6a5ecfdef1
Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
320 lines
7.9 KiB
GLSL
320 lines
7.9 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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#include "cluster_data_inc.glsl"
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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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bool volumetric_fog_enabled;
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float volumetric_fog_inv_length;
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float volumetric_fog_detail_spread;
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uint volumetric_fog_pad;
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bool fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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vec3 fog_light_color;
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float fog_sun_scatter;
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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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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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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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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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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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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 mipmaps;
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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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layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture;
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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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