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Renaming of servers for coherency.
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
This commit is contained in:
24
servers/rendering/rasterizer_rd/shaders/SCsub
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24
servers/rendering/rasterizer_rd/shaders/SCsub
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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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env.RD_GLSL('canvas.glsl');
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env.RD_GLSL('canvas_occlusion.glsl');
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env.RD_GLSL('blur.glsl');
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env.RD_GLSL('cubemap_roughness.glsl');
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env.RD_GLSL('cubemap_downsampler.glsl');
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env.RD_GLSL('cubemap_filter.glsl');
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env.RD_GLSL('scene_high_end.glsl');
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env.RD_GLSL('sky.glsl');
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env.RD_GLSL('tonemap.glsl');
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env.RD_GLSL('copy.glsl');
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env.RD_GLSL('giprobe.glsl');
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env.RD_GLSL('giprobe_debug.glsl');
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env.RD_GLSL('giprobe_sdf.glsl');
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env.RD_GLSL('luminance_reduce.glsl');
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env.RD_GLSL('bokeh_dof.glsl');
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env.RD_GLSL('ssao.glsl');
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env.RD_GLSL('ssao_minify.glsl');
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env.RD_GLSL('ssao_blur.glsl');
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env.RD_GLSL('roughness_limiter.glsl');
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294
servers/rendering/rasterizer_rd/shaders/blur.glsl
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294
servers/rendering/rasterizer_rd/shaders/blur.glsl
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/* clang-format off */
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[vertex]
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#version 450
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VERSION_DEFINES
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#include "blur_inc.glsl"
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layout(location = 0) out vec2 uv_interp;
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/* clang-format on */
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void main() {
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vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
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uv_interp = base_arr[gl_VertexIndex];
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if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
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uv_interp = blur.section.xy + uv_interp * blur.section.zw;
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}
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gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
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if (bool(blur.flags & FLAG_FLIP_Y)) {
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uv_interp.y = 1.0 - uv_interp.y;
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}
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}
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/* clang-format off */
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[fragment]
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#version 450
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VERSION_DEFINES
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#include "blur_inc.glsl"
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layout(location = 0) in vec2 uv_interp;
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/* clang-format on */
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layout(set = 0, binding = 0) uniform sampler2D source_color;
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#ifdef MODE_SSAO_MERGE
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layout(set = 1, binding = 0) uniform sampler2D source_ssao;
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#endif
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#ifdef GLOW_USE_AUTO_EXPOSURE
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layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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#endif
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layout(location = 0) out vec4 frag_color;
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//DOF
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#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
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layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
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#ifdef DOF_NEAR_BLUR_MERGE
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layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
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#endif
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#ifdef DOF_QUALITY_LOW
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const int dof_kernel_size = 5;
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const int dof_kernel_from = 2;
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const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
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#endif
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#ifdef DOF_QUALITY_MEDIUM
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const int dof_kernel_size = 11;
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const int dof_kernel_from = 5;
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const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
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#endif
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#ifdef DOF_QUALITY_HIGH
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const int dof_kernel_size = 21;
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const int dof_kernel_from = 10;
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const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
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#endif
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#endif
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void main() {
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#ifdef MODE_MIPMAP
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
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color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
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frag_color = color / 4.0;
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#endif
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#ifdef MODE_GAUSSIAN_BLUR
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//Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
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if (bool(blur.flags & FLAG_HORIZONTAL)) {
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vec2 pix_size = blur.pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
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color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
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color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
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color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
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color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
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color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
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color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
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frag_color = color;
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} else {
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
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color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
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color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
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color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
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color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
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frag_color = color;
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}
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#endif
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#ifdef MODE_GAUSSIAN_GLOW
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//Glow uses larger sigma 1 for a more rounded blur effect
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#define GLOW_ADD(m_ofs, m_mult) \
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{ \
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vec2 ofs = uv_interp + m_ofs * pix_size; \
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vec4 c = texture(source_color, ofs) * m_mult; \
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if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
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c *= 0.0; \
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} \
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color += c; \
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}
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if (bool(blur.flags & FLAG_HORIZONTAL)) {
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vec2 pix_size = blur.pixel_size;
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pix_size *= 0.5; //reading from larger buffer, so use more samples
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
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GLOW_ADD(vec2(1.0, 0.0), 0.165569);
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GLOW_ADD(vec2(2.0, 0.0), 0.140367);
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GLOW_ADD(vec2(3.0, 0.0), 0.106595);
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GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
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GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
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GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
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color *= blur.glow_strength;
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frag_color = color;
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} else {
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vec2 pix_size = blur.pixel_size;
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vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
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GLOW_ADD(vec2(0.0, 1.0), 0.233062);
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GLOW_ADD(vec2(0.0, 2.0), 0.122581);
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GLOW_ADD(vec2(0.0, -1.0), 0.233062);
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GLOW_ADD(vec2(0.0, -2.0), 0.122581);
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color *= blur.glow_strength;
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frag_color = color;
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}
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#undef GLOW_ADD
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if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
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#ifdef GLOW_USE_AUTO_EXPOSURE
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frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
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#endif
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frag_color *= blur.glow_exposure;
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float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
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float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
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frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
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}
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#endif
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#ifdef MODE_DOF_FAR_BLUR
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vec4 color_accum = vec4(0.0);
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float depth = texture(dof_source_depth, uv_interp, 0.0).r;
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depth = depth * 2.0 - 1.0;
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if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
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depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
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} else {
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depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
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}
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float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
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float k_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
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float tap_k = dof_kernel[i];
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
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tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
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} else {
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tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
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}
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float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
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k_accum += tap_k * tap_amount;
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color_accum += tap_color * tap_amount;
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}
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if (k_accum > 0.0) {
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color_accum /= k_accum;
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}
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frag_color = color_accum; ///k_accum;
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#endif
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#ifdef MODE_DOF_NEAR_BLUR
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vec4 color_accum = vec4(0.0);
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float max_accum = 0.0;
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for (int i = 0; i < dof_kernel_size; i++) {
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int int_ofs = i - dof_kernel_from;
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vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
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float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
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float tap_k = dof_kernel[i];
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vec4 tap_color = texture(source_color, tap_uv, 0.0);
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float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
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tap_depth = tap_depth * 2.0 - 1.0;
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if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
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tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
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} else {
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tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
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}
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float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
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tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
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if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
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tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
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}
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max_accum = max(max_accum, tap_amount * ofs_influence);
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color_accum += tap_color * tap_k;
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}
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color_accum.a = max(color_accum.a, sqrt(max_accum));
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#ifdef DOF_NEAR_BLUR_MERGE
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{
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vec4 original = texture(source_dof_original, uv_interp, 0.0);
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color_accum = mix(original, color_accum, color_accum.a);
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}
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#endif
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if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
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frag_color = color_accum;
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}
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#endif
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#ifdef MODE_SIMPLE_COPY
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vec4 color = texture(source_color, uv_interp, 0.0);
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if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
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color.rgb = vec3(max(max(color.r, color.g), color.b));
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}
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frag_color = color;
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#endif
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#ifdef MODE_SSAO_MERGE
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vec4 color = texture(source_color, uv_interp, 0.0);
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float ssao = texture(source_ssao, uv_interp, 0.0).r;
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frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
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#endif
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}
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35
servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
Normal file
35
servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
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@@ -0,0 +1,35 @@
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#define FLAG_HORIZONTAL (1 << 0)
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#define FLAG_USE_BLUR_SECTION (1 << 1)
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#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
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#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
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#define FLAG_GLOW_FIRST_PASS (1 << 4)
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#define FLAG_FLIP_Y (1 << 5)
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#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
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layout(push_constant, binding = 1, std430) uniform Blur {
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vec4 section;
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vec2 pixel_size;
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uint flags;
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uint pad;
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// Glow.
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float glow_strength;
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float glow_bloom;
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float glow_hdr_threshold;
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float glow_hdr_scale;
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float glow_exposure;
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float glow_white;
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float glow_luminance_cap;
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float glow_auto_exposure_grey;
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// DOF.
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float dof_begin;
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float dof_end;
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float dof_radius;
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float dof_pad;
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vec2 dof_dir;
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float camera_z_far;
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float camera_z_near;
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||||
vec4 ssao_color;
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}
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blur;
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258
servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
Normal file
258
servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl
Normal file
@@ -0,0 +1,258 @@
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||||
/* clang-format off */
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||||
[compute]
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||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define BLOCK_SIZE 8
|
||||
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||||
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
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||||
/* clang-format on */
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||||
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||||
#ifdef MODE_GEN_BLUR_SIZE
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layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
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||||
layout(set = 1, binding = 0) uniform sampler2D source_depth;
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||||
#endif
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||||
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||||
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL) || defined(MODE_BOKEH_CIRCULAR)
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||||
layout(set = 1, binding = 0) uniform sampler2D color_texture;
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||||
layout(rgba16f, set = 0, binding = 0) uniform restrict writeonly image2D bokeh_image;
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||||
#endif
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||||
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||||
#ifdef MODE_COMPOSITE_BOKEH
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||||
layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
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||||
layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
|
||||
#endif
|
||||
|
||||
// based on https://www.shadertoy.com/view/Xd3GDl
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
bool orthogonal;
|
||||
float blur_size;
|
||||
float blur_scale;
|
||||
int blur_steps;
|
||||
|
||||
bool blur_near_active;
|
||||
float blur_near_begin;
|
||||
float blur_near_end;
|
||||
bool blur_far_active;
|
||||
|
||||
float blur_far_begin;
|
||||
float blur_far_end;
|
||||
bool second_pass;
|
||||
bool half_size;
|
||||
|
||||
bool use_jitter;
|
||||
float jitter_seed;
|
||||
uint pad[2];
|
||||
}
|
||||
params;
|
||||
|
||||
//used to work around downsampling filter
|
||||
#define DEPTH_GAP 0.0
|
||||
|
||||
#ifdef MODE_GEN_BLUR_SIZE
|
||||
|
||||
float get_depth_at_pos(vec2 uv) {
|
||||
float depth = textureLod(source_depth, uv, 0.0).x;
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
return depth;
|
||||
}
|
||||
|
||||
float get_blur_size(float depth) {
|
||||
|
||||
if (params.blur_near_active && depth < params.blur_near_begin) {
|
||||
return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
|
||||
}
|
||||
|
||||
if (params.blur_far_active && depth > params.blur_far_begin) {
|
||||
return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
|
||||
}
|
||||
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
const float GOLDEN_ANGLE = 2.39996323;
|
||||
|
||||
