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Extract shared scene data into a separate class
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#!/usr/bin/env python
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Import("env")
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if "RD_GLSL" in env["BUILDERS"]:
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# find all include files
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gl_include_files = [str(f) for f in Glob("*_inc.glsl")]
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# find all shader code(all glsl files excluding our include files)
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glsl_files = [str(f) for f in Glob("*.glsl") if str(f) not in gl_include_files]
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# make sure we recompile shaders if include files change
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env.Depends([f + ".gen.h" for f in glsl_files], gl_include_files + ["#glsl_builders.py"])
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# compile shaders
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for glsl_file in glsl_files:
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env.RD_GLSL(glsl_file)
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File diff suppressed because it is too large
Load Diff
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#define M_PI 3.14159265359
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#define ROUGHNESS_MAX_LOD 5
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#define MAX_VOXEL_GI_INSTANCES 8
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#define MAX_VIEWS 2
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#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)
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#extension GL_KHR_shader_subgroup_ballot : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#define USE_SUBGROUPS
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#endif
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#if defined(USE_MULTIVIEW) && defined(has_VK_KHR_multiview)
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#extension GL_EXT_multiview : enable
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#endif
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#include "../cluster_data_inc.glsl"
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#include "../decal_data_inc.glsl"
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#include "../scene_data_inc.glsl"
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#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_VOXEL_GI) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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#endif
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layout(push_constant, std430) uniform DrawCall {
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uint instance_index;
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uint uv_offset;
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uint multimesh_motion_vectors_current_offset;
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uint multimesh_motion_vectors_previous_offset;
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}
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draw_call;
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#define SDFGI_MAX_CASCADES 8
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/* Set 0: Base Pass (never changes) */
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#include "../light_data_inc.glsl"
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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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layout(set = 0, binding = 3) uniform sampler decal_sampler;
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layout(set = 0, binding = 4) uniform sampler light_projector_sampler;
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#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5)
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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_VOXEL_GI (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_PARTICLE_TRAIL_SHIFT 16
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#define INSTANCE_FLAGS_FADE_SHIFT 24
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//3 bits of stride
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#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
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#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1
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#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2
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layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights {
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LightData data[];
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}
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omni_lights;
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layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights {
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LightData data[];
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}
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spot_lights;
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layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData {
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ReflectionData data[];
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}
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reflections;
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layout(set = 0, binding = 8, 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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vec3 pad;
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float exposure_normalization;
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};
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layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
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Lightmap data[];
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}
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lightmaps;
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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 = 10, 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 = 11) uniform texture2D decal_atlas;
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layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
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layout(set = 0, binding = 13, 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 = 14, std430) restrict readonly buffer GlobalShaderUniformData {
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vec4 data[];
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}
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global_shader_uniforms;
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struct SDFVoxelGICascadeData {
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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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vec3 pad;
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float exposure_normalization;
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};
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layout(set = 0, binding = 15, 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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SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES];
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}
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sdfgi;
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/* Set 1: Render Pass (changes per render pass) */
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layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
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SceneData data;
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SceneData prev_data;
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}
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scene_data_block;
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struct ImplementationData {
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uint cluster_shift;
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uint cluster_width;
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uint cluster_type_size;
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uint max_cluster_element_count_div_32;
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uint ss_effects_flags;
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float ssao_light_affect;
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float ssao_ao_affect;
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uint pad1;
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mat4 sdf_to_bounds;
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ivec3 sdf_offset;
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uint pad2;
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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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};
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layout(set = 1, binding = 1, std140) uniform ImplementationDataBlock {
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ImplementationData data;
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}
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implementation_data_block;
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#define implementation_data implementation_data_block.data
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struct InstanceData {
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mat4 transform;
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mat4 prev_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 = 1, binding = 2, std430) buffer restrict readonly InstanceDataBuffer {
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InstanceData data[];
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}
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instances;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 3) uniform textureCubeArray radiance_cubemap;
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#else
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layout(set = 1, binding = 3) uniform textureCube radiance_cubemap;
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#endif
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layout(set = 1, binding = 4) uniform textureCubeArray reflection_atlas;
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layout(set = 1, binding = 5) uniform texture2D shadow_atlas;
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layout(set = 1, binding = 6) uniform texture2D directional_shadow_atlas;
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layout(set = 1, binding = 7) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
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layout(set = 1, binding = 8) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES];
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layout(set = 1, binding = 9, std430) buffer restrict readonly ClusterBuffer {
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uint data[];
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}
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cluster_buffer;
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#ifdef MODE_RENDER_SDF
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layout(r16ui, set = 1, binding = 10) uniform restrict writeonly uimage3D albedo_volume_grid;
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layout(r32ui, set = 1, binding = 11) uniform restrict writeonly uimage3D emission_grid;
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layout(r32ui, set = 1, binding = 12) uniform restrict writeonly uimage3D emission_aniso_grid;
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layout(r32ui, set = 1, binding = 13) 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 = 1, binding = 10) uniform texture2D depth_buffer;
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layout(set = 1, binding = 11) uniform texture2D color_buffer;
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#ifdef USE_MULTIVIEW
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layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer;
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layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer;
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layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer;
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#else // USE_MULTIVIEW
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layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer;
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layout(set = 1, binding = 14) uniform texture2D ambient_buffer;
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layout(set = 1, binding = 15) uniform texture2D reflection_buffer;
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#endif
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layout(set = 1, binding = 13) uniform texture2D ao_buffer;
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layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture;
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layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades;
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struct VoxelGIData {
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mat4 xform; // 64 - 64
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vec3 bounds; // 12 - 76
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float dynamic_range; // 4 - 80
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float bias; // 4 - 84
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float normal_bias; // 4 - 88
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bool blend_ambient; // 4 - 92
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uint mipmaps; // 4 - 96
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vec3 pad; // 12 - 108
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float exposure_normalization; // 4 - 112
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};
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layout(set = 1, binding = 18, std140) uniform VoxelGIs {
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VoxelGIData data[MAX_VOXEL_GI_INSTANCES];
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}
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voxel_gi_instances;
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layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture;
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layout(set = 1, binding = 20) uniform texture2D ssil_buffer;
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#endif
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/* Set 2 Skeleton & Instancing (can change per item) */
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layout(set = 2, 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 3 User Material */
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