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mirror of https://github.com/godotengine/godot.git synced 2025-11-21 14:57:09 +00:00

Remove low_end option from renderer, being replaced by separate implementation

This commit is contained in:
Bastiaan Olij
2021-04-07 21:06:48 +10:00
parent 1075943cc5
commit 71c5d73b5e
8 changed files with 22 additions and 69 deletions

View File

@@ -1735,8 +1735,6 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
#ifndef MODE_RENDER_DEPTH
#ifndef LOW_END_MODE
vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
if (fog_pos.z < 0.0) {
@@ -1747,7 +1745,6 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
#endif
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
@@ -2019,7 +2016,6 @@ FRAGMENT_SHADER_CODE
fog = fog_process(vertex);
}
#ifndef LOW_END_MODE
if (scene_data.volumetric_fog_enabled) {
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
if (scene_data.fog_enabled) {
@@ -2037,7 +2033,6 @@ FRAGMENT_SHADER_CODE
fog = volumetric_fog;
}
}
#endif //!LOW_END_MODE
#endif //!CUSTOM_FOG_USED
uint fog_rg = packHalf2x16(fog.rg);
@@ -2377,7 +2372,7 @@ FRAGMENT_SHADER_CODE
specular_light = spec_accum.rgb;
ambient_light = amb_accum.rgb;
}
#elif !defined(LOW_END_MODE)
#else
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
@@ -2412,13 +2407,11 @@ FRAGMENT_SHADER_CODE
}
#endif
#ifndef LOW_END_MODE
if (scene_data.ssao_enabled) {
float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
ao = min(ao, ssao);
ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
}
#endif //LOW_END_MODE
{ // process reflections

View File

@@ -122,8 +122,6 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat
}
global_variables;
#ifndef LOW_END_MODE
struct SDFGIProbeCascadeData {
vec3 position;
float to_probe;
@@ -159,8 +157,6 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
}
sdfgi;
#endif //LOW_END_MODE
/* Set 2: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
@@ -280,9 +276,7 @@ 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[];
@@ -306,8 +300,6 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
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;
@@ -338,8 +330,6 @@ 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) */