//note: uniform pdf rand [0;1[
|
||||
float hash12n(vec2 p) {
|
||||
p = fract(p * vec2(5.3987, 5.4421));
|
||||
p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
|
||||
return fract(p.x * p.y * 95.4307);
|
||||
}
|
||||
|
||||
#if defined(MODE_BOKEH_BOX) || defined(MODE_BOKEH_HEXAGONAL)
|
||||
|
||||
vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
|
||||
|
||||
dir *= pixel_size;
|
||||
vec4 color = texture(color_texture, uv);
|
||||
|
||||
vec4 accum = color;
|
||||
float total = 1.0;
|
||||
|
||||
float blur_scale = params.blur_size / float(params.blur_steps);
|
||||
|
||||
if (params.use_jitter) {
|
||||
uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
|
||||
}
|
||||
|
||||
for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
|
||||
|
||||
if (i == 0) {
|
||||
continue;
|
||||
}
|
||||
float radius = float(i) * blur_scale;
|
||||
vec2 suv = uv + dir * radius;
|
||||
radius = abs(radius);
|
||||
|
||||
vec4 sample_color = texture(color_texture, suv);
|
||||
float limit;
|
||||
|
||||
if (sample_color.a < color.a) {
|
||||
limit = abs(sample_color.a);
|
||||
} else {
|
||||
limit = abs(color.a);
|
||||
}
|
||||
|
||||
limit -= DEPTH_GAP;
|
||||
|
||||
float m = smoothstep(radius - 0.5, radius + 0.5, limit);
|
||||
|
||||
accum += mix(color, sample_color, m);
|
||||
|
||||
total += 1.0;
|
||||
}
|
||||
|
||||
return accum / total;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
if (any(greaterThan(pos, params.size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
vec2 pixel_size = 1.0 / vec2(params.size);
|
||||
vec2 uv = vec2(pos) / vec2(params.size);
|
||||
|
||||
#ifdef MODE_GEN_BLUR_SIZE
|
||||
uv += pixel_size * 0.5;
|
||||
//precompute size in alpha channel
|
||||
float depth = get_depth_at_pos(uv);
|
||||
float size = get_blur_size(depth);
|
||||
|
||||
vec4 color = imageLoad(color_image, pos);
|
||||
color.a = size;
|
||||
imageStore(color_image, pos, color);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_BOKEH_BOX
|
||||
|
||||
//pixel_size*=0.5; //resolution is doubled
|
||||
if (params.second_pass || !params.half_size) {
|
||||
uv += pixel_size * 0.5; //half pixel to read centers
|
||||
} else {
|
||||
uv += pixel_size * 0.25; //half pixel to read centers from full res
|
||||
}
|
||||
|
||||
vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
|
||||
|
||||
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
|
||||
|
||||
imageStore(bokeh_image, pos, color);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_BOKEH_HEXAGONAL
|
||||
|
||||
//pixel_size*=0.5; //resolution is doubled
|
||||
if (params.second_pass || !params.half_size) {
|
||||
uv += pixel_size * 0.5; //half pixel to read centers
|
||||
} else {
|
||||
uv += pixel_size * 0.25; //half pixel to read centers from full res
|
||||
}
|
||||
|
||||
vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
|
||||
|
||||
vec4 color = weighted_filter_dir(dir, uv, pixel_size);
|
||||
|
||||
if (params.second_pass) {
|
||||
dir = normalize(vec2(-1.0, 0.577350269189626));
|
||||
|
||||
vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
|
||||
|
||||
color.rgb = min(color.rgb, color2.rgb);
|
||||
color.a = (color.a + color2.a) * 0.5;
|
||||
}
|
||||
|
||||
imageStore(bokeh_image, pos, color);
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_BOKEH_CIRCULAR
|
||||
|
||||
if (params.half_size) {
|
||||
pixel_size *= 0.5; //resolution is doubled
|
||||
}
|
||||
|
||||
uv += pixel_size * 0.5; //half pixel to read centers
|
||||
|
||||
vec4 color = texture(color_texture, uv);
|
||||
float accum = 1.0;
|
||||
float radius = params.blur_scale;
|
||||
|
||||
for (float ang = 0.0; radius < params.blur_size; ang += GOLDEN_ANGLE) {
|
||||
|
||||
vec2 suv = uv + vec2(cos(ang), sin(ang)) * pixel_size * radius;
|
||||
vec4 sample_color = texture(color_texture, suv);
|
||||
float sample_size = abs(sample_color.a);
|
||||
if (sample_color.a > color.a) {
|
||||
sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
|
||||
}
|
||||
|
||||
float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
|
||||
color += mix(color / accum, sample_color, m);
|
||||
accum += 1.0;
|
||||
radius += params.blur_scale / radius;
|
||||
}
|
||||
|
||||
color /= accum;
|
||||
|
||||
imageStore(bokeh_image, pos, color);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_COMPOSITE_BOKEH
|
||||
|
||||
uv += pixel_size * 0.5;
|
||||
vec4 color = imageLoad(color_image, pos);
|
||||
vec4 bokeh = texture(source_bokeh, uv);
|
||||
|
||||
float mix_amount;
|
||||
if (bokeh.a < color.a) {
|
||||
mix_amount = min(1.0, max(0.0, max(abs(color.a), abs(bokeh.a)) - DEPTH_GAP));
|
||||
} else {
|
||||
mix_amount = min(1.0, max(0.0, abs(color.a) - DEPTH_GAP));
|
||||
}
|
||||
|
||||
color.rgb = mix(color.rgb, bokeh.rgb, mix_amount); //blend between hires and lowres
|
||||
|
||||
color.a = 0; //reset alpha
|
||||
imageStore(color_image, pos, color);
|
||||
#endif
|
||||
}
|
||||
584
servers/rendering/rasterizer_rd/shaders/canvas.glsl
Normal file
584
servers/rendering/rasterizer_rd/shaders/canvas.glsl
Normal file
@@ -0,0 +1,584 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#ifdef USE_ATTRIBUTES
|
||||
layout(location = 0) in vec2 vertex_attrib;
|
||||
/* clang-format on */
|
||||
layout(location = 3) in vec4 color_attrib;
|
||||
layout(location = 4) in vec2 uv_attrib;
|
||||
|
||||
layout(location = 6) in uvec4 bones_attrib;
|
||||
|
||||
#endif
|
||||
|
||||
#include "canvas_uniforms_inc.glsl"
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
layout(location = 1) out vec4 color_interp;
|
||||
layout(location = 2) out vec2 vertex_interp;
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
layout(location = 3) out vec2 pixel_size_interp;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
MATERIAL_UNIFORMS
|
||||
/* clang-format on */
|
||||
} material;
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
VERTEX_SHADER_GLOBALS
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 instance_custom = vec4(0.0);
|
||||
#ifdef USE_PRIMITIVE
|
||||
|
||||
//weird bug,
|
||||
//this works
|
||||
vec2 vertex;
|
||||
vec2 uv;
|
||||
vec4 color;
|
||||
|
||||
if (gl_VertexIndex == 0) {
|
||||
vertex = draw_data.points[0];
|
||||
uv = draw_data.uvs[0];
|
||||
color = vec4(unpackHalf2x16(draw_data.colors[0]), unpackHalf2x16(draw_data.colors[1]));
|
||||
} else if (gl_VertexIndex == 1) {
|
||||
vertex = draw_data.points[1];
|
||||
uv = draw_data.uvs[1];
|
||||
color = vec4(unpackHalf2x16(draw_data.colors[2]), unpackHalf2x16(draw_data.colors[3]));
|
||||
} else {
|
||||
vertex = draw_data.points[2];
|
||||
uv = draw_data.uvs[2];
|
||||
color = vec4(unpackHalf2x16(draw_data.colors[4]), unpackHalf2x16(draw_data.colors[5]));
|
||||
}
|
||||
uvec4 bones = uvec4(0, 0, 0, 0);
|
||||
|
||||
#elif defined(USE_ATTRIBUTES)
|
||||
|
||||
vec2 vertex = vertex_attrib;
|
||||
vec4 color = color_attrib;
|
||||
vec2 uv = uv_attrib;
|
||||
|
||||
uvec4 bones = bones_attrib;
|
||||
#else
|
||||
|
||||
vec2 vertex_base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
vec2 vertex_base = vertex_base_arr[gl_VertexIndex];
|
||||
|
||||
vec2 uv = draw_data.src_rect.xy + abs(draw_data.src_rect.zw) * ((draw_data.flags & FLAGS_TRANSPOSE_RECT) != 0 ? vertex_base.yx : vertex_base.xy);
|
||||
vec4 color = draw_data.modulation;
|
||||
vec2 vertex = draw_data.dst_rect.xy + abs(draw_data.dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(draw_data.src_rect.zw, vec2(0.0, 0.0)));
|
||||
uvec4 bones = uvec4(0, 0, 0, 0);
|
||||
|
||||
#endif
|
||||
|
||||
mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
|
||||
|
||||
#if 0
|
||||
if (draw_data.flags & FLAGS_INSTANCING_ENABLED) {
|
||||
|
||||
uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK;
|
||||
offset *= gl_InstanceIndex;
|
||||
mat4 instance_xform = mat4(
|
||||
vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)),
|
||||
vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)),
|
||||
vec4(0.0, 0.0, 1.0, 0.0),
|
||||
vec4(0.0, 0.0, 0.0, 1.0));
|
||||
offset += 8;
|
||||
if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) {
|
||||
vec4 instance_color;
|
||||
if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) {
|
||||
uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
|
||||
instance_color = unpackUnorm4x8(bits);
|
||||
offset += 1;
|
||||
} else {
|
||||
instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
|
||||
offser += 4;
|
||||
}
|
||||
|
||||
color *= instance_color;
|
||||
}
|
||||
if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) {
|
||||
if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) {
|
||||
uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset));
|
||||
instance_custom = unpackUnorm4x8(bits);
|
||||
} else {
|
||||
instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
|
||||
if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) {
|
||||
//scale by texture size
|
||||
vertex /= draw_data.color_texture_pixel_size;
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef USE_POINT_SIZE
|
||||
float point_size = 1.0;
|
||||
#endif
|
||||
{
|
||||
/* clang-format off */
|
||||
VERTEX_SHADER_CODE
|
||||
/* clang-format on */
|
||||
}
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
|
||||
#endif
|
||||
|
||||
#if !defined(SKIP_TRANSFORM_USED)
|
||||
vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
|
||||
#endif
|
||||
|
||||
color_interp = color;
|
||||
|
||||
if (bool(draw_data.flags & FLAGS_USE_PIXEL_SNAP)) {
|
||||
|
||||
vertex = floor(vertex + 0.5);
|
||||
// precision issue on some hardware creates artifacts within texture
|
||||
// offset uv by a small amount to avoid
|
||||
uv += 1e-5;
|
||||
}
|
||||
|
||||
#ifdef USE_ATTRIBUTES
|
||||
#if 0
|
||||
if (bool(draw_data.flags & FLAGS_USE_SKELETON) && bone_weights != vec4(0.0)) { //must be a valid bone
|
||||
//skeleton transform
|
||||
|
||||
ivec4 bone_indicesi = ivec4(bone_indices);
|
||||
|
||||
uvec2 tex_ofs = bone_indicesi.x * 2;
|
||||
|
||||
mat2x4 m;
|
||||
m = mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.x;
|
||||
|
||||
tex_ofs = bone_indicesi.y * 2;
|
||||
|
||||
m += mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.y;
|
||||
|
||||
tex_ofs = bone_indicesi.z * 2;
|
||||
|
||||
m += mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.z;
|
||||
|
||||
tex_ofs = bone_indicesi.w * 2;
|
||||
|
||||
m += mat2x4(
|
||||
texelFetch(skeleton_buffer, tex_ofs + 0),
|
||||
texelFetch(skeleton_buffer, tex_ofs + 1)) *
|
||||
bone_weights.w;
|
||||
|
||||
mat4 bone_matrix = skeleton_data.skeleton_transform * transpose(mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))) * skeleton_data.skeleton_transform_inverse;
|
||||
|
||||
//outvec = bone_matrix * outvec;
|
||||
}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
|
||||
|
||||
vertex_interp = vertex;
|
||||
uv_interp = uv;
|
||||
|
||||
gl_Position = canvas_data.screen_transform * vec4(vertex, 0.0, 1.0);
|
||||
|
||||
#ifdef USE_POINT_SIZE
|
||||
gl_PointSize = point_size;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#include "canvas_uniforms_inc.glsl"
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
layout(location = 1) in vec4 color_interp;
|
||||
layout(location = 2) in vec2 vertex_interp;
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
layout(location = 3) in vec2 pixel_size_interp;
|
||||
|
||||
#endif
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 1, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
MATERIAL_UNIFORMS
|
||||
/* clang-format on */
|
||||
} material;
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
/* clang-format on */
|
||||
|
||||
#ifdef LIGHT_SHADER_CODE_USED
|
||||
|
||||
vec4 light_compute(
|
||||
vec3 light_vertex,
|
||||
vec3 light_position,
|
||||
vec3 normal,
|
||||
vec4 light_color,
|
||||
float light_energy,
|
||||
vec4 specular_shininess,
|
||||
inout vec4 shadow_modulate,
|
||||
vec2 screen_uv,
|
||||
vec2 uv,
|
||||
vec4 color) {
|
||||
|
||||
vec4 light = vec4(0.0);
|
||||
/* clang-format off */
|
||||
LIGHT_SHADER_CODE
|
||||
/* clang-format on */
|
||||
return light;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
|
||||
|
||||
float tex_size = 1.0 / tex_pixel_size;
|
||||
|
||||
if (pixel < margin_begin) {
|
||||
return pixel * tex_pixel_size;
|
||||
} else if (pixel >= draw_size - margin_end) {
|
||||
return (tex_size - (draw_size - pixel)) * tex_pixel_size;
|
||||
} else {
|
||||
if (!bool(draw_data.flags & FLAGS_NINEPACH_DRAW_CENTER)) {
|
||||
draw_center--;
|
||||
}
|
||||
|
||||
// np_repeat is passed as uniform using NinePatchRect::AxisStretchMode enum.
|
||||
if (np_repeat == 0) { // Stretch.
|
||||
// Convert to ratio.
|
||||
float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
|
||||
// Scale to source texture.
|
||||
return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
|
||||
} else if (np_repeat == 1) { // Tile.
|
||||
// Convert to offset.
|
||||
float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
|
||||
// Scale to source texture.
|
||||
return (margin_begin + ofs) * tex_pixel_size;
|
||||
} else if (np_repeat == 2) { // Tile Fit.
|
||||
// Calculate scale.
|
||||
float src_area = draw_size - margin_begin - margin_end;
|
||||
float dst_area = tex_size - margin_begin - margin_end;
|
||||
float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
|
||||
// Convert to ratio.
|
||||
float ratio = (pixel - margin_begin) / src_area;
|
||||
ratio = mod(ratio * scale, 1.0);
|
||||
// Scale to source texture.
|
||||
return (margin_begin + ratio * dst_area) * tex_pixel_size;
|
||||
} else { // Shouldn't happen, but silences compiler warning.
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
vec4 color = color_interp;
|
||||
vec2 uv = uv_interp;
|
||||
vec2 vertex = vertex_interp;
|
||||
|
||||
#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
|
||||
|
||||
#ifdef USE_NINEPATCH
|
||||
|
||||
int draw_center = 2;
|
||||
uv = vec2(
|
||||
map_ninepatch_axis(pixel_size_interp.x, abs(draw_data.dst_rect.z), draw_data.color_texture_pixel_size.x, draw_data.ninepatch_margins.x, draw_data.ninepatch_margins.z, int(draw_data.flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
|
||||
map_ninepatch_axis(pixel_size_interp.y, abs(draw_data.dst_rect.w), draw_data.color_texture_pixel_size.y, draw_data.ninepatch_margins.y, draw_data.ninepatch_margins.w, int(draw_data.flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
|
||||
|
||||
if (draw_center == 0) {
|
||||
color.a = 0.0;
|
||||
}
|
||||
|
||||
uv = uv * draw_data.src_rect.zw + draw_data.src_rect.xy; //apply region if needed
|
||||
|
||||
#endif
|
||||
if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) {
|
||||
|
||||
uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw));
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
color *= texture(sampler2D(color_texture, texture_sampler), uv);
|
||||
|
||||
uint light_count = (draw_data.flags >> FLAGS_LIGHT_COUNT_SHIFT) & 0xF; //max 16 lights
|
||||
|
||||
vec3 normal;
|
||||
|
||||
#if defined(NORMAL_USED)
|
||||
|
||||
bool normal_used = true;
|
||||
#else
|
||||
bool normal_used = false;
|
||||
#endif
|
||||
|
||||
if (normal_used || (light_count > 0 && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
|
||||
normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
|
||||
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
||||
normal_used = true;
|
||||
} else {
|
||||
normal = vec3(0.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec4 specular_shininess;
|
||||
|
||||
#if defined(SPECULAR_SHININESS_USED)
|
||||
|
||||
bool specular_shininess_used = true;
|
||||
#else
|
||||
bool specular_shininess_used = false;
|
||||
#endif
|
||||
|
||||
if (specular_shininess_used || (light_count > 0 && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
|
||||
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
|
||||
specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
|
||||
specular_shininess_used = true;
|
||||
} else {
|
||||
specular_shininess = vec4(1.0);
|
||||
}
|
||||
|
||||
#if defined(SCREEN_UV_USED)
|
||||
vec2 screen_uv = gl_FragCoord.xy * canvas_data.screen_pixel_size;
|
||||
#else
|
||||
vec2 screen_uv = vec2(0.0);
|
||||
#endif
|
||||
|
||||
vec3 light_vertex = vec3(vertex, 0.0);
|
||||
vec2 shadow_vertex = vertex;
|
||||
|
||||
{
|
||||
float normal_depth = 1.0;
|
||||
|
||||
#if defined(NORMALMAP_USED)
|
||||
vec3 normal_map = vec3(0.0, 0.0, 1.0);
|
||||
normal_used = true;
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
#if defined(NORMALMAP_USED)
|
||||
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
|
||||
#endif
|
||||
}
|
||||
|
||||
if (normal_used) {
|
||||
//convert by item transform
|
||||
normal.xy = mat2(normalize(draw_data.world_x), normalize(draw_data.world_y)) * normal.xy;
|
||||
//convert by canvas transform
|
||||
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
|
||||
}
|
||||
|
||||
vec4 base_color = color;
|
||||
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
|
||||
color = vec4(0.0); //invisible by default due to using light mask
|
||||
}
|
||||
|
||||
color *= canvas_data.canvas_modulation;
|
||||
#ifdef USE_LIGHTING
|
||||
for (uint i = 0; i < MAX_LIGHT_TEXTURES; i++) {
|
||||
if (i >= light_count) {
|
||||
break;
|
||||
}
|
||||
uint light_base;
|
||||
if (i < 8) {
|
||||
if (i < 4) {
|
||||
light_base = draw_data.lights[0];
|
||||
} else {
|
||||
light_base = draw_data.lights[1];
|
||||
}
|
||||
} else {
|
||||
if (i < 12) {
|
||||
light_base = draw_data.lights[2];
|
||||
} else {
|
||||
light_base = draw_data.lights[3];
|
||||
}
|
||||
}
|
||||
light_base >>= (i & 3) * 8;
|
||||
light_base &= 0xFF;
|
||||
|
||||
vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array.data[light_base].texture_matrix[0], light_array.data[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
||||
vec4 light_color = texture(sampler2D(light_textures[i], texture_sampler), tex_uv);
|
||||
vec4 light_base_color = light_array.data[light_base].color;
|
||||
|
||||
#ifdef LIGHT_SHADER_CODE_USED
|
||||
|
||||
vec4 shadow_modulate = vec4(1.0);
|
||||
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
|
||||
|
||||
light_color.rgb *= light_base_color.rgb;
|
||||
light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, color, uv);
|
||||
#else
|
||||
|
||||
light_color.rgb *= light_base_color.rgb * light_base_color.a;
|
||||
|
||||
if (normal_used) {
|
||||
|
||||
vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
|
||||
vec3 pos = light_vertex;
|
||||
vec3 light_vec = normalize(light_pos - pos);
|
||||
float cNdotL = max(0.0, dot(normal, light_vec));
|
||||
|
||||
if (specular_shininess_used) {
|
||||
//blinn
|
||||
vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
|
||||
vec3 half_vec = normalize(view + light_vec);
|
||||
|
||||
float cNdotV = max(dot(normal, view), 0.0);
|
||||
float cNdotH = max(dot(normal, half_vec), 0.0);
|
||||
float cVdotH = max(dot(view, half_vec), 0.0);
|
||||
float cLdotH = max(dot(light_vec, half_vec), 0.0);
|
||||
float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
|
||||
float blinn = pow(cNdotH, shininess);
|
||||
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
|
||||
float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
|
||||
|
||||
light_color.rgb = specular_shininess.rgb * light_base_color.rgb * s + light_color.rgb * cNdotL;
|
||||
} else {
|
||||
light_color.rgb *= cNdotL;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
|
||||
//if outside the light texture, light color is zero
|
||||
light_color.a = 0.0;
|
||||
}
|
||||
|
||||
if (bool(light_array.data[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
|
||||
|
||||
vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array.data[light_base].shadow_matrix[0], light_array.data[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
|
||||
|
||||
vec2 pos_norm = normalize(shadow_pos);
|
||||
vec2 pos_abs = abs(pos_norm);
|
||||
vec2 pos_box = pos_norm / max(pos_abs.x, pos_abs.y);
|
||||
vec2 pos_rot = pos_norm * mat2(vec2(0.7071067811865476, -0.7071067811865476), vec2(0.7071067811865476, 0.7071067811865476)); //is there a faster way to 45 degrees rot?
|
||||
float tex_ofs;
|
||||
float distance;
|
||||
if (pos_rot.y > 0) {
|
||||
if (pos_rot.x > 0) {
|
||||
tex_ofs = pos_box.y * 0.125 + 0.125;
|
||||
distance = shadow_pos.x;
|
||||
} else {
|
||||
tex_ofs = pos_box.x * -0.125 + (0.25 + 0.125);
|
||||
distance = shadow_pos.y;
|
||||
}
|
||||
} else {
|
||||
if (pos_rot.x < 0) {
|
||||
tex_ofs = pos_box.y * -0.125 + (0.5 + 0.125);
|
||||
distance = -shadow_pos.x;
|
||||
} else {
|
||||
tex_ofs = pos_box.x * 0.125 + (0.75 + 0.125);
|
||||
distance = -shadow_pos.y;
|
||||
}
|
||||
}
|
||||
|
||||
//float distance = length(shadow_pos);
|
||||
float shadow;
|
||||
uint shadow_mode = light_array.data[light_base].flags & LIGHT_FLAGS_FILTER_MASK;
|
||||
|
||||
vec4 shadow_uv = vec4(tex_ofs, 0.0, distance, 1.0);
|
||||
|
||||
if (shadow_mode == LIGHT_FLAGS_SHADOW_NEAREST) {
|
||||
shadow = textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
|
||||
} else if (shadow_mode == LIGHT_FLAGS_SHADOW_PCF5) {
|
||||
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
|
||||
shadow = 0.0;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
|
||||
shadow /= 5.0;
|
||||
} else { //PCF13
|
||||
vec4 shadow_pixel_size = vec4(light_array.data[light_base].shadow_pixel_size, 0.0, 0.0, 0.0);
|
||||
shadow = 0.0;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 6.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 5.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 4.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 3.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size * 2.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv - shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 2.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 3.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 4.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 5.0).x;
|
||||
shadow += textureProj(sampler2DShadow(shadow_textures[i], shadow_sampler), shadow_uv + shadow_pixel_size * 6.0).x;
|
||||
shadow /= 13.0;
|
||||
}
|
||||
|
||||
vec4 shadow_color = light_array.data[light_base].shadow_color;
|
||||
#ifdef LIGHT_SHADER_CODE_USED
|
||||
shadow_color *= shadow_modulate;
|
||||
#endif
|
||||
light_color = mix(light_color, shadow_color, shadow);
|
||||
}
|
||||
|
||||
uint blend_mode = light_array.data[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
|
||||
|
||||
switch (blend_mode) {
|
||||
case LIGHT_FLAGS_BLEND_MODE_ADD: {
|
||||
color.rgb += light_color.rgb * light_color.a;
|
||||
} break;
|
||||
case LIGHT_FLAGS_BLEND_MODE_SUB: {
|
||||
color.rgb -= light_color.rgb * light_color.a;
|
||||
} break;
|
||||
case LIGHT_FLAGS_BLEND_MODE_MIX: {
|
||||
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
|
||||
} break;
|
||||
case LIGHT_FLAGS_BLEND_MODE_MASK: {
|
||||
light_color.a *= base_color.a;
|
||||
color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
|
||||
} break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
frag_color = color;
|
||||
}
|
||||
@@ -0,0 +1,40 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in highp vec3 vertex;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Constants {
|
||||
|
||||
mat4 projection;
|
||||
mat2x4 modelview;
|
||||
vec2 direction;
|
||||
vec2 pad;
|
||||
}
|
||||
constants;
|
||||
|
||||
layout(location = 0) out highp float depth;
|
||||
|
||||
void main() {
|
||||
|
||||
highp vec4 vtx = vec4(vertex, 1.0) * mat4(constants.modelview[0], constants.modelview[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
|
||||
depth = dot(constants.direction, vtx.xy);
|
||||
|
||||
gl_Position = constants.projection * vtx;
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in highp float depth;
|
||||
/* clang-format on */
|
||||
layout(location = 0) out highp float distance_buf;
|
||||
|
||||
void main() {
|
||||
|
||||
distance_buf = depth;
|
||||
}
|
||||
141
servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
Normal file
141
servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
Normal file
@@ -0,0 +1,141 @@
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
|
||||
#define FLAGS_INSTANCING_ENABLED (1 << 4)
|
||||
#define FLAGS_INSTANCING_HAS_COLORS (1 << 5)
|
||||
#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6)
|
||||
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7)
|
||||
#define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8)
|
||||
|
||||
#define FLAGS_CLIP_RECT_UV (1 << 9)
|
||||
#define FLAGS_TRANSPOSE_RECT (1 << 10)
|
||||
#define FLAGS_USING_LIGHT_MASK (1 << 11)
|
||||
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
|
||||
#define FLAGS_USING_PARTICLES (1 << 13)
|
||||
#define FLAGS_USE_PIXEL_SNAP (1 << 14)
|
||||
|
||||
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
|
||||
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
|
||||
|
||||
#define FLAGS_LIGHT_COUNT_SHIFT 20
|
||||
|
||||
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
|
||||
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
|
||||
|
||||
// In vulkan, sets should always be ordered using the following logic:
|
||||
// Lower Sets: Sets that change format and layout less often
|
||||
// Higher sets: Sets that change format and layout very often
|
||||
// This is because changing a set for another with a different layout or format,
|
||||
// invalidates all the upper ones.
