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Keep SdfgiDebug shader's push constant size <= 128

This commit is contained in:
Pedro J. Estébanez
2022-07-29 13:25:11 +02:00
parent cd24fb848e
commit 278950f731
3 changed files with 28 additions and 35 deletions

View File

@@ -37,16 +37,14 @@ layout(push_constant, std430) uniform Params {
uint max_cascades;
ivec2 screen_size;
bool use_occlusion;
float y_mult;
int probe_axis_size;
float z_near;
float reserved1;
float reserved2;
mat4 cam_transform;
mat4 inv_projection;
mat3x4 inv_projection;
// We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery.
float cam_basis[3][3];
float cam_origin[3];
}
params;
@@ -82,13 +80,21 @@ void main() {
vec3 ray_pos;
vec3 ray_dir;
{
ray_pos = params.cam_transform[3].xyz;
ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]);
ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0);
ray_dir.z = params.z_near;
ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz;
ray_dir = normalize(mat3(params.cam_transform) * ray_dir);
ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz;
mat3 cam_basis;
{
vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]);
vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]);
vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]);
cam_basis = mat3(c0, c1, c2);
}
ray_dir = normalize(cam_basis * ray_dir);
}
ray_pos.y *= params.y_mult;