLECTION_AMBIENT_COLOR 2
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struct ReflectionData {
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vec3 box_extents;
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float index;
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vec3 box_offset;
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uint mask;
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vec4 params; // intensity, 0, interior , boxproject
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vec3 ambient; // ambient color
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uint ambient_mode;
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mat4 local_matrix; // up to here for spot and omni, rest is for directional
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// notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData {
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ReflectionData data[];
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}
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reflections;
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struct DirectionalLightData {
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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 specular;
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uint mask;
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float softshadow_angle;
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float soft_shadow_scale;
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bool blend_splits;
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bool shadow_enabled;
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float fade_from;
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float fade_to;
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vec4 shadow_bias;
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vec4 shadow_normal_bias;
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vec4 shadow_transmittance_bias;
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vec4 shadow_transmittance_z_scale;
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vec4 shadow_range_begin;
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vec4 shadow_split_offsets;
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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_color1;
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vec4 shadow_color2;
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vec4 shadow_color3;
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vec4 shadow_color4;
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vec2 uv_scale1;
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vec2 uv_scale2;
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vec2 uv_scale3;
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vec2 uv_scale4;
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};
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layout(set = 0, binding = 7, std140) uniform DirectionalLights {
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DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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}
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directional_lights;
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#define LIGHTMAP_FLAG_USE_DIRECTION 1
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#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
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struct Lightmap {
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mat3 normal_xform;
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};
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layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps {
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Lightmap data[];
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}
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lightmaps;
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layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
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struct LightmapCapture {
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vec4 sh[9];
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};
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layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures {
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LightmapCapture data[];
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}
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lightmap_captures;
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#define CLUSTER_COUNTER_SHIFT 20
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#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
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#define CLUSTER_COUNTER_MASK 0xfff
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layout(set = 0, binding = 13) uniform texture2D decal_atlas;
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layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb;
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struct DecalData {
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mat4 xform; //to decal transform
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vec3 inv_extents;
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float albedo_mix;
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vec4 albedo_rect;
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vec4 normal_rect;
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vec4 orm_rect;
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vec4 emission_rect;
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vec4 modulate;
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float emission_energy;
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uint mask;
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float upper_fade;
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float lower_fade;
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mat3x4 normal_xform;
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vec3 normal;
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float normal_fade;
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};
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layout(set = 0, binding = 15, std430) restrict readonly buffer Decals {
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DecalData data[];
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}
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decals;
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layout(set = 0, binding = 16) uniform utexture3D cluster_texture;
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layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData {
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uint indices[];
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}
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cluster_data;
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layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas;
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layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData {
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vec4 data[];
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}
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global_variables;
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struct SDFGIProbeCascadeData {
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vec3 position;
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float to_probe;
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ivec3 probe_world_offset;
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float to_cell; // 1/bounds * grid_size
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};
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layout(set = 0, binding = 20, std140) uniform SDFGI {
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vec3 grid_size;
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uint max_cascades;
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bool use_occlusion;
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int probe_axis_size;
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float probe_to_uvw;
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float normal_bias;
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vec3 lightprobe_tex_pixel_size;
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float energy;
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vec3 lightprobe_uv_offset;
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float y_mult;
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vec3 occlusion_clamp;
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uint pad3;
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vec3 occlusion_renormalize;
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uint pad4;
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vec3 cascade_probe_size;
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uint pad5;
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SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES];
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}
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sdfgi;
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// decal atlas
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/* Set 1, Radiance */
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
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#else
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layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
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#endif
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/* Set 2, Reflection and Shadow Atlases (view dependant) */
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layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
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layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
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layout(set = 2, binding = 2) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
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/* Set 3, Render Buffers */
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#ifdef MODE_RENDER_SDF
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layout(r16ui, set = 3, binding = 0) uniform restrict writeonly uimage3D albedo_volume_grid;
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layout(r32ui, set = 3, binding = 1) uniform restrict writeonly uimage3D emission_grid;
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layout(r32ui, set = 3, binding = 2) uniform restrict writeonly uimage3D emission_aniso_grid;
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layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid;
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//still need to be present for shaders that use it, so remap them to something
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#define depth_buffer shadow_atlas
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#define color_buffer shadow_atlas
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#define normal_roughness_buffer shadow_atlas
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#else
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layout(set = 3, binding = 0) uniform texture2D depth_buffer;
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layout(set = 3, binding = 1) uniform texture2D color_buffer;
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layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer;
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layout(set = 3, binding = 4) uniform texture2D ao_buffer;
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layout(set = 3, binding = 5) uniform texture2D ambient_buffer;
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layout(set = 3, binding = 6) uniform texture2D reflection_buffer;
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layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture;
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layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades;
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struct GIProbeData {
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mat4 xform;
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vec3 bounds;
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float dynamic_range;
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float bias;
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float normal_bias;
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bool blend_ambient;
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uint texture_slot;
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float anisotropy_strength;
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float ambient_occlusion;
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float ambient_occlusion_size;
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uint pad2;
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};
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layout(set = 3, binding = 9, std140) uniform GIProbes {
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GIProbeData data[MAX_GI_PROBES];
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}
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gi_probes;
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#endif
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/* Set 4 Skeleton & Instancing (Multimesh) */
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layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms {
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vec4 data[];
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}
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transforms;
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/* Set 5 User Material */
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