|
||||
|
||||
/* SET0: Draw Primitive */
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform DrawData {
|
||||
vec2 world_x;
|
||||
vec2 world_y;
|
||||
vec2 world_ofs;
|
||||
uint flags;
|
||||
uint specular_shininess;
|
||||
#ifdef USE_PRIMITIVE
|
||||
vec2 points[3];
|
||||
vec2 uvs[3];
|
||||
uint colors[6];
|
||||
#else
|
||||
vec4 modulation;
|
||||
vec4 ninepatch_margins;
|
||||
vec4 dst_rect; //for built-in rect and UV
|
||||
vec4 src_rect;
|
||||
vec2 pad;
|
||||
|
||||
#endif
|
||||
vec2 color_texture_pixel_size;
|
||||
uint lights[4];
|
||||
}
|
||||
draw_data;
|
||||
|
||||
// The values passed per draw primitives are cached within it
|
||||
|
||||
layout(set = 0, binding = 1) uniform texture2D color_texture;
|
||||
layout(set = 0, binding = 2) uniform texture2D normal_texture;
|
||||
layout(set = 0, binding = 3) uniform texture2D specular_texture;
|
||||
layout(set = 0, binding = 4) uniform sampler texture_sampler;
|
||||
|
||||
layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
|
||||
|
||||
/* SET1: Is reserved for the material */
|
||||
|
||||
#ifdef USE_MATERIAL_SAMPLERS
|
||||
|
||||
layout(set = 1, binding = 0) uniform sampler material_samplers[12];
|
||||
|
||||
#endif
|
||||
|
||||
/* SET2: Canvas Item State (including lighting) */
|
||||
|
||||
layout(set = 2, binding = 0, std140) uniform CanvasData {
|
||||
mat4 canvas_transform;
|
||||
mat4 screen_transform;
|
||||
mat4 canvas_normal_transform;
|
||||
vec4 canvas_modulation;
|
||||
vec2 screen_pixel_size;
|
||||
float time;
|
||||
float time_pad;
|
||||
//uint light_count;
|
||||
}
|
||||
canvas_data;
|
||||
|
||||
layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
|
||||
|
||||
layout(set = 2, binding = 2, std140) uniform SkeletonData {
|
||||
mat4 skeleton_transform; //in world coordinates
|
||||
mat4 skeleton_transform_inverse;
|
||||
}
|
||||
skeleton_data;
|
||||
|
||||
#ifdef USE_LIGHTING
|
||||
|
||||
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
|
||||
#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
|
||||
#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
|
||||
#define LIGHT_FLAGS_FILTER_SHIFT 22
|
||||
#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
|
||||
#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
|
||||
#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
|
||||
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
|
||||
|
||||
struct Light {
|
||||
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
|
||||
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
|
||||
vec4 color;
|
||||
vec4 shadow_color;
|
||||
vec2 position;
|
||||
uint flags; //index to light texture
|
||||
float height;
|
||||
float shadow_pixel_size;
|
||||
float pad0;
|
||||
float pad1;
|
||||
float pad2;
|
||||
};
|
||||
|
||||
layout(set = 2, binding = 3, std140) uniform LightData {
|
||||
Light data[MAX_LIGHTS];
|
||||
}
|
||||
light_array;
|
||||
|
||||
layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
|
||||
layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
|
||||
|
||||
layout(set = 2, binding = 6) uniform sampler shadow_sampler;
|
||||
|
||||
#endif
|
||||
|
||||
/* SET3: Render Target Data */
|
||||
|
||||
#ifdef SCREEN_TEXTURE_USED
|
||||
|
||||
layout(set = 3, binding = 0) uniform texture2D screen_texture;
|
||||
|
||||
#endif
|
||||
86
servers/rendering/rasterizer_rd/shaders/copy.glsl
Normal file
86
servers/rendering/rasterizer_rd/shaders/copy.glsl
Normal file
@@ -0,0 +1,86 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
#ifdef MODE_CUBE_TO_DP
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cube;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
float bias;
|
||||
float z_far;
|
||||
float z_near;
|
||||
bool z_flip;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out float depth_buffer;
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
#ifdef MODE_CUBE_TO_DP
|
||||
|
||||
vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
|
||||
|
||||
normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
|
||||
normal = normalize(normal);
|
||||
|
||||
normal.y = -normal.y; //needs to be flipped to match projection matrix
|
||||
if (!params.z_flip) {
|
||||
normal.z = -normal.z;
|
||||
}
|
||||
|
||||
float depth = texture(source_cube, normal).r;
|
||||
|
||||
// absolute values for direction cosines, bigger value equals closer to basis axis
|
||||
vec3 unorm = abs(normal);
|
||||
|
||||
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
||||
// x code
|
||||
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
||||
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
||||
// y code
|
||||
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
||||
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
||||
// z code
|
||||
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
||||
} else {
|
||||
// oh-no we messed up code
|
||||
// has to be
|
||||
unorm = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
float depth_fix = 1.0 / dot(normal, unorm);
|
||||
|
||||
depth = 2.0 * depth - 1.0;
|
||||
float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
|
||||
|
||||
#endif
|
||||
}
|
||||
188
servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
Normal file
188
servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl
Normal file
@@ -0,0 +1,188 @@
|
||||
// Copyright 2016 Activision Publishing, Inc.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining
|
||||
// a copy of this software and associated documentation files (the "Software"),
|
||||
// to deal in the Software without restriction, including without limitation
|
||||
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
// and/or sell copies of the Software, and to permit persons to whom the Software
|
||||
// is furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define BLOCK_SIZE 8
|
||||
|
||||
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
|
||||
|
||||
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
uint face_size;
|
||||
}
|
||||
params;
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
void get_dir_0(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = 1.0;
|
||||
dir[1] = v;
|
||||
dir[2] = -u;
|
||||
}
|
||||
void get_dir_1(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = -1.0;
|
||||
dir[1] = v;
|
||||
dir[2] = u;
|
||||
}
|
||||
void get_dir_2(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = u;
|
||||
dir[1] = 1.0;
|
||||
dir[2] = -v;
|
||||
}
|
||||
void get_dir_3(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = u;
|
||||
dir[1] = -1.0;
|
||||
dir[2] = v;
|
||||
}
|
||||
void get_dir_4(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = u;
|
||||
dir[1] = v;
|
||||
dir[2] = 1.0;
|
||||
}
|
||||
void get_dir_5(out vec3 dir, in float u, in float v) {
|
||||
dir[0] = -u;
|
||||
dir[1] = v;
|
||||
dir[2] = -1.0;
|
||||
}
|
||||
|
||||
float calcWeight(float u, float v) {
|
||||
float val = u * u + v * v + 1.0;
|
||||
return val * sqrt(val);
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
uint face_size = params.face_size;
|
||||
|
||||
if (id.x < face_size && id.y < face_size) {
|
||||
float inv_face_size = 1.0 / float(face_size);
|
||||
|
||||
float u0 = (float(id.x) * 2.0 + 1.0 - 0.75) * inv_face_size - 1.0;
|
||||
float u1 = (float(id.x) * 2.0 + 1.0 + 0.75) * inv_face_size - 1.0;
|
||||
|
||||
float v0 = (float(id.y) * 2.0 + 1.0 - 0.75) * -inv_face_size + 1.0;
|
||||
float v1 = (float(id.y) * 2.0 + 1.0 + 0.75) * -inv_face_size + 1.0;
|
||||
|
||||
float weights[4];
|
||||
weights[0] = calcWeight(u0, v0);
|
||||
weights[1] = calcWeight(u1, v0);
|
||||
weights[2] = calcWeight(u0, v1);
|
||||
weights[3] = calcWeight(u1, v1);
|
||||
|
||||
const float wsum = 0.5 / (weights[0] + weights[1] + weights[2] + weights[3]);
|
||||
for (int i = 0; i < 4; i++) {
|
||||
weights[i] = weights[i] * wsum + .125;
|
||||
}
|
||||
|
||||
vec3 dir;
|
||||
vec4 color;
|
||||
switch (id.z) {
|
||||
case 0:
|
||||
get_dir_0(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_0(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_0(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_0(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 1:
|
||||
get_dir_1(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_1(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_1(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_1(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 2:
|
||||
get_dir_2(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_2(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_2(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_2(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 3:
|
||||
get_dir_3(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_3(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_3(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_3(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
case 4:
|
||||
get_dir_4(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_4(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_4(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_4(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
default:
|
||||
get_dir_5(dir, u0, v0);
|
||||
color = textureLod(source_cubemap, normalize(dir), 0.0) * weights[0];
|
||||
|
||||
get_dir_5(dir, u1, v0);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[1];
|
||||
|
||||
get_dir_5(dir, u0, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[2];
|
||||
|
||||
get_dir_5(dir, u1, v1);
|
||||
color += textureLod(source_cubemap, normalize(dir), 0.0) * weights[3];
|
||||
break;
|
||||
}
|
||||
imageStore(dest_cubemap, ivec3(id), color);
|
||||
}
|
||||
}
|
||||
328
servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
Normal file
328
servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl
Normal file
@@ -0,0 +1,328 @@
|
||||
// Copyright 2016 Activision Publishing, Inc.
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining
|
||||
// a copy of this software and associated documentation files (the "Software"),
|
||||
// to deal in the Software without restriction, including without limitation
|
||||
// the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
||||
// and/or sell copies of the Software, and to permit persons to whom the Software
|
||||
// is furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in all
|
||||
// copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
// SOFTWARE.
|
||||
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define GROUP_SIZE 64
|
||||
|
||||
layout(local_size_x = GROUP_SIZE, local_size_y = 1, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cubemap;
|
||||
layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly imageCube dest_cubemap0;
|
||||
layout(rgba16f, set = 2, binding = 1) uniform restrict writeonly imageCube dest_cubemap1;
|
||||
layout(rgba16f, set = 2, binding = 2) uniform restrict writeonly imageCube dest_cubemap2;
|
||||
layout(rgba16f, set = 2, binding = 3) uniform restrict writeonly imageCube dest_cubemap3;
|
||||
layout(rgba16f, set = 2, binding = 4) uniform restrict writeonly imageCube dest_cubemap4;
|
||||
layout(rgba16f, set = 2, binding = 5) uniform restrict writeonly imageCube dest_cubemap5;
|
||||
layout(rgba16f, set = 2, binding = 6) uniform restrict writeonly imageCube dest_cubemap6;
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
#define NUM_TAPS 32
|
||||
#else
|
||||
#define NUM_TAPS 8
|
||||
#endif
|
||||
|
||||
#define BASE_RESOLUTION 128
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
|
||||
vec4[7][5][3][24] coeffs;
|
||||
}
|
||||
data;
|
||||
#else
|
||||
layout(set = 1, binding = 0, std430) buffer restrict readonly Data {
|
||||
vec4[7][5][6] coeffs;
|
||||
}
|
||||
data;
|
||||
#endif
|
||||
|
||||
void get_dir(out vec3 dir, in vec2 uv, in uint face) {
|
||||
switch (face) {
|
||||
case 0:
|
||||
dir = vec3(1.0, uv[1], -uv[0]);
|
||||
break;
|
||||
case 1:
|
||||
dir = vec3(-1.0, uv[1], uv[0]);
|
||||
break;
|
||||
case 2:
|
||||
dir = vec3(uv[0], 1.0, -uv[1]);
|
||||
break;
|
||||
case 3:
|
||||
dir = vec3(uv[0], -1.0, uv[1]);
|
||||
break;
|
||||
case 4:
|
||||
dir = vec3(uv[0], uv[1], 1.0);
|
||||
break;
|
||||
default:
|
||||
dir = vec3(-uv[0], uv[1], -1.0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void main() {
|
||||
// INPUT:
|
||||
// id.x = the linear address of the texel (ignoring face)
|
||||
// id.y = the face
|
||||
// -> use to index output texture
|
||||
// id.x = texel x
|
||||
// id.y = texel y
|
||||
// id.z = face
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
|
||||
// determine which texel this is
|
||||
#ifndef USE_TEXTURE_ARRAY
|
||||
// NOTE (macOS/MoltenVK): Do not rename, "level" variable name conflicts with the Metal "level(float lod)" mipmap sampling function name.
|
||||
int mip_level = 0;
|
||||
if (id.x < (128 * 128)) {
|
||||
mip_level = 0;
|
||||
} else if (id.x < (128 * 128 + 64 * 64)) {
|
||||
mip_level = 1;
|
||||
id.x -= (128 * 128);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32)) {
|
||||
mip_level = 2;
|
||||
id.x -= (128 * 128 + 64 * 64);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16)) {
|
||||
mip_level = 3;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8)) {
|
||||
mip_level = 4;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4)) {
|
||||
mip_level = 5;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8);
|
||||
} else if (id.x < (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2)) {
|
||||
mip_level = 6;
|
||||
id.x -= (128 * 128 + 64 * 64 + 32 * 32 + 16 * 16 + 8 * 8 + 4 * 4);
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
int res = BASE_RESOLUTION >> mip_level;
|
||||
#else // Using Texture Arrays so all levels are the same resolution
|
||||
int res = BASE_RESOLUTION;
|
||||
int mip_level = int(id.x / (BASE_RESOLUTION * BASE_RESOLUTION));
|
||||
id.x -= mip_level * BASE_RESOLUTION * BASE_RESOLUTION;
|
||||
#endif
|
||||
|
||||
// determine dir / pos for the texel
|
||||
vec3 dir, adir, frameZ;
|
||||
{
|
||||
id.z = id.y;
|
||||
id.y = id.x / res;
|
||||
id.x -= id.y * res;
|
||||
|
||||
vec2 uv;
|
||||
uv.x = (float(id.x) * 2.0 + 1.0) / float(res) - 1.0;
|
||||
uv.y = -(float(id.y) * 2.0 + 1.0) / float(res) + 1.0;
|
||||
|
||||
get_dir(dir, uv, id.z);
|
||||
frameZ = normalize(dir);
|
||||
|
||||
adir = abs(dir);
|
||||
}
|
||||
|
||||
// GGX gather colors
|
||||
vec4 color = vec4(0.0);
|
||||
for (int axis = 0; axis < 3; axis++) {
|
||||
const int otherAxis0 = 1 - (axis & 1) - (axis >> 1);
|
||||
const int otherAxis1 = 2 - (axis >> 1);
|
||||
|
||||
float frameweight = (max(adir[otherAxis0], adir[otherAxis1]) - .75) / .25;
|
||||
if (frameweight > 0.0) {
|
||||
// determine frame
|
||||
vec3 UpVector;
|
||||
switch (axis) {
|
||||
case 0:
|
||||
UpVector = vec3(1, 0, 0);
|
||||
break;
|
||||
case 1:
|
||||
UpVector = vec3(0, 1, 0);
|
||||
break;
|
||||
default:
|
||||
UpVector = vec3(0, 0, 1);
|
||||
break;
|
||||
}
|
||||
|
||||
vec3 frameX = normalize(cross(UpVector, frameZ));
|
||||
vec3 frameY = cross(frameZ, frameX);
|
||||
|
||||
// calculate parametrization for polynomial
|
||||
float Nx = dir[otherAxis0];
|
||||
float Ny = dir[otherAxis1];
|
||||
float Nz = adir[axis];
|
||||
|
||||
float NmaxXY = max(abs(Ny), abs(Nx));
|
||||
Nx /= NmaxXY;
|
||||
Ny /= NmaxXY;
|
||||
|
||||
float theta;
|
||||
if (Ny < Nx) {
|
||||
if (Ny <= -0.999)
|
||||
theta = Nx;
|
||||
else
|
||||
theta = Ny;
|
||||
} else {
|
||||
if (Ny >= 0.999)
|
||||
theta = -Nx;
|
||||
else
|
||||
theta = -Ny;
|
||||
}
|
||||
|
||||
float phi;
|
||||
if (Nz <= -0.999)
|
||||
phi = -NmaxXY;
|
||||
else if (Nz >= 0.999)
|
||||
phi = NmaxXY;
|
||||
else
|
||||
phi = Nz;
|
||||
|
||||
float theta2 = theta * theta;
|
||||
float phi2 = phi * phi;
|
||||
|
||||
// sample
|
||||
for (int iSuperTap = 0; iSuperTap < NUM_TAPS / 4; iSuperTap++) {
|
||||
const int index = (NUM_TAPS / 4) * axis + iSuperTap;
|
||||
|
||||
#ifdef USE_HIGH_QUALITY
|
||||
vec4 coeffsDir0[3];
|
||||
vec4 coeffsDir1[3];
|
||||
vec4 coeffsDir2[3];
|
||||
vec4 coeffsLevel[3];
|
||||
vec4 coeffsWeight[3];
|
||||
|
||||
for (int iCoeff = 0; iCoeff < 3; iCoeff++) {
|
||||
coeffsDir0[iCoeff] = data.coeffs[mip_level][0][iCoeff][index];
|
||||
coeffsDir1[iCoeff] = data.coeffs[mip_level][1][iCoeff][index];
|
||||
coeffsDir2[iCoeff] = data.coeffs[mip_level][2][iCoeff][index];
|
||||
coeffsLevel[iCoeff] = data.coeffs[mip_level][3][iCoeff][index];
|
||||
coeffsWeight[iCoeff] = data.coeffs[mip_level][4][iCoeff][index];
|
||||
}
|
||||
|
||||
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
|
||||
// determine sample attributes (dir, weight, mip_level)
|
||||
vec3 sample_dir = frameX * (coeffsDir0[0][iSubTap] + coeffsDir0[1][iSubTap] * theta2 + coeffsDir0[2][iSubTap] * phi2) + frameY * (coeffsDir1[0][iSubTap] + coeffsDir1[1][iSubTap] * theta2 + coeffsDir1[2][iSubTap] * phi2) + frameZ * (coeffsDir2[0][iSubTap] + coeffsDir2[1][iSubTap] * theta2 + coeffsDir2[2][iSubTap] * phi2);
|
||||
|
||||
float sample_level = coeffsLevel[0][iSubTap] + coeffsLevel[1][iSubTap] * theta2 + coeffsLevel[2][iSubTap] * phi2;
|
||||
|
||||
float sample_weight = coeffsWeight[0][iSubTap] + coeffsWeight[1][iSubTap] * theta2 + coeffsWeight[2][iSubTap] * phi2;
|
||||
#else
|
||||
vec4 coeffsDir0 = data.coeffs[mip_level][0][index];
|
||||
vec4 coeffsDir1 = data.coeffs[mip_level][1][index];
|
||||
vec4 coeffsDir2 = data.coeffs[mip_level][2][index];
|
||||
vec4 coeffsLevel = data.coeffs[mip_level][3][index];
|
||||
vec4 coeffsWeight = data.coeffs[mip_level][4][index];
|
||||
|
||||
for (int iSubTap = 0; iSubTap < 4; iSubTap++) {
|
||||
// determine sample attributes (dir, weight, mip_level)
|
||||
vec3 sample_dir = frameX * coeffsDir0[iSubTap] + frameY * coeffsDir1[iSubTap] + frameZ * coeffsDir2[iSubTap];
|
||||
|
||||
float sample_level = coeffsLevel[iSubTap];
|
||||
|
||||
float sample_weight = coeffsWeight[iSubTap];
|
||||
#endif
|
||||
|
||||
sample_weight *= frameweight;
|
||||
|
||||
// adjust for jacobian
|
||||
sample_dir /= max(abs(sample_dir[0]), max(abs(sample_dir[1]), abs(sample_dir[2])));
|
||||
sample_level += 0.75 * log2(dot(sample_dir, sample_dir));
|
||||
#ifndef USE_TEXTURE_ARRAY
|
||||
sample_level += float(mip_level) / 6.0; // Hack to increase the perceived roughness and reduce upscaling artifacts
|
||||
#endif
|
||||
// sample cubemap
|
||||
color.xyz += textureLod(source_cubemap, normalize(sample_dir), sample_level).xyz * sample_weight;
|
||||
color.w += sample_weight;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
color /= color.w;
|
||||
|
||||
// write color
|
||||
color.xyz = max(vec3(0.0), color.xyz);
|
||||
color.w = 1.0;
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
id.xy *= uvec2(2, 2);
|
||||
#endif
|
||||
|
||||
switch (mip_level) {
|
||||
case 0:
|
||||
imageStore(dest_cubemap0, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap0, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap0, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 1:
|
||||
imageStore(dest_cubemap1, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap1, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap1, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 2:
|
||||
imageStore(dest_cubemap2, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap2, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap2, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 3:
|
||||
imageStore(dest_cubemap3, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap3, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap3, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 4:
|
||||
imageStore(dest_cubemap4, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap4, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap4, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
case 5:
|
||||
imageStore(dest_cubemap5, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap5, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap5, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
default:
|
||||
imageStore(dest_cubemap6, ivec3(id), color);
|
||||
#ifdef USE_TEXTURE_ARRAY
|
||||
imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 0.0, 0.0), color);
|
||||
imageStore(dest_cubemap6, ivec3(id) + ivec3(0.0, 1.0, 0.0), color);
|
||||
imageStore(dest_cubemap6, ivec3(id) + ivec3(1.0, 1.0, 0.0), color);
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
}
|
||||
147
servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
Normal file
147
servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl
Normal file
@@ -0,0 +1,147 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define GROUP_SIZE 8
|
||||
|
||||
layout(local_size_x = GROUP_SIZE, local_size_y = GROUP_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform samplerCube source_cube;
|
||||
|
||||
layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly imageCube dest_cubemap;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
uint face_id;
|
||||
uint sample_count;
|
||||
float roughness;
|
||||
bool use_direct_write;
|
||||
float face_size;
|
||||
}
|
||||
params;
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
vec3 texelCoordToVec(vec2 uv, uint faceID) {
|
||||
mat3 faceUvVectors[6];
|
||||
|
||||
// -x
|
||||
faceUvVectors[1][0] = vec3(0.0, 0.0, 1.0); // u -> +z
|
||||
faceUvVectors[1][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[1][2] = vec3(-1.0, 0.0, 0.0); // -x face
|
||||
|
||||
// +x
|
||||
faceUvVectors[0][0] = vec3(0.0, 0.0, -1.0); // u -> -z
|
||||
faceUvVectors[0][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[0][2] = vec3(1.0, 0.0, 0.0); // +x face
|
||||
|
||||
// -y
|
||||
faceUvVectors[3][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[3][1] = vec3(0.0, 0.0, -1.0); // v -> -z
|
||||
faceUvVectors[3][2] = vec3(0.0, -1.0, 0.0); // -y face
|
||||
|
||||
// +y
|
||||
faceUvVectors[2][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[2][1] = vec3(0.0, 0.0, 1.0); // v -> +z
|
||||
faceUvVectors[2][2] = vec3(0.0, 1.0, 0.0); // +y face
|
||||
|
||||
// -z
|
||||
faceUvVectors[5][0] = vec3(-1.0, 0.0, 0.0); // u -> -x
|
||||
faceUvVectors[5][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[5][2] = vec3(0.0, 0.0, -1.0); // -z face
|
||||
|
||||
// +z
|
||||
faceUvVectors[4][0] = vec3(1.0, 0.0, 0.0); // u -> +x
|
||||
faceUvVectors[4][1] = vec3(0.0, -1.0, 0.0); // v -> -y
|
||||
faceUvVectors[4][2] = vec3(0.0, 0.0, 1.0); // +z face
|
||||
|
||||
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
|
||||
vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
|
||||
return normalize(result);
|
||||
}
|
||||
|
||||
vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
|
||||
float a = Roughness * Roughness; // DISNEY'S ROUGHNESS [see Burley'12 siggraph]
|
||||
|
||||
// Compute distribution direction
|
||||
float Phi = 2.0 * M_PI * Xi.x;
|
||||
float CosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a * a - 1.0) * Xi.y));
|
||||
float SinTheta = sqrt(1.0 - CosTheta * CosTheta);
|
||||
|
||||
// Convert to spherical direction
|
||||
vec3 H;
|
||||
H.x = SinTheta * cos(Phi);
|
||||
H.y = SinTheta * sin(Phi);
|
||||
H.z = CosTheta;
|
||||
|
||||
vec3 UpVector = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
|
||||
vec3 TangentX = normalize(cross(UpVector, N));
|
||||
vec3 TangentY = cross(N, TangentX);
|
||||
|
||||
// Tangent to world space
|
||||
return TangentX * H.x + TangentY * H.y + N * H.z;
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float GGX(float NdotV, float a) {
|
||||
float k = a / 2.0;
|
||||
return NdotV / (NdotV * (1.0 - k) + k);
|
||||
}
|
||||
|
||||
// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
|
||||
float G_Smith(float a, float nDotV, float nDotL) {
|
||||
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
|
||||
}
|
||||
|
||||
float radicalInverse_VdC(uint bits) {
|
||||
bits = (bits << 16u) | (bits >> 16u);
|
||||
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
|
||||
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
|
||||
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
|
||||
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
|
||||
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
|
||||
}
|
||||
|
||||
vec2 Hammersley(uint i, uint N) {
|
||||
return vec2(float(i) / float(N), radicalInverse_VdC(i));
|
||||
}
|
||||
|
||||
void main() {
|
||||
uvec3 id = gl_GlobalInvocationID;
|
||||
id.z += params.face_id;
|
||||
|
||||
vec2 uv = ((vec2(id.xy) * 2.0 + 1.0) / (params.face_size) - 1.0);
|
||||
vec3 N = texelCoordToVec(uv, id.z);
|
||||
|
||||
//vec4 color = color_interp;
|
||||
|
||||
if (params.use_direct_write) {
|
||||
|
||||
imageStore(dest_cubemap, ivec3(id), vec4(texture(source_cube, N).rgb, 1.0));
|
||||
} else {
|
||||
|
||||
vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
|
||||
for (uint sampleNum = 0u; sampleNum < params.sample_count; sampleNum++) {
|
||||
vec2 xi = Hammersley(sampleNum, params.sample_count);
|
||||
|
||||
vec3 H = ImportanceSampleGGX(xi, params.roughness, N);
|
||||
vec3 V = N;
|
||||
vec3 L = (2.0 * dot(V, H) * H - V);
|
||||
|
||||
float ndotl = clamp(dot(N, L), 0.0, 1.0);
|
||||
|
||||
if (ndotl > 0.0) {
|
||||
|
||||
sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl;
|
||||
sum.a += ndotl;
|
||||
}
|
||||
}
|
||||
sum /= sum.a;
|
||||
|
||||
imageStore(dest_cubemap, ivec3(id), vec4(sum.rgb, 1.0));
|
||||
}
|
||||
}
|
||||
788
servers/rendering/rasterizer_rd/shaders/giprobe.glsl
Normal file
788
servers/rendering/rasterizer_rd/shaders/giprobe.glsl
Normal file
@@ -0,0 +1,788 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#ifdef MODE_DYNAMIC
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
#else
|
||||
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
||||
#endif
|
||||
/* clang-format on */
|
||||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
#define NO_CHILDREN 0xFFFFFFFF
|
||||
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
|
||||
|
||||
struct CellChildren {
|
||||
uint children[8];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
|
||||
CellChildren data[];
|
||||
}
|
||||
cell_children;
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
|
||||
#define LIGHT_TYPE_DIRECTIONAL 0
|
||||
#define LIGHT_TYPE_OMNI 1
|
||||
#define LIGHT_TYPE_SPOT 2
|
||||
|
||||
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
|
||||
|
||||
struct Light {
|
||||
|
||||
uint type;
|
||||
float energy;
|
||||
float radius;
|
||||
float attenuation;
|
||||
|
||||
vec3 color;
|
||||
float spot_angle_radians;
|
||||
|
||||
vec3 position;
|
||||
float spot_attenuation;
|
||||
|
||||
vec3 direction;
|
||||
bool has_shadow;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform Lights {
|
||||
Light data[MAX_LIGHTS];
|
||||
}
|
||||
lights;
|
||||
|
||||
#endif // MODE COMPUTE LIGHT
|
||||
|
||||
#ifdef MODE_SECOND_BOUNCE
|
||||
|
||||
layout(set = 0, binding = 5) uniform texture3D color_texture;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
layout(set = 0, binding = 7) uniform texture3D aniso_pos_texture;
|
||||
layout(set = 0, binding = 8) uniform texture3D aniso_neg_texture;
|
||||
#endif // MODE ANISOTROPIC
|
||||
|
||||
#endif // MODE_SECOND_BOUNCE
|
||||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
|
||||
float emission_scale;
|
||||
float propagation;
|
||||
float dynamic_range;
|
||||
|
||||
uint light_count;
|
||||
uint cell_offset;
|
||||
uint cell_count;
|
||||
float aniso_strength;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(set = 0, binding = 4, std430) buffer Outputs {
|
||||
vec4 data[];
|
||||
}
|
||||
outputs;
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
|
||||
layout(set = 0, binding = 9) uniform texture3D texture_sdf;
|
||||
layout(set = 0, binding = 10) uniform sampler texture_sampler;
|
||||
|
||||
#ifdef MODE_WRITE_TEXTURE
|
||||
|
||||
layout(rgba8, set = 0, binding = 5) uniform restrict writeonly image3D color_tex;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
layout(r16ui, set = 0, binding = 6) uniform restrict writeonly uimage3D aniso_pos_tex;
|
||||
layout(r16ui, set = 0, binding = 7) uniform restrict writeonly uimage3D aniso_neg_tex;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DYNAMIC
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint light_count; //when not lighting
|
||||
ivec3 x_dir;
|
||||
float z_base;
|
||||
ivec3 y_dir;
|
||||
float z_sign;
|
||||
ivec3 z_dir;
|
||||
float pos_multiplier;
|
||||
ivec2 rect_pos;
|
||||
ivec2 rect_size;
|
||||
ivec2 prev_rect_ofs;
|
||||
ivec2 prev_rect_size;
|
||||
bool flip_x;
|
||||
bool flip_y;
|
||||
float dynamic_range;
|
||||
bool on_mipmap;
|
||||
float propagation;
|
||||
float pad[3];
|
||||
}
|
||||
params;
|
||||
|
||||
#ifdef MODE_DYNAMIC_LIGHTING
|
||||
|
||||
layout(rgba8, set = 0, binding = 5) uniform restrict readonly image2D source_albedo;
|
||||
layout(rgba8, set = 0, binding = 6) uniform restrict readonly image2D source_normal;
|
||||
layout(rgba8, set = 0, binding = 7) uniform restrict readonly image2D source_orm;
|
||||
//layout (set=0,binding=8) uniform texture2D source_depth;
|
||||
layout(rgba16f, set = 0, binding = 11) uniform restrict image2D emission;
|
||||
layout(r32f, set = 0, binding = 12) uniform restrict image2D depth;
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK
|
||||
|
||||
layout(rgba16f, set = 0, binding = 5) uniform restrict readonly image2D source_light;
|
||||
layout(r32f, set = 0, binding = 6) uniform restrict readonly image2D source_depth;
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_WRITE
|
||||
|
||||
layout(rgba16f, set = 0, binding = 7) uniform restrict writeonly image2D light;
|
||||
layout(r32f, set = 0, binding = 8) uniform restrict writeonly image2D depth;
|
||||
|
||||
#endif // MODE_DYNAMIC_SHRINK_WRITE
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_PLOT
|
||||
|
||||
layout(rgba8, set = 0, binding = 11) uniform restrict image3D color_texture;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
layout(r16ui, set = 0, binding = 12) uniform restrict writeonly uimage3D aniso_pos_texture;
|
||||
layout(r16ui, set = 0, binding = 13) uniform restrict writeonly uimage3D aniso_neg_texture;
|
||||
|
||||
#endif // MODE ANISOTROPIC
|
||||
|
||||
#endif //MODE_DYNAMIC_SHRINK_PLOT
|
||||
|
||||
#endif // MODE_DYNAMIC_SHRINK
|
||||
|
||||
//layout (rgba8,set=0,binding=5) uniform restrict writeonly image3D color_tex;
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
|
||||
#if defined(MODE_COMPUTE_LIGHT) || defined(MODE_DYNAMIC_LIGHTING)
|
||||
|
||||
float raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
|
||||
|
||||
vec3 cell_size = 1.0 / vec3(params.limits);
|
||||
float occlusion = 1.0;
|
||||
while (distance > 0.5) { //use this to avoid precision errors
|
||||
float advance = texture(sampler3D(texture_sdf, texture_sampler), from * cell_size).r * 255.0 - 1.0;
|
||||
if (advance < 0.0) {
|
||||
occlusion = 0.0;
|
||||
break;
|
||||
}
|
||||
|
||||
occlusion = min(advance, occlusion);
|
||||
|
||||
advance = max(distance_adv, advance - mod(advance, distance_adv)); //should always advance in multiples of distance_adv
|
||||
|
||||
from += direction * advance;
|
||||
distance -= advance;
|
||||
}
|
||||
|
||||
return occlusion; //max(0.0,distance);
|
||||
}
|
||||
|
||||
bool compute_light_vector(uint light, vec3 pos, out float attenuation, out vec3 light_pos) {
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
|
||||
|
||||
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
|
||||
attenuation = 1.0;
|
||||
|
||||
} else {
|
||||
|
||||
light_pos = lights.data[light].position;
|
||||
float distance = length(pos - light_pos);
|
||||
if (distance >= lights.data[light].radius) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
|
||||
|
||||
vec3 rel = normalize(pos - light_pos);
|
||||
float angle = acos(dot(rel, lights.data[light].direction));
|
||||
if (angle > lights.data[light].spot_angle_radians) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
|
||||
attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float get_normal_advance(vec3 p_normal) {
|
||||
|
||||
vec3 normal = p_normal;
|
||||
vec3 unorm = abs(normal);
|
||||
|
||||
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
||||
// x code
|
||||
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
||||
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
||||
// y code
|
||||
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
||||
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
||||
// z code
|
||||
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
||||
} else {
|
||||
// oh-no we messed up code
|
||||
// has to be
|
||||
unorm = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
return 1.0 / dot(normal, unorm);
|
||||
}
|
||||
|
||||
void clip_segment(vec4 plane, vec3 begin, inout vec3 end) {
|
||||
|
||||
vec3 segment = begin - end;
|
||||
float den = dot(plane.xyz, segment);
|
||||
|
||||
//printf("den is %i\n",den);
|
||||
if (den < 0.0001) {
|
||||
return;
|
||||
}
|
||||
|
||||
float dist = (dot(plane.xyz, begin) - plane.w) / den;
|
||||
|
||||
if (dist < 0.0001 || dist > 1.0001) {
|
||||
return;
|
||||
}
|
||||
|
||||
end = begin + segment * -dist;
|
||||
}
|
||||
|
||||
bool compute_light_at_pos(uint index, vec3 pos, vec3 normal, inout vec3 light, inout vec3 light_dir) {
|
||||
float attenuation;
|
||||
vec3 light_pos;
|
||||
|
||||
if (!compute_light_vector(index, pos, attenuation, light_pos)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
light_dir = normalize(pos - light_pos);
|
||||
|
||||
if (attenuation < 0.01 || (length(normal) > 0.2 && dot(normal, light_dir) >= 0)) {
|
||||
return false; //not facing the light, or attenuation is near zero
|
||||
}
|
||||
|
||||
if (lights.data[index].has_shadow) {
|
||||
|
||||
float distance_adv = get_normal_advance(light_dir);
|
||||
|
||||
vec3 to = pos;
|
||||
if (length(normal) > 0.2) {
|
||||
to += normal * distance_adv * 0.51;
|
||||
} else {
|
||||
to -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
|
||||
}
|
||||
|
||||
//clip
|
||||
clip_segment(mix(vec4(-1.0, 0.0, 0.0, 0.0), vec4(1.0, 0.0, 0.0, float(params.limits.x - 1)), bvec4(light_dir.x < 0.0)), to, light_pos);
|
||||
clip_segment(mix(vec4(0.0, -1.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, float(params.limits.y - 1)), bvec4(light_dir.y < 0.0)), to, light_pos);
|
||||
clip_segment(mix(vec4(0.0, 0.0, -1.0, 0.0), vec4(0.0, 0.0, 1.0, float(params.limits.z - 1)), bvec4(light_dir.z < 0.0)), to, light_pos);
|
||||
|
||||
float distance = length(to - light_pos);
|
||||
if (distance < 0.1) {
|
||||
return false; // hit
|
||||
}
|
||||
|
||||
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
|
||||
light_pos = to - light_dir * distance;
|
||||
|
||||
//from -= sign(light_dir)*0.45; //go near the edge towards the light direction to avoid self occlusion
|
||||
|
||||
/*float dist = raymarch(distance,distance_adv,light_pos,light_dir);
|
||||
|
||||
if (dist > distance_adv) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation *= 1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
|
||||
*/
|
||||
|
||||
float occlusion = raymarch(distance, distance_adv, light_pos, light_dir);
|
||||
|
||||
if (occlusion == 0.0) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation *= occlusion; //1.0 - smoothstep(0.1*distance_adv,distance_adv,dist);
|
||||
}
|
||||
|
||||
light = lights.data[index].color * attenuation * lights.data[index].energy;
|
||||
return true;
|
||||
}
|
||||
|
||||
#endif // MODE COMPUTE LIGHT
|
||||
|
||||
void main() {
|
||||
|
||||
#ifndef MODE_DYNAMIC
|
||||
|
||||
uint cell_index = gl_GlobalInvocationID.x;
|
||||
if (cell_index >= params.cell_count) {
|
||||
return;
|
||||
}
|
||||
cell_index += params.cell_offset;
|
||||
|
||||
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
|
||||
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
|
||||
|
||||
#endif
|
||||
|
||||
/////////////////COMPUTE LIGHT///////////////////////////////
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
vec3 pos = vec3(posu) + vec3(0.5);
|
||||
|
||||
vec3 emission = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
|
||||
vec3 normal = unpackSnorm4x8(cell_data.data[cell_index].normal).xyz;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
#else
|
||||
vec3 accum = vec3(0.0);
|
||||
#endif
|
||||
|
||||
for (uint i = 0; i < params.light_count; i++) {
|
||||
|
||||
vec3 light;
|
||||
vec3 light_dir;
|
||||
if (!compute_light_at_pos(i, pos, normal.xyz, light, light_dir)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
light *= albedo.rgb;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
for (uint j = 0; j < 6; j++) {
|
||||
|
||||
accum[j] += max(0.0, dot(accum_dirs[j], -light_dir)) * light;
|
||||
}
|
||||
#else
|
||||
if (length(normal) > 0.2) {
|
||||
accum += max(0.0, dot(normal, -light_dir)) * light;
|
||||
} else {
|
||||
//all directions
|
||||
accum += light;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
for (uint i = 0; i < 6; i++) {
|
||||
vec3 light = accum[i];
|
||||
if (length(normal) > 0.2) {
|
||||
light += max(0.0, dot(accum_dirs[i], -normal)) * emission;
|
||||
} else {
|
||||
light += emission;
|
||||
}
|
||||
|
||||
outputs.data[cell_index * 6 + i] = vec4(light, 0.0);
|
||||
}
|
||||
|
||||
#else
|
||||
outputs.data[cell_index] = vec4(accum + emission, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
#endif //MODE_COMPUTE_LIGHT
|
||||
|
||||
/////////////////SECOND BOUNCE///////////////////////////////
|
||||
|
||||
#ifdef MODE_SECOND_BOUNCE
|
||||
vec3 pos = vec3(posu) + vec3(0.5);
|
||||
ivec3 ipos = ivec3(posu);
|
||||
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum[6];
|
||||
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
|
||||
/*vec3 src_color = texelFetch(sampler3D(color_texture,texture_sampler),ipos,0).rgb * params.dynamic_range;
|
||||
vec3 src_aniso_pos = texelFetch(sampler3D(aniso_pos_texture,texture_sampler),ipos,0).rgb;
|
||||
vec3 src_anisp_neg = texelFetch(sampler3D(anisp_neg_texture,texture_sampler),ipos,0).rgb;
|
||||
accum[0]=src_col * src_aniso_pos.x;
|
||||
accum[1]=src_col * src_aniso_neg.x;
|
||||
accum[2]=src_col * src_aniso_pos.y;
|
||||
accum[3]=src_col * src_aniso_neg.y;
|
||||
accum[4]=src_col * src_aniso_pos.z;
|
||||
accum[5]=src_col * src_aniso_neg.z;*/
|
||||
|
||||
accum[0] = outputs.data[cell_index * 6 + 0].rgb;
|
||||
accum[1] = outputs.data[cell_index * 6 + 1].rgb;
|
||||
accum[2] = outputs.data[cell_index * 6 + 2].rgb;
|
||||
accum[3] = outputs.data[cell_index * 6 + 3].rgb;
|
||||
accum[4] = outputs.data[cell_index * 6 + 4].rgb;
|
||||
accum[5] = outputs.data[cell_index * 6 + 5].rgb;
|
||||
|
||||
#else
|
||||
vec3 accum = outputs.data[cell_index].rgb;
|
||||
|
||||
#endif
|
||||
|
||||
if (length(normal.xyz) > 0.2) {
|
||||
|
||||
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
|
||||
vec3 tangent = normalize(cross(v0, normal.xyz));
|
||||
vec3 bitangent = normalize(cross(tangent, normal.xyz));
|
||||
mat3 normal_mat = mat3(tangent, bitangent, normal.xyz);
|
||||
|
||||
#define MAX_CONE_DIRS 6
|
||||
|
||||
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(0.866025, 0.0, 0.5),
|
||||
vec3(0.267617, 0.823639, 0.5),
|
||||
vec3(-0.700629, 0.509037, 0.5),
|
||||
vec3(-0.700629, -0.509037, 0.5),
|
||||
vec3(0.267617, -0.823639, 0.5));
|
||||
|
||||
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.15, 0.15, 0.15, 0.15, 0.15);
|
||||
float tan_half_angle = 0.577;
|
||||
|
||||
for (int i = 0; i < MAX_CONE_DIRS; i++) {
|
||||
|
||||
vec3 direction = normal_mat * cone_dirs[i];
|
||||
vec4 color = vec4(0.0);
|
||||
{
|
||||
|
||||
float dist = 1.5;
|
||||
float max_distance = length(vec3(params.limits));
|
||||
vec3 cell_size = 1.0 / vec3(params.limits);
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 aniso_normal = mix(direction, normal.xyz, params.aniso_strength);
|
||||
#endif
|
||||
while (dist < max_distance && color.a < 0.95) {
|
||||
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
|
||||
vec3 uvw_pos = (pos + dist * direction) * cell_size;
|
||||
float half_diameter = diameter * 0.5;
|
||||
//check if outside, then break
|
||||
//if ( any(greaterThan(abs(uvw_pos - 0.5),vec3(0.5f + half_diameter * cell_size)) ) ) {
|
||||
// break;
|
||||
//}
|
||||
|
||||
float log2_diameter = log2(diameter);
|
||||
vec4 scolor = textureLod(sampler3D(color_texture, texture_sampler), uvw_pos, log2_diameter);
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
vec3 aniso_neg = textureLod(sampler3D(aniso_neg_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
|
||||
vec3 aniso_pos = textureLod(sampler3D(aniso_pos_texture, texture_sampler), uvw_pos, log2_diameter).rgb;
|
||||
|
||||
scolor.rgb *= dot(max(vec3(0.0), (aniso_normal * aniso_pos)), vec3(1.0)) + dot(max(vec3(0.0), (-aniso_normal * aniso_neg)), vec3(1.0));
|
||||
#endif
|
||||
float a = (1.0 - color.a);
|
||||
color += a * scolor;
|
||||
dist += half_diameter;
|
||||
}
|
||||
}
|
||||
color *= cone_weights[i] * vec4(albedo.rgb, 1.0) * params.dynamic_range; //restore range
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
for (uint j = 0; j < 6; j++) {
|
||||
|
||||
accum[j] += max(0.0, dot(accum_dirs[j], direction)) * color.rgb;
|
||||
}
|
||||
#else
|
||||
accum += color.rgb;
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
outputs.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
|
||||
outputs.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
|
||||
outputs.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
|
||||
outputs.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
|
||||
outputs.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
|
||||
outputs.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
|
||||
#else
|
||||
outputs.data[cell_index] = vec4(accum, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
#endif // MODE_SECOND_BOUNCE
|
||||
|
||||
/////////////////UPDATE MIPMAPS///////////////////////////////
|
||||
|
||||
#ifdef MODE_UPDATE_MIPMAPS
|
||||
|
||||
{
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
#else
|
||||
vec3 light_accum = vec3(0.0);
|
||||
#endif
|
||||
float count = 0.0;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
uint child_index = cell_children.data[cell_index].children[i];
|
||||
if (child_index == NO_CHILDREN) {
|
||||
continue;
|
||||
}
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
light_accum[0] += outputs.data[child_index * 6 + 0].rgb;
|
||||
light_accum[1] += outputs.data[child_index * 6 + 1].rgb;
|
||||
light_accum[2] += outputs.data[child_index * 6 + 2].rgb;
|
||||
light_accum[3] += outputs.data[child_index * 6 + 3].rgb;
|
||||
light_accum[4] += outputs.data[child_index * 6 + 4].rgb;
|
||||
light_accum[5] += outputs.data[child_index * 6 + 5].rgb;
|
||||
|
||||
#else
|
||||
light_accum += outputs.data[child_index].rgb;
|
||||
|
||||
#endif
|
||||
|
||||
count += 1.0;
|
||||
}
|
||||
|
||||
float divisor = mix(8.0, count, params.propagation);
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
outputs.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
|
||||
outputs.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
|
||||
|
||||
#else
|
||||
outputs.data[cell_index] = vec4(light_accum / divisor, 0.0);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
///////////////////WRITE TEXTURE/////////////////////////////
|
||||
|
||||
#ifdef MODE_WRITE_TEXTURE
|
||||
{
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum_total = vec3(0.0);
|
||||
accum_total += outputs.data[cell_index * 6 + 0].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 1].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 2].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 3].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 4].rgb;
|
||||
accum_total += outputs.data[cell_index * 6 + 5].rgb;
|
||||
|
||||
float accum_total_energy = max(dot(accum_total, GREY_VEC), 0.00001);
|
||||
vec3 iso_positive = vec3(dot(outputs.data[cell_index * 6 + 0].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 2].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 4].rgb, GREY_VEC)) / vec3(accum_total_energy);
|
||||
vec3 iso_negative = vec3(dot(outputs.data[cell_index * 6 + 1].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 3].rgb, GREY_VEC), dot(outputs.data[cell_index * 6 + 5].rgb, GREY_VEC)) / vec3(accum_total_energy);
|
||||
|
||||
{
|
||||
uint aniso_pos = uint(clamp(iso_positive.b * 31.0, 0.0, 31.0));
|
||||
aniso_pos |= uint(clamp(iso_positive.g * 63.0, 0.0, 63.0)) << 5;
|
||||
aniso_pos |= uint(clamp(iso_positive.r * 31.0, 0.0, 31.0)) << 11;
|
||||
imageStore(aniso_pos_tex, ivec3(posu), uvec4(aniso_pos));
|
||||
}
|
||||
|
||||
{
|
||||
uint aniso_neg = uint(clamp(iso_negative.b * 31.0, 0.0, 31.0));
|
||||
aniso_neg |= uint(clamp(iso_negative.g * 63.0, 0.0, 63.0)) << 5;
|
||||
aniso_neg |= uint(clamp(iso_negative.r * 31.0, 0.0, 31.0)) << 11;
|
||||
imageStore(aniso_neg_tex, ivec3(posu), uvec4(aniso_neg));
|
||||
}
|
||||
|
||||
imageStore(color_tex, ivec3(posu), vec4(accum_total / params.dynamic_range, albedo.a));
|
||||
|
||||
#else
|
||||
|
||||
imageStore(color_tex, ivec3(posu), vec4(outputs.data[cell_index].rgb / params.dynamic_range, albedo.a));
|
||||
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
///////////////////DYNAMIC LIGHTING/////////////////////////////
|
||||
|
||||
#ifdef MODE_DYNAMIC
|
||||
|
||||
ivec2 pos_xy = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThanEqual(pos_xy, params.rect_size))) {
|
||||
return; //out of bounds
|
||||
}
|
||||
|
||||
ivec2 uv_xy = pos_xy;
|
||||
if (params.flip_x) {
|
||||
uv_xy.x = params.rect_size.x - pos_xy.x - 1;
|
||||
}
|
||||
if (params.flip_y) {
|
||||
uv_xy.y = params.rect_size.y - pos_xy.y - 1;
|
||||
}
|
||||
|
||||
#ifdef MODE_DYNAMIC_LIGHTING
|
||||
|
||||
{
|
||||
float z = params.z_base + imageLoad(depth, uv_xy).x * params.z_sign;
|
||||
|
||||
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(z);
|
||||
|
||||
vec3 normal = imageLoad(source_normal, uv_xy).xyz * 2.0 - 1.0;
|
||||
normal = vec3(params.x_dir) * normal.x * mix(1.0, -1.0, params.flip_x) + vec3(params.y_dir) * normal.y * mix(1.0, -1.0, params.flip_y) - vec3(params.z_dir) * normal.z;
|
||||
|
||||
vec4 albedo = imageLoad(source_albedo, uv_xy);
|
||||
|
||||
//determine the position in space
|
||||
|
||||
vec3 accum = vec3(0.0);
|
||||
for (uint i = 0; i < params.light_count; i++) {
|
||||
|
||||
vec3 light;
|
||||
vec3 light_dir;
|
||||
if (!compute_light_at_pos(i, vec3(pos) * params.pos_multiplier, normal, light, light_dir)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
light *= albedo.rgb;
|
||||
|
||||
accum += max(0.0, dot(normal, -light_dir)) * light;
|
||||
}
|
||||
|
||||
accum += imageLoad(emission, uv_xy).xyz;
|
||||
|
||||
imageStore(emission, uv_xy, vec4(accum, albedo.a));
|
||||
imageStore(depth, uv_xy, vec4(z));
|
||||
}
|
||||
|
||||
#endif // MODE DYNAMIC LIGHTING
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK
|
||||
|
||||
{
|
||||
vec4 accum = vec4(0.0);
|
||||
float accum_z = 0.0;
|
||||
float count = 0.0;
|
||||
|
||||
for (int i = 0; i < 4; i++) {
|
||||
ivec2 ofs = pos_xy * 2 + ivec2(i & 1, i >> 1) - params.prev_rect_ofs;
|
||||
if (any(lessThan(ofs, ivec2(0))) || any(greaterThanEqual(ofs, params.prev_rect_size))) {
|
||||
continue;
|
||||
}
|
||||
if (params.flip_x) {
|
||||
ofs.x = params.prev_rect_size.x - ofs.x - 1;
|
||||
}
|
||||
if (params.flip_y) {
|
||||
ofs.y = params.prev_rect_size.y - ofs.y - 1;
|
||||
}
|
||||
|
||||
vec4 light = imageLoad(source_light, ofs);
|
||||
if (light.a == 0.0) { //ignore empty
|
||||
continue;
|
||||
}
|
||||
accum += light;
|
||||
float z = imageLoad(source_depth, ofs).x;
|
||||
accum_z += z * 0.5; //shrink half too
|
||||
count += 1.0;
|
||||
}
|
||||
|
||||
if (params.on_mipmap) {
|
||||
accum.rgb /= mix(8.0, count, params.propagation);
|
||||
accum.a /= 8.0;
|
||||
} else {
|
||||
accum /= 4.0;
|
||||
}
|
||||
|
||||
if (count == 0.0) {
|
||||
accum_z = 0.0; //avoid nan
|
||||
} else {
|
||||
accum_z /= count;
|
||||
}
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_WRITE
|
||||
|
||||
imageStore(light, uv_xy, accum);
|
||||
imageStore(depth, uv_xy, vec4(accum_z));
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DYNAMIC_SHRINK_PLOT
|
||||
|
||||
if (accum.a < 0.001) {
|
||||
return; //do not blit if alpha is too low
|
||||
}
|
||||
|
||||
ivec3 pos = params.x_dir * (params.rect_pos.x + pos_xy.x) + params.y_dir * (params.rect_pos.y + pos_xy.y) + abs(params.z_dir) * int(accum_z);
|
||||
|
||||
float z_frac = fract(accum_z);
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
ivec3 pos3d = pos + abs(params.z_dir) * i;
|
||||
if (any(lessThan(pos3d, ivec3(0))) || any(greaterThanEqual(pos3d, params.limits))) {
|
||||
//skip if offlimits
|
||||
continue;
|
||||
}
|
||||
vec4 color_blit = accum * (i == 0 ? 1.0 - z_frac : z_frac);
|
||||
vec4 color = imageLoad(color_texture, pos3d);
|
||||
color.rgb *= params.dynamic_range;
|
||||
|
||||
#if 0
|
||||
color.rgb = mix(color.rgb,color_blit.rgb,color_blit.a);
|
||||
color.a+=color_blit.a;
|
||||
#else
|
||||
|
||||
float sa = 1.0 - color_blit.a;
|
||||
vec4 result;
|
||||
result.a = color.a * sa + color_blit.a;
|
||||
if (result.a == 0.0) {
|
||||
result = vec4(0.0);
|
||||
} else {
|
||||
result.rgb = (color.rgb * color.a * sa + color_blit.rgb * color_blit.a) / result.a;
|
||||
color = result;
|
||||
}
|
||||
|
||||
#endif
|
||||
color.rgb /= params.dynamic_range;
|
||||
imageStore(color_texture, pos3d, color);
|
||||
//imageStore(color_texture,pos3d,vec4(1,1,1,1));
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
//do not care about anisotropy for dynamic objects, just store full lit in all directions
|
||||
imageStore(aniso_pos_texture, pos3d, uvec4(0xFFFF));
|
||||
imageStore(aniso_neg_texture, pos3d, uvec4(0xFFFF));
|
||||
|
||||
#endif // ANISOTROPIC
|
||||
}
|
||||
#endif // MODE_DYNAMIC_SHRINK_PLOT
|
||||
}
|
||||
#endif
|
||||
|
||||
#endif // MODE DYNAMIC
|
||||
}
|
||||
208
servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
Normal file
208
servers/rendering/rasterizer_rd/shaders/giprobe_debug.glsl
Normal file
@@ -0,0 +1,208 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
layout(set = 0, binding = 2) uniform texture3D color_tex;
|
||||
|
||||
layout(set = 0, binding = 3) uniform sampler tex_sampler;
|
||||
|
||||
#ifdef USE_ANISOTROPY
|
||||
layout(set = 0, binding = 4) uniform texture3D aniso_pos_tex;
|
||||
layout(set = 0, binding = 5) uniform texture3D aniso_neg_tex;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
|
||||
mat4 projection;
|
||||
uint cell_offset;
|
||||
float dynamic_range;
|
||||
float alpha;
|
||||
uint level;
|
||||
ivec3 bounds;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out vec4 color_interp;
|
||||
|
||||
void main() {
|
||||
|
||||
const vec3 cube_triangles[36] = vec3[](
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, -1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, -1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, -1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, 1.0f, 1.0f),
|
||||
vec3(-1.0f, 1.0f, 1.0f),
|
||||
vec3(1.0f, -1.0f, 1.0f));
|
||||
|
||||
vec3 vertex = cube_triangles[gl_VertexIndex] * 0.5 + 0.5;
|
||||
#ifdef MODE_DEBUG_LIGHT_FULL
|
||||
uvec3 posu = uvec3(gl_InstanceIndex % params.bounds.x, (gl_InstanceIndex / params.bounds.x) % params.bounds.y, gl_InstanceIndex / (params.bounds.y * params.bounds.x));
|
||||
#else
|
||||
uint cell_index = gl_InstanceIndex + params.cell_offset;
|
||||
|
||||
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DEBUG_EMISSION
|
||||
color_interp.xyz = vec3(uvec3(cell_data.data[cell_index].emission & 0x1ff, (cell_data.data[cell_index].emission >> 9) & 0x1ff, (cell_data.data[cell_index].emission >> 18) & 0x1ff)) * pow(2.0, float(cell_data.data[cell_index].emission >> 27) - 15.0 - 9.0);
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DEBUG_COLOR
|
||||
color_interp.xyz = unpackUnorm4x8(cell_data.data[cell_index].albedo).xyz;
|
||||
#endif
|
||||
|
||||
#ifdef MODE_DEBUG_LIGHT
|
||||
|
||||
#ifdef USE_ANISOTROPY
|
||||
|
||||
#define POS_X 0
|
||||
#define POS_Y 1
|
||||
#define POS_Z 2
|
||||
#define NEG_X 3
|
||||
#define NEG_Y 4
|
||||
#define NEG_Z 5
|
||||
|
||||
const uint triangle_aniso[12] = uint[](
|
||||
NEG_X,
|
||||
NEG_Z,
|
||||
NEG_Y,
|
||||
NEG_Z,
|
||||
NEG_X,
|
||||
NEG_Y,
|
||||
POS_Z,
|
||||
POS_X,
|
||||
POS_X,
|
||||
POS_Y,
|
||||
POS_Y,
|
||||
POS_Z);
|
||||
|
||||
color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range;
|
||||
vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
|
||||
vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz;
|
||||
uint side = triangle_aniso[gl_VertexIndex / 3];
|
||||
|
||||
float strength = 0.0;
|
||||
switch (side) {
|
||||
case POS_X: strength = aniso_pos.x; break;
|
||||
case POS_Y: strength = aniso_pos.y; break;
|
||||
case POS_Z: strength = aniso_pos.z; break;
|
||||
case NEG_X: strength = aniso_neg.x; break;
|
||||
case NEG_Y: strength = aniso_neg.y; break;
|
||||
case NEG_Z: strength = aniso_neg.z; break;
|
||||
}
|
||||
|
||||
color_interp.xyz *= strength;
|
||||
|
||||
#else
|
||||
color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level));
|
||||
color_interp.xyz *params.dynamic_range;
|
||||
|
||||
#endif
|
||||
|
||||
#endif
|
||||
float scale = (1 << params.level);
|
||||
|
||||
gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0);
|
||||
|
||||
#ifdef MODE_DEBUG_LIGHT_FULL
|
||||
if (color_interp.a == 0.0) {
|
||||
gl_Position = vec4(0.0); //force clip and not draw
|
||||
}
|
||||
#else
|
||||
color_interp.a = params.alpha;
|
||||
#endif
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) in vec4 color_interp;
|
||||
/* clang-format on */
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
||||
frag_color = color_interp;
|
||||
|
||||
#ifdef MODE_DEBUG_LIGHT_FULL
|
||||
|
||||
//there really is no alpha, so use dither
|
||||
|
||||
int x = int(gl_FragCoord.x) % 4;
|
||||
int y = int(gl_FragCoord.y) % 4;
|
||||
int index = x + y * 4;
|
||||
float limit = 0.0;
|
||||
if (x < 8) {
|
||||
if (index == 0) limit = 0.0625;
|
||||
if (index == 1) limit = 0.5625;
|
||||
if (index == 2) limit = 0.1875;
|
||||
if (index == 3) limit = 0.6875;
|
||||
if (index == 4) limit = 0.8125;
|
||||
if (index == 5) limit = 0.3125;
|
||||
if (index == 6) limit = 0.9375;
|
||||
if (index == 7) limit = 0.4375;
|
||||
if (index == 8) limit = 0.25;
|
||||
if (index == 9) limit = 0.75;
|
||||
if (index == 10) limit = 0.125;
|
||||
if (index == 11) limit = 0.625;
|
||||
if (index == 12) limit = 1.0;
|
||||
if (index == 13) limit = 0.5;
|
||||
if (index == 14) limit = 0.875;
|
||||
if (index == 15) limit = 0.375;
|
||||
}
|
||||
if (frag_color.a < limit) {
|
||||
discard;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
187
servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
Normal file
187
servers/rendering/rasterizer_rd/shaders/giprobe_sdf.glsl
Normal file
@@ -0,0 +1,187 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
|
||||
/* clang-format on */
|
||||
|
||||
#define MAX_DISTANCE 100000
|
||||
|
||||
#define NO_CHILDREN 0xFFFFFFFF
|
||||
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
|
||||
|
||||
struct CellChildren {
|
||||
uint children[8];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
|
||||
CellChildren data[];
|
||||
}
|
||||
cell_children;
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
uint offset;
|
||||
uint end;
|
||||
uint pad0;
|
||||
uint pad1;
|
||||
}
|
||||
params;
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 pos = vec3(gl_GlobalInvocationID);
|
||||
float closest_dist = 100000.0;
|
||||
|
||||
for (uint i = params.offset; i < params.end; i++) {
|
||||
vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21));
|
||||
float dist = length(pos - posu);
|
||||
if (dist < closest_dist) {
|
||||
closest_dist = dist;
|
||||
}
|
||||
}
|
||||
|
||||
uint dist_8;
|
||||
|
||||
if (closest_dist < 0.0001) { // same cell
|
||||
dist_8 = 0; //equals to -1
|
||||
} else {
|
||||
dist_8 = clamp(uint(closest_dist), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
|
||||
}
|
||||
|
||||
imageStore(sdf_tex, ivec3(gl_GlobalInvocationID), uvec4(dist_8));
|
||||
//imageStore(sdf_tex,pos,uvec4(pos*2,0));
|
||||
}
|
||||
|
||||
#if 0
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
} params;
|
||||
|
||||
float distance_to_aabb(ivec3 pos, ivec3 aabb_pos, ivec3 aabb_size) {
|
||||
|
||||
vec3 delta = vec3(max(ivec3(0), max(aabb_pos - pos, pos - (aabb_pos + aabb_size - ivec3(1)))));
|
||||
return length(delta);
|
||||
}
|
||||
|
||||
void main() {
|
||||
|
||||
ivec3 pos = ivec3(gl_GlobalInvocationID);
|
||||
|
||||
uint stack[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
uint stack_indices[10] = uint[](0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
|
||||
ivec3 stack_positions[10] = ivec3[](ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0), ivec3(0));
|
||||
|
||||
const uint cell_orders[8] = uint[](
|
||||
0x11f58d1,
|
||||
0xe2e70a,
|
||||
0xd47463,
|
||||
0xbb829c,
|
||||
0x8d11f5,
|
||||
0x70ae2e,
|
||||
0x463d47,
|
||||
0x29cbb8);
|
||||
|
||||
bool cell_found = false;
|
||||
bool cell_found_exact = false;
|
||||
ivec3 closest_cell_pos;
|
||||
float closest_distance = MAX_DISTANCE;
|
||||
int stack_pos = 0;
|
||||
|
||||
while (true) {
|
||||
|
||||
uint index = stack_indices[stack_pos] >> 24;
|
||||
|
||||
if (index == 8) {
|
||||
//go up
|
||||
if (stack_pos == 0) {
|
||||
break; //done going through octree
|
||||
}
|
||||
stack_pos--;
|
||||
continue;
|
||||
}
|
||||
|
||||
stack_indices[stack_pos] = (stack_indices[stack_pos] & ((1 << 24) - 1)) | ((index + 1) << 24);
|
||||
|
||||
uint cell_index = (stack_indices[stack_pos] >> (index * 3)) & 0x7;
|
||||
uint child_cell = cell_children.data[stack[stack_pos]].children[cell_index];
|
||||
|
||||
if (child_cell == NO_CHILDREN) {
|
||||
continue;
|
||||
}
|
||||
|
||||
ivec3 child_cell_size = params.limits >> (stack_pos + 1);
|
||||
ivec3 child_cell_pos = stack_positions[stack_pos];
|
||||
|
||||
child_cell_pos += mix(ivec3(0), child_cell_size, bvec3(uvec3(index & 1, index & 2, index & 4) != uvec3(0)));
|
||||
|
||||
bool is_leaf = stack_pos == (params.stack_size - 2);
|
||||
|
||||
if (child_cell_pos == pos && is_leaf) {
|
||||
//we may actually end up in the exact cell.
|
||||
//if this happens, just abort
|
||||
cell_found_exact = true;
|
||||
break;
|
||||
}
|
||||
|
||||
if (cell_found) {
|
||||
//discard by distance
|
||||
float distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
|
||||
if (distance >= closest_distance) {
|
||||
continue; //pointless, just test next child
|
||||
} else if (is_leaf) {
|
||||
//closer than what we have AND end of stack, save and continue
|
||||
closest_cell_pos = child_cell_pos;
|
||||
closest_distance = distance;
|
||||
continue;
|
||||
}
|
||||
} else if (is_leaf) {
|
||||
//first solid cell we find, save and continue
|
||||
closest_distance = distance_to_aabb(pos, child_cell_pos, child_cell_size);
|
||||
closest_cell_pos = child_cell_pos;
|
||||
cell_found = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
bvec3 direction = greaterThan((pos - (child_cell_pos + (child_cell_size >> 1))), ivec3(0));
|
||||
uint cell_order = 0;
|
||||
cell_order |= mix(0, 1, direction.x);
|
||||
cell_order |= mix(0, 2, direction.y);
|
||||
cell_order |= mix(0, 4, direction.z);
|
||||
|
||||
stack[stack_pos + 1] = child_cell;
|
||||
stack_indices[stack_pos + 1] = cell_orders[cell_order]; //start counting
|
||||
stack_positions[stack_pos + 1] = child_cell_pos;
|
||||
stack_pos++; //go up stack
|
||||
}
|
||||
|
||||
uint dist_8;
|
||||
|
||||
if (cell_found_exact) {
|
||||
dist_8 = 0; //equals to -1
|
||||
} else {
|
||||
float closest_distance = length(vec3(pos - closest_cell_pos));
|
||||
dist_8 = clamp(uint(closest_distance), 0, 254) + 1; //conservative, 0 is 1, so <1 is considered solid
|
||||
}
|
||||
|
||||
imageStore(sdf_tex, pos, uvec4(dist_8));
|
||||
}
|
||||
#endif
|
||||
335
servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
Normal file
335
servers/rendering/rasterizer_rd/shaders/giprobe_write.glsl
Normal file
@@ -0,0 +1,335 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
#define NO_CHILDREN 0xFFFFFFFF
|
||||
#define GREY_VEC vec3(0.33333, 0.33333, 0.33333)
|
||||
|
||||
struct CellChildren {
|
||||
uint children[8];
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
|
||||
CellChildren data[];
|
||||
}
|
||||
cell_children;
|
||||
|
||||
struct CellData {
|
||||
uint position; // xyz 10 bits
|
||||
uint albedo; //rgb albedo
|
||||
uint emission; //rgb normalized with e as multiplier
|
||||
uint normal; //RGB normal encoded
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
|
||||
CellData data[];
|
||||
}
|
||||
cell_data;
|
||||
|
||||
#define LIGHT_TYPE_DIRECTIONAL 0
|
||||
#define LIGHT_TYPE_OMNI 1
|
||||
#define LIGHT_TYPE_SPOT 2
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
struct Light {
|
||||
uint type;
|
||||
float energy;
|
||||
float radius;
|
||||
float attenuation;
|
||||
|
||||
vec3 color;
|
||||
float spot_angle_radians;
|
||||
|
||||
vec3 position;
|
||||
float spot_attenuation;
|
||||
|
||||
vec3 direction;
|
||||
bool has_shadow;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform Lights {
|
||||
Light data[MAX_LIGHTS];
|
||||
}
|
||||
lights;
|
||||
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform Params {
|
||||
ivec3 limits;
|
||||
uint stack_size;
|
||||
|
||||
float emission_scale;
|
||||
float propagation;
|
||||
float dynamic_range;
|
||||
|
||||
uint light_count;
|
||||
uint cell_offset;
|
||||
uint cell_count;
|
||||
uint pad[2];
|
||||
}
|
||||
params;
|
||||
|
||||
layout(set = 0, binding = 4, std140) uniform Outputs {
|
||||
vec4 data[];
|
||||
}
|
||||
output;
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
uint raymarch(float distance, float distance_adv, vec3 from, vec3 direction) {
|
||||
|
||||
uint result = NO_CHILDREN;
|
||||
|
||||
ivec3 size = ivec3(max(max(params.limits.x, params.limits.y), params.limits.z));
|
||||
|
||||
while (distance > -distance_adv) { //use this to avoid precision errors
|
||||
|
||||
uint cell = 0;
|
||||
|
||||
ivec3 pos = ivec3(from);
|
||||
|
||||
if (all(greaterThanEqual(pos, ivec3(0))) && all(lessThan(pos, size))) {
|
||||
|
||||
ivec3 ofs = ivec3(0);
|
||||
ivec3 half_size = size / 2;
|
||||
|
||||
for (int i = 0; i < params.stack_size - 1; i++) {
|
||||
|
||||
bvec3 greater = greaterThanEqual(pos, ofs + half_size);
|
||||
|
||||
ofs += mix(ivec3(0), half_size, greater);
|
||||
|
||||
uint child = 0; //wonder if this can be done faster
|
||||
if (greater.x) {
|
||||
child |= 1;
|
||||
}
|
||||
if (greater.y) {
|
||||
child |= 2;
|
||||
}
|
||||
if (greater.z) {
|
||||
child |= 4;
|
||||
}
|
||||
|
||||
cell = cell_children.data[cell].children[child];
|
||||
if (cell == NO_CHILDREN)
|
||||
break;
|
||||
|
||||
half_size >>= ivec3(1);
|
||||
}
|
||||
|
||||
if (cell != NO_CHILDREN) {
|
||||
return cell; //found cell!
|
||||
}
|
||||
}
|
||||
|
||||
from += direction * distance_adv;
|
||||
distance -= distance_adv;
|
||||
}
|
||||
|
||||
return NO_CHILDREN;
|
||||
}
|
||||
|
||||
bool compute_light_vector(uint light, uint cell, vec3 pos, out float attenuation, out vec3 light_pos) {
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_DIRECTIONAL) {
|
||||
|
||||
light_pos = pos - lights.data[light].direction * length(vec3(params.limits));
|
||||
attenuation = 1.0;
|
||||
|
||||
} else {
|
||||
|
||||
light_pos = lights.data[light].position;
|
||||
float distance = length(pos - light_pos);
|
||||
if (distance >= lights.data[light].radius) {
|
||||
return false;
|
||||
}
|
||||
|
||||
attenuation = pow(clamp(1.0 - distance / lights.data[light].radius, 0.0001, 1.0), lights.data[light].attenuation);
|
||||
|
||||
if (lights.data[light].type == LIGHT_TYPE_SPOT) {
|
||||
|
||||
vec3 rel = normalize(pos - light_pos);
|
||||
float angle = acos(dot(rel, lights.data[light].direction));
|
||||
if (angle > lights.data[light].spot_angle_radians) {
|
||||
return false;
|
||||
}
|
||||
|
||||
float d = clamp(angle / lights.data[light].spot_angle_radians, 0, 1);
|
||||
attenuation *= pow(1.0 - d, lights.data[light].spot_attenuation);
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
float get_normal_advance(vec3 p_normal) {
|
||||
|
||||
vec3 normal = p_normal;
|
||||
vec3 unorm = abs(normal);
|
||||
|
||||
if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
|
||||
// x code
|
||||
unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
|
||||
} else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
|
||||
// y code
|
||||
unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
|
||||
} else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
|
||||
// z code
|
||||
unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
|
||||
} else {
|
||||
// oh-no we messed up code
|
||||
// has to be
|
||||
unorm = vec3(1.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
return 1.0 / dot(normal, unorm);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
void main() {
|
||||
|
||||
uint cell_index = gl_GlobalInvocationID.x;
|
||||
if (cell_index >= params.cell_count) {
|
||||
return;
|
||||
}
|
||||
cell_index += params.cell_offset;
|
||||
|
||||
uvec3 posu = uvec3(cell_data.data[cell_index].position & 0x7FF, (cell_data.data[cell_index].position >> 11) & 0x3FF, cell_data.data[cell_index].position >> 21);
|
||||
vec4 albedo = unpackUnorm4x8(cell_data.data[cell_index].albedo);
|
||||
|
||||
#ifdef MODE_COMPUTE_LIGHT
|
||||
|
||||
vec3 pos = vec3(posu) + vec3(0.5);
|
||||
|
||||
vec3 emission = vec3(ivec3(cell_data.data[cell_index].emission & 0x3FF, (cell_data.data[cell_index].emission >> 10) & 0x7FF, cell_data.data[cell_index].emission >> 21)) * params.emission_scale;
|
||||
vec4 normal = unpackSnorm4x8(cell_data.data[cell_index].normal);
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
const vec3 accum_dirs[6] = vec3[](vec3(1.0, 0.0, 0.0), vec3(-1.0, 0.0, 0.0), vec3(0.0, 1.0, 0.0), vec3(0.0, -1.0, 0.0), vec3(0.0, 0.0, 1.0), vec3(0.0, 0.0, -1.0));
|
||||
#else
|
||||
vec3 accum = vec3(0.0);
|
||||
#endif
|
||||
|
||||
for (uint i = 0; i < params.light_count; i++) {
|
||||
|
||||
float attenuation;
|
||||
vec3 light_pos;
|
||||
|
||||
if (!compute_light_vector(i, cell_index, pos, attenuation, light_pos)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
vec3 light_dir = pos - light_pos;
|
||||
float distance = length(light_dir);
|
||||
light_dir = normalize(light_dir);
|
||||
|
||||
if (length(normal.xyz) > 0.2 && dot(normal.xyz, light_dir) >= 0) {
|
||||
continue; //not facing the light
|
||||
}
|
||||
|
||||
if (lights.data[i].has_shadow) {
|
||||
|
||||
float distance_adv = get_normal_advance(light_dir);
|
||||
|
||||
distance += distance_adv - mod(distance, distance_adv); //make it reach the center of the box always
|
||||
|
||||
vec3 from = pos - light_dir * distance; //approximate
|
||||
from -= sign(light_dir) * 0.45; //go near the edge towards the light direction to avoid self occlusion
|
||||
|
||||
uint result = raymarch(distance, distance_adv, from, light_dir);
|
||||
|
||||
if (result != cell_index) {
|
||||
continue; //was occluded
|
||||
}
|
||||
}
|
||||
|
||||
vec3 light = lights.data[i].color * albedo.rgb * attenuation * lights.data[i].energy;
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
for (uint j = 0; j < 6; j++) {
|
||||
accum[j] += max(0.0, dot(accum_dir, -light_dir)) * light + emission;
|
||||
}
|
||||
#else
|
||||
if (length(normal.xyz) > 0.2) {
|
||||
accum += max(0.0, dot(normal.xyz, -light_dir)) * light + emission;
|
||||
} else {
|
||||
//all directions
|
||||
accum += light + emission;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
|
||||
output.data[cell_index * 6 + 0] = vec4(accum[0], 0.0);
|
||||
output.data[cell_index * 6 + 1] = vec4(accum[1], 0.0);
|
||||
output.data[cell_index * 6 + 2] = vec4(accum[2], 0.0);
|
||||
output.data[cell_index * 6 + 3] = vec4(accum[3], 0.0);
|
||||
output.data[cell_index * 6 + 4] = vec4(accum[4], 0.0);
|
||||
output.data[cell_index * 6 + 5] = vec4(accum[5], 0.0);
|
||||
#else
|
||||
output.data[cell_index] = vec4(accum, 0.0);
|
||||
|
||||
#endif
|
||||
|
||||
#endif //MODE_COMPUTE_LIGHT
|
||||
|
||||
#ifdef MODE_UPDATE_MIPMAPS
|
||||
|
||||
{
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
vec3 light_accum[6] = vec3[](vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0), vec3(0.0));
|
||||
#else
|
||||
vec3 light_accum = vec3(0.0);
|
||||
#endif
|
||||
float count = 0.0;
|
||||
for (uint i = 0; i < 8; i++) {
|
||||
uint child_index = cell_children.data[cell_index].children[i];
|
||||
if (child_index == NO_CHILDREN) {
|
||||
continue;
|
||||
}
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
light_accum[1] += output.data[child_index * 6 + 0].rgb;
|
||||
light_accum[2] += output.data[child_index * 6 + 1].rgb;
|
||||
light_accum[3] += output.data[child_index * 6 + 2].rgb;
|
||||
light_accum[4] += output.data[child_index * 6 + 3].rgb;
|
||||
light_accum[5] += output.data[child_index * 6 + 4].rgb;
|
||||
light_accum[6] += output.data[child_index * 6 + 5].rgb;
|
||||
|
||||
#else
|
||||
light_accum += output.data[child_index].rgb;
|
||||
|
||||
#endif
|
||||
|
||||
count += 1.0;
|
||||
}
|
||||
|
||||
float divisor = mix(8.0, count, params.propagation);
|
||||
#ifdef MODE_ANISOTROPIC
|
||||
output.data[cell_index * 6 + 0] = vec4(light_accum[0] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 1] = vec4(light_accum[1] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 2] = vec4(light_accum[2] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 3] = vec4(light_accum[3] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 4] = vec4(light_accum[4] / divisor, 0.0);
|
||||
output.data[cell_index * 6 + 5] = vec4(light_accum[5] / divisor, 0.0);
|
||||
|
||||
#else
|
||||
output.data[cell_index] = vec4(light_accum / divisor, 0.0);
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
|
||||
#ifdef MODE_WRITE_TEXTURE
|
||||
{
|
||||
}
|
||||
#endif
|
||||
}
|
||||
@@ -0,0 +1,87 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define BLOCK_SIZE 8
|
||||
|
||||
layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
|
||||
|
||||
#ifdef READ_TEXTURE
|
||||
|
||||
//use for main texture
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_texture;
|
||||
|
||||
#else
|
||||
|
||||
//use for intermediate textures
|
||||
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_luminance;
|
||||
|
||||
#endif
|
||||
|
||||
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_luminance;
|
||||
|
||||
#ifdef WRITE_LUMINANCE
|
||||
layout(set = 2, binding = 0) uniform sampler2D prev_luminance;
|
||||
#endif
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 source_size;
|
||||
float max_luminance;
|
||||
float min_luminance;
|
||||
float exposure_adjust;
|
||||
float pad[3];
|
||||
}
|
||||
params;
|
||||
|
||||
void main() {
|
||||
|
||||
uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
if (any(lessThan(pos, params.source_size))) {
|
||||
|
||||
#ifdef READ_TEXTURE
|
||||
vec3 v = texelFetch(source_texture, pos, 0).rgb;
|
||||
tmp_data[t] = max(v.r, max(v.g, v.b));
|
||||
#else
|
||||
tmp_data[t] = imageLoad(source_luminance, pos).r;
|
||||
#endif
|
||||
} else {
|
||||
tmp_data[t] = 0.0;
|
||||
}
|
||||
|
||||
groupMemoryBarrier();
|
||||
barrier();
|
||||
|
||||
uint size = (BLOCK_SIZE * BLOCK_SIZE) >> 1;
|
||||
|
||||
do {
|
||||
if (t < size) {
|
||||
tmp_data[t] += tmp_data[t + size];
|
||||
}
|
||||
groupMemoryBarrier();
|
||||
barrier();
|
||||
|
||||
size >>= 1;
|
||||
|
||||
} while (size >= 1);
|
||||
|
||||
if (t == 0) {
|
||||
//compute rect size
|
||||
ivec2 rect_size = min(params.source_size - pos, ivec2(BLOCK_SIZE));
|
||||
float avg = tmp_data[0] / float(rect_size.x * rect_size.y);
|
||||
//float avg = tmp_data[0] / float(BLOCK_SIZE*BLOCK_SIZE);
|
||||
pos /= ivec2(BLOCK_SIZE);
|
||||
#ifdef WRITE_LUMINANCE
|
||||
float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous exposure
|
||||
avg = clamp(prev_lum + (avg - prev_lum) * params.exposure_adjust, params.min_luminance, params.max_luminance);
|
||||
#endif
|
||||
imageStore(dest_luminance, pos, vec4(avg));
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_normal;
|
||||
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
float curve;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
#define HALF_PI 1.5707963267948966
|
||||
|
||||
void main() {
|
||||
|
||||
// Pixel being shaded
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
vec3 normal_accum = vec3(0.0);
|
||||
float accum = 0.0;
|
||||
for (int i = 0; i <= 1; i++) {
|
||||
for (int j = 0; j <= 1; j++) {
|
||||
normal_accum += normalize(texelFetch(source_normal, pos + ivec2(i, j), 0).xyz * 2.0 - 1.0);
|
||||
accum += 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
normal_accum /= accum;
|
||||
|
||||
float r = length(normal_accum);
|
||||
|
||||
float limit;
|
||||
|
||||
if (r < 1.0) {
|
||||
float threshold = 0.4;
|
||||
|
||||
/*
|
||||
//Formula from Filament, does not make sense to me.
|
||||
|
||||
float r2 = r * r;
|
||||
float kappa = (3.0f * r - r * r2) / (1.0f - r2);
|
||||
float variance = 0.25f / kappa;
|
||||
limit = sqrt(min(2.0f * variance, threshold * threshold));
|
||||
//*/
|
||||
/*
|
||||
//Formula based on probability distribution graph
|
||||
|
||||
float width = acos(max(0.0,r)); // convert to angle (width)
|
||||
float roughness = pow(width,1.7)*0.854492; //approximate (crappy) formula to convert to roughness
|
||||
limit = min(sqrt(roughness), threshold); //convert to perceptual roughness and apply threshold
|
||||
//*/
|
||||
|
||||
limit = min(sqrt(pow(acos(max(0.0, r)) / HALF_PI, params.curve)), threshold); //convert to perceptual roughness and apply threshold
|
||||
|
||||
//limit = 0.5;
|
||||
} else {
|
||||
limit = 0.0;
|
||||
}
|
||||
|
||||
imageStore(dest_roughness, pos, vec4(limit));
|
||||
}
|
||||
1718
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
Normal file
1718
servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
Normal file
File diff suppressed because it is too large
Load Diff
266
servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
Normal file
266
servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
Normal file
@@ -0,0 +1,266 @@
|
||||
#define M_PI 3.14159265359
|
||||
#define ROUGHNESS_MAX_LOD 5
|
||||
|
||||
layout(push_constant, binding = 0, std430) uniform DrawCall {
|
||||
uint instance_index;
|
||||
uint pad[3]; //16 bits minimum size
|
||||
}
|
||||
draw_call;
|
||||
|
||||
/* Set 0 Scene data that never changes, ever */
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
|
||||
|
||||
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
|
||||
|
||||
layout(set = 0, binding = 3, std140) uniform SceneData {
|
||||
|
||||
mat4 projection_matrix;
|
||||
mat4 inv_projection_matrix;
|
||||
|
||||
mat4 camera_matrix;
|
||||
mat4 inv_camera_matrix;
|
||||
|
||||
vec2 viewport_size;
|
||||
vec2 screen_pixel_size;
|
||||
|
||||
//used for shadow mapping only
|
||||
float z_offset;
|
||||
float z_slope_scale;
|
||||
|
||||
float time;
|
||||
float reflection_multiplier; // one normally, zero when rendering reflections
|
||||
|
||||
vec4 ambient_light_color_energy;
|
||||
|
||||
float ambient_color_sky_mix;
|
||||
bool use_ambient_light;
|
||||
bool use_ambient_cubemap;
|
||||
bool use_reflection_cubemap;
|
||||
|
||||
mat3 radiance_inverse_xform;
|
||||
|
||||
vec2 shadow_atlas_pixel_size;
|
||||
vec2 directional_shadow_pixel_size;
|
||||
|
||||
uint directional_light_count;
|
||||
float dual_paraboloid_side;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
bool ssao_enabled;
|
||||
float ssao_light_affect;
|
||||
float ssao_ao_affect;
|
||||
bool roughness_limiter_enabled;
|
||||
|
||||
vec4 ao_color;
|
||||
|
||||
#if 0
|
||||
vec4 ambient_light_color;
|
||||
vec4 bg_color;
|
||||
|
||||
vec4 fog_color_enabled;
|
||||
vec4 fog_sun_color_amount;
|
||||
|
||||
float ambient_energy;
|
||||
float bg_energy;
|
||||
#endif
|
||||
|
||||
#if 0
|
||||
vec2 shadow_atlas_pixel_size;
|
||||
vec2 directional_shadow_pixel_size;
|
||||
|
||||
float z_far;
|
||||
|
||||
float subsurface_scatter_width;
|
||||
float ambient_occlusion_affect_light;
|
||||
float ambient_occlusion_affect_ao_channel;
|
||||
float opaque_prepass_threshold;
|
||||
|
||||
bool fog_depth_enabled;
|
||||
float fog_depth_begin;
|
||||
float fog_depth_end;
|
||||
float fog_density;
|
||||
float fog_depth_curve;
|
||||
bool fog_transmit_enabled;
|
||||
float fog_transmit_curve;
|
||||
bool fog_height_enabled;
|
||||
float fog_height_min;
|
||||
float fog_height_max;
|
||||
float fog_height_curve;
|
||||
#endif
|
||||
}
|
||||
scene_data;
|
||||
|
||||
#define INSTANCE_FLAGS_FORWARD_MASK 0x7
|
||||
#define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
|
||||
#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
|
||||
#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
|
||||
|
||||
#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
|
||||
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
|
||||
//3 bits of stride
|
||||
#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
|
||||
|
||||
#define INSTANCE_FLAGS_SKELETON (1 << 19)
|
||||
|
||||
struct InstanceData {
|
||||
mat4 transform;
|
||||
mat4 normal_transform;
|
||||
uint flags;
|
||||
uint instance_ofs; //instance_offset in instancing/skeleton buffer
|
||||
uint gi_offset; //GI information when using lightmapping (VCT or lightmap)
|
||||
uint layer_mask;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 4, std430) buffer Instances {
|
||||
InstanceData data[];
|
||||
}
|
||||
instances;
|
||||
|
||||
struct LightData { //this structure needs to be 128 bits
|
||||
vec3 position;
|
||||
float inv_radius;
|
||||
vec3 direction;
|
||||
uint attenuation_energy; //attenuation
|
||||
uint color_specular; //rgb color, a specular (8 bit unorm)
|
||||
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
|
||||
uint mask;
|
||||
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
|
||||
vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
|
||||
mat4 shadow_matrix;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 5, std140) uniform Lights {
|
||||
LightData data[MAX_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
lights;
|
||||
|
||||
struct ReflectionData {
|
||||
|
||||
vec3 box_extents;
|
||||
float index;
|
||||
vec3 box_offset;
|
||||
uint mask;
|
||||
vec4 params; // intensity, 0, interior , boxproject
|
||||
vec4 ambient; // ambient color, energy
|
||||
mat4 local_matrix; // up to here for spot and omni, rest is for directional
|
||||
// notes: for ambientblend, use distance to edge to blend between already existing global environment
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
|
||||
ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
|
||||
}
|
||||
reflections;
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec3 direction;
|
||||
float energy;
|
||||
vec3 color;
|
||||
float specular;
|
||||
vec3 shadow_color;
|
||||
uint mask;
|
||||
bool blend_splits;
|
||||
bool shadow_enabled;
|
||||
float fade_from;
|
||||
float fade_to;
|
||||
vec4 shadow_split_offsets;
|
||||
mat4 shadow_matrix1;
|
||||
mat4 shadow_matrix2;
|
||||
mat4 shadow_matrix3;
|
||||
mat4 shadow_matrix4;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
directional_lights;
|
||||
|
||||
struct GIProbeData {
|
||||
mat4 xform;
|
||||
vec3 bounds;
|
||||
float dynamic_range;
|
||||
|
||||
float bias;
|
||||
float normal_bias;
|
||||
bool blend_ambient;
|
||||
uint texture_slot;
|
||||
|
||||
float anisotropy_strength;
|
||||
float ambient_occlusion;
|
||||
float ambient_occlusion_size;
|
||||
uint pad2;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 8, std140) uniform GIProbes {
|
||||
GIProbeData data[MAX_GI_PROBES];
|
||||
}
|
||||
gi_probes;
|
||||
|
||||
layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
|
||||
|
||||
#define CLUSTER_COUNTER_SHIFT 20
|
||||
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
|
||||
#define CLUSTER_COUNTER_MASK 0xfff
|
||||
|
||||
layout(set = 0, binding = 10) uniform utexture3D cluster_texture;
|
||||
|
||||
layout(set = 0, binding = 11, std430) buffer ClusterData {
|
||||
uint indices[];
|
||||
}
|
||||
cluster_data;
|
||||
|
||||
layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
|
||||
|
||||
// decal atlas
|
||||
|
||||
/* Set 1, Radiance */
|
||||
|
||||
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
||||
|
||||
layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap;
|
||||
|
||||
#else
|
||||
|
||||
layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
|
||||
|
||||
#endif
|
||||
|
||||
/* Set 2, Reflection and Shadow Atlases (view dependant) */
|
||||
|
||||
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
|
||||
|
||||
layout(set = 2, binding = 1) uniform texture2D shadow_atlas;
|
||||
|
||||
/* Set 1, Render Buffers */
|
||||
|
||||
layout(set = 3, binding = 0) uniform texture2D depth_buffer;
|
||||
layout(set = 3, binding = 1) uniform texture2D color_buffer;
|
||||
layout(set = 3, binding = 2) uniform texture2D normal_buffer;
|
||||
layout(set = 3, binding = 3) uniform texture2D roughness_buffer;
|
||||
layout(set = 3, binding = 4) uniform texture2D ao_buffer;
|
||||
|
||||
/* Set 4 Skeleton & Instancing (Multimesh) */
|
||||
|
||||
layout(set = 4, binding = 0, std430) buffer Transforms {
|
||||
vec4 data[];
|
||||
}
|
||||
transforms;
|
||||
|
||||
/* Set 5 User Material */
|
||||
181
servers/rendering/rasterizer_rd/shaders/sky.glsl
Normal file
181
servers/rendering/rasterizer_rd/shaders/sky.glsl
Normal file
@@ -0,0 +1,181 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
mat3 orientation;
|
||||
vec4 proj;
|
||||
vec4 position_multiplier;
|
||||
float time;
|
||||
}
|
||||
params;
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp, 1.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
#define M_PI 3.14159265359
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
mat3 orientation;
|
||||
vec4 proj;
|
||||
vec4 position_multiplier;
|
||||
float time; //TODO consider adding vec2 screen res, and float radiance size
|
||||
}
|
||||
params;
|
||||
|
||||
#define SAMPLER_NEAREST_CLAMP 0
|
||||
#define SAMPLER_LINEAR_CLAMP 1
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
||||
#define SAMPLER_NEAREST_REPEAT 6
|
||||
#define SAMPLER_LINEAR_REPEAT 7
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
||||
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
|
||||
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler material_samplers[12];
|
||||
|
||||
#ifdef USE_MATERIAL_UNIFORMS
|
||||
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
|
||||
/* clang-format off */
|
||||
|
||||
MATERIAL_UNIFORMS
|
||||
|
||||
/* clang-format on */
|
||||
} material;
|
||||
#endif
|
||||
|
||||
layout(set = 2, binding = 0) uniform textureCube radiance;
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
layout(set = 2, binding = 1) uniform textureCube half_res;
|
||||
layout(set = 2, binding = 2) uniform textureCube quarter_res;
|
||||
#else
|
||||
layout(set = 2, binding = 1) uniform texture2D half_res;
|
||||
layout(set = 2, binding = 2) uniform texture2D quarter_res;
|
||||
#endif
|
||||
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
#define AT_CUBEMAP_PASS true
|
||||
#else
|
||||
#define AT_CUBEMAP_PASS false
|
||||
#endif
|
||||
|
||||
#ifdef USE_HALF_RES_PASS
|
||||
#define AT_HALF_RES_PASS true
|
||||
#else
|
||||
#define AT_HALF_RES_PASS false
|
||||
#endif
|
||||
|
||||
#ifdef USE_QUARTER_RES_PASS
|
||||
#define AT_QUARTER_RES_PASS true
|
||||
#else
|
||||
#define AT_QUARTER_RES_PASS false
|
||||
#endif
|
||||
|
||||
struct DirectionalLightData {
|
||||
vec3 direction;
|
||||
float energy;
|
||||
vec3 color;
|
||||
bool enabled;
|
||||
};
|
||||
|
||||
layout(set = 3, binding = 0, std140) uniform DirectionalLights {
|
||||
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
||||
}
|
||||
directional_lights;
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_GLOBALS
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
|
||||
vec3 cube_normal;
|
||||
cube_normal.z = -1.0;
|
||||
cube_normal.x = (cube_normal.z * (-uv_interp.x - params.proj.x)) / params.proj.y;
|
||||
cube_normal.y = -(cube_normal.z * (-uv_interp.y - params.proj.z)) / params.proj.w;
|
||||
cube_normal = mat3(params.orientation) * cube_normal;
|
||||
cube_normal.z = -cube_normal.z;
|
||||
cube_normal = normalize(cube_normal);
|
||||
|
||||
vec2 uv = uv_interp * 0.5 + 0.5;
|
||||
|
||||
vec2 panorama_coords = vec2(atan(cube_normal.x, cube_normal.z), acos(cube_normal.y));
|
||||
|
||||
if (panorama_coords.x < 0.0) {
|
||||
panorama_coords.x += M_PI * 2.0;
|
||||
}
|
||||
|
||||
panorama_coords /= vec2(M_PI * 2.0, M_PI);
|
||||
|
||||
vec3 color = vec3(0.0, 0.0, 0.0);
|
||||
float alpha = 1.0; // Only available to subpasses
|
||||
vec4 half_res_color = vec4(1.0);
|
||||
vec4 quarter_res_color = vec4(1.0);
|
||||
|
||||
#ifdef USE_CUBEMAP_PASS
|
||||
float using_cubemap = 1.0;
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
|
||||
#endif
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
|
||||
#endif
|
||||
#else
|
||||
float using_cubemap = 0.0;
|
||||
#ifdef USES_HALF_RES_COLOR
|
||||
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
|
||||
#endif
|
||||
#ifdef USES_QUARTER_RES_COLOR
|
||||
quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// unused, just here to make our compiler happy, make sure we don't execute any light code the user adds in..
|
||||
#ifndef REALLYINCLUDETHIS
|
||||
{
|
||||
/* clang-format off */
|
||||
|
||||
LIGHT_SHADER_CODE
|
||||
|
||||
/* clang-format on */
|
||||
}
|
||||
#endif
|
||||
{
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
|
||||
/* clang-format on */
|
||||
}
|
||||
|
||||
frag_color.rgb = color * params.position_multiplier.w;
|
||||
frag_color.a = alpha;
|
||||
}
|
||||
252
servers/rendering/rasterizer_rd/shaders/ssao.glsl
Normal file
252
servers/rendering/rasterizer_rd/shaders/ssao.glsl
Normal file
@@ -0,0 +1,252 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
#define TWO_PI 6.283185307179586476925286766559
|
||||
|
||||
#ifdef SSAO_QUALITY_HIGH
|
||||
#define NUM_SAMPLES (20)
|
||||
#endif
|
||||
|
||||
#ifdef SSAO_QUALITY_ULTRA
|
||||
#define NUM_SAMPLES (48)
|
||||
#endif
|
||||
|
||||
#ifdef SSAO_QUALITY_LOW
|
||||
#define NUM_SAMPLES (8)
|
||||
#endif
|
||||
|
||||
#if !defined(SSAO_QUALITY_LOW) && !defined(SSAO_QUALITY_HIGH) && !defined(SSAO_QUALITY_ULTRA)
|
||||
#define NUM_SAMPLES (12)
|
||||
#endif
|
||||
|
||||
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
|
||||
// miplevel to maintain reasonable spatial locality in the cache
|
||||
// If this number is too small (< 3), too many taps will land in the same pixel, and we'll get bad variance that manifests as flashing.
|
||||
// If it is too high (> 5), we'll get bad performance because we're not using the MIP levels effectively
|
||||
#define LOG_MAX_OFFSET (3)
|
||||
|
||||
// This must be less than or equal to the MAX_MIP_LEVEL defined in SSAO.cpp
|
||||
#define MAX_MIP_LEVEL (4)
|
||||
|
||||
// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
|
||||
// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
|
||||
|
||||
const int ROTATIONS[] = int[](
|
||||
1, 1, 2, 3, 2, 5, 2, 3, 2,
|
||||
3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
|
||||
9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
|
||||
11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
|
||||
11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
|
||||
19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
|
||||
13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
|
||||
29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
|
||||
31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
|
||||
19, 27, 21, 25, 39, 29, 17, 21, 27);
|
||||
/* clang-format on */
|
||||
|
||||
//#define NUM_SPIRAL_TURNS (7)
|
||||
const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES - 1];
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_depth_mipmaps;
|
||||
layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
#ifndef USE_HALF_SIZE
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_depth;
|
||||
#endif
|
||||
|
||||
layout(set = 3, binding = 0) uniform sampler2D source_normal;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
ivec2 screen_size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
|
||||
bool orthogonal;
|
||||
float intensity_div_r6;
|
||||
float radius;
|
||||
float bias;
|
||||
|
||||
vec4 proj_info;
|
||||
vec2 pixel_size;
|
||||
float proj_scale;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
vec3 reconstructCSPosition(vec2 S, float z) {
|
||||
if (params.orthogonal) {
|
||||
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
|
||||
} else {
|
||||
return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 getPosition(ivec2 ssP) {
|
||||
vec3 P;
|
||||
#ifdef USE_HALF_SIZE
|
||||
P.z = texelFetch(source_depth_mipmaps, ssP, 0).r;
|
||||
P.z = -P.z;
|
||||
#else
|
||||
P.z = texelFetch(source_depth, ssP, 0).r;
|
||||
|
||||
P.z = P.z * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
|
||||
}
|
||||
P.z = -P.z;
|
||||
#endif
|
||||
// Offset to pixel center
|
||||
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
|
||||
return P;
|
||||
}
|
||||
|
||||
/** Returns a unit vector and a screen-space radius for the tap on a unit disk (the caller should scale by the actual disk radius) */
|
||||
vec2 tapLocation(int sampleNumber, float spinAngle, out float ssR) {
|
||||
// Radius relative to ssR
|
||||
float alpha = (float(sampleNumber) + 0.5) * (1.0 / float(NUM_SAMPLES));
|
||||
float angle = alpha * (float(NUM_SPIRAL_TURNS) * 6.28) + spinAngle;
|
||||
|
||||
ssR = alpha;
|
||||
return vec2(cos(angle), sin(angle));
|
||||
}
|
||||
|
||||
/** Read the camera-space position of the point at screen-space pixel ssP + unitOffset * ssR. Assumes length(unitOffset) == 1 */
|
||||
vec3 getOffsetPosition(ivec2 ssP, float ssR) {
|
||||
// Derivation:
|
||||
// mipLevel = floor(log(ssR / MAX_OFFSET));
|
||||
|
||||
int mipLevel = clamp(int(floor(log2(ssR))) - LOG_MAX_OFFSET, 0, MAX_MIP_LEVEL);
|
||||
|
||||
vec3 P;
|
||||
|
||||
// We need to divide by 2^mipLevel to read the appropriately scaled coordinate from a MIP-map.
|
||||
// Manually clamp to the texture size because texelFetch bypasses the texture unit
|
||||
ivec2 mipP = clamp(ssP >> mipLevel, ivec2(0), (params.screen_size >> mipLevel) - ivec2(1));
|
||||
|
||||
#ifdef USE_HALF_SIZE
|
||||
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel).r;
|
||||
P.z = -P.z;
|
||||
#else
|
||||
if (mipLevel < 1) {
|
||||
//read from depth buffer
|
||||
P.z = texelFetch(source_depth, mipP, 0).r;
|
||||
P.z = P.z * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
P.z = ((P.z + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
P.z = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - P.z * (params.z_far - params.z_near));
|
||||
}
|
||||
P.z = -P.z;
|
||||
|
||||
} else {
|
||||
//read from mipmaps
|
||||
P.z = texelFetch(source_depth_mipmaps, mipP, mipLevel - 1).r;
|
||||
P.z = -P.z;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Offset to pixel center
|
||||
P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
|
||||
|
||||
return P;
|
||||
}
|
||||
|
||||
/** Compute the occlusion due to sample with index \a i about the pixel at \a ssC that corresponds
|
||||
to camera-space point \a C with unit normal \a n_C, using maximum screen-space sampling radius \a ssDiskRadius
|
||||
|
||||
Note that units of H() in the HPG12 paper are meters, not
|
||||
unitless. The whole falloff/sampling function is therefore
|
||||
unitless. In this implementation, we factor out (9 / radius).
|
||||
|
||||
Four versions of the falloff function are implemented below
|
||||
*/
|
||||
float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in float p_radius, in int tapIndex, in float randomPatternRotationAngle) {
|
||||
// Offset on the unit disk, spun for this pixel
|
||||
float ssR;
|
||||
vec2 unitOffset = tapLocation(tapIndex, randomPatternRotationAngle, ssR);
|
||||
ssR *= ssDiskRadius;
|
||||
|
||||
ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
|
||||
|
||||
if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
// The occluding point in camera space
|
||||
vec3 Q = getOffsetPosition(ssP, ssR);
|
||||
|
||||
vec3 v = Q - C;
|
||||
|
||||
float vv = dot(v, v);
|
||||
float vn = dot(v, n_C);
|
||||
|
||||
const float epsilon = 0.01;
|
||||
float radius2 = p_radius * p_radius;
|
||||
|
||||
// A: From the HPG12 paper
|
||||
// Note large epsilon to avoid overdarkening within cracks
|
||||
//return float(vv < radius2) * max((vn - bias) / (epsilon + vv), 0.0) * radius2 * 0.6;
|
||||
|
||||
// B: Smoother transition to zero (lowers contrast, smoothing out corners). [Recommended]
|
||||
float f = max(radius2 - vv, 0.0);
|
||||
return f * f * f * max((vn - params.bias) / (epsilon + vv), 0.0);
|
||||
|
||||
// C: Medium contrast (which looks better at high radii), no division. Note that the
|
||||
// contribution still falls off with radius^2, but we've adjusted the rate in a way that is
|
||||
// more computationally efficient and happens to be aesthetically pleasing.
|
||||
// return 4.0 * max(1.0 - vv * invRadius2, 0.0) * max(vn - bias, 0.0);
|
||||
|
||||
// D: Low contrast, no division operation
|
||||
// return 2.0 * float(vv < radius * radius) * max(vn - bias, 0.0);
|
||||
}
|
||||
|
||||
void main() {
|
||||
// Pixel being shaded
|
||||
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
// World space point being shaded
|
||||
vec3 C = getPosition(ssC);
|
||||
|
||||
#ifdef USE_HALF_SIZE
|
||||
vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
|
||||
#else
|
||||
vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
|
||||
#endif
|
||||
n_C = normalize(n_C);
|
||||
n_C.y = -n_C.y; //because this code reads flipped
|
||||
|
||||
// Hash function used in the HPG12 AlchemyAO paper
|
||||
float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
|
||||
|
||||
// Reconstruct normals from positions. These will lead to 1-pixel black lines
|
||||
// at depth discontinuities, however the blur will wipe those out so they are not visible
|
||||
// in the final image.
|
||||
|
||||
// Choose the screen-space sample radius
|
||||
// proportional to the projected area of the sphere
|
||||
|
||||
float ssDiskRadius = -params.proj_scale * params.radius;
|
||||
if (!params.orthogonal) {
|
||||
ssDiskRadius = -params.proj_scale * params.radius / C.z;
|
||||
}
|
||||
float sum = 0.0;
|
||||
for (int i = 0; i < NUM_SAMPLES; ++i) {
|
||||
sum += sampleAO(ssC, C, n_C, ssDiskRadius, params.radius, i, randomPatternRotationAngle);
|
||||
}
|
||||
|
||||
float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
|
||||
|
||||
imageStore(dest_image, ssC, vec4(A));
|
||||
}
|
||||
157
servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
Normal file
157
servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl
Normal file
@@ -0,0 +1,157 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_ssao;
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_depth;
|
||||
#ifdef MODE_UPSCALE
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_depth_mipmaps;
|
||||
#endif
|
||||
|
||||
layout(r8, set = 3, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Tunable Parameters:
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
float edge_sharpness; /** Increase to make depth edges crisper. Decrease to reduce flicker. */
|
||||
int filter_scale;
|
||||
float z_far;
|
||||
float z_near;
|
||||
bool orthogonal;
|
||||
uint pad0;
|
||||
uint pad1;
|
||||
uint pad2;
|
||||
ivec2 axis; /** (1, 0) or (0, 1) */
|
||||
ivec2 screen_size;
|
||||
}
|
||||
params;
|
||||
|
||||
/** Filter radius in pixels. This will be multiplied by SCALE. */
|
||||
#define R (4)
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
// Gaussian coefficients
|
||||
const float gaussian[R + 1] =
|
||||
//float[](0.356642, 0.239400, 0.072410, 0.009869);
|
||||
//float[](0.398943, 0.241971, 0.053991, 0.004432, 0.000134); // stddev = 1.0
|
||||
float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
|
||||
//float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
|
||||
|
||||
void main() {
|
||||
|
||||
// Pixel being shaded
|
||||
ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
|
||||
if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef MODE_UPSCALE
|
||||
|
||||
//closest one should be the same pixel, but check nearby just in case
|
||||
float depth = texelFetch(source_depth, ssC, 0).r;
|
||||
|
||||
depth = depth * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
|
||||
vec2 pixel_size = 1.0 / vec2(params.screen_size);
|
||||
vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
|
||||
vec2 from_uv = closest_uv;
|
||||
vec2 ps2 = pixel_size; // * 2.0;
|
||||
|
||||
float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
|
||||
|
||||
vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
|
||||
for (int i = 0; i < 4; i++) {
|
||||
vec2 neighbour = from_uv + offsets[i];
|
||||
float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
|
||||
if (neighbour_depth < closest_depth) {
|
||||
closest_uv = neighbour;
|
||||
closest_depth = neighbour_depth;
|
||||
}
|
||||
}
|
||||
|
||||
float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
|
||||
imageStore(dest_image, ssC, vec4(visibility));
|
||||
#else
|
||||
|
||||
float depth = texelFetch(source_depth, ssC, 0).r;
|
||||
|
||||
#ifdef MODE_FULL_SIZE
|
||||
depth = depth * 2.0 - 1.0;
|
||||
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
|
||||
#endif
|
||||
float depth_divide = 1.0 / params.z_far;
|
||||
|
||||
//depth *= depth_divide;
|
||||
|
||||
/*
|
||||
if (depth > params.z_far * 0.999) {
|
||||
discard; //skybox
|
||||
}
|
||||
*/
|
||||
|
||||
float sum = texelFetch(source_ssao, ssC, 0).r;
|
||||
|
||||
// Base weight for depth falloff. Increase this for more blurriness,
|
||||
// decrease it for better edge discrimination
|
||||
float BASE = gaussian[0];
|
||||
float totalWeight = BASE;
|
||||
sum *= totalWeight;
|
||||
|
||||
ivec2 clamp_limit = params.screen_size - ivec2(1);
|
||||
|
||||
for (int r = -R; r <= R; ++r) {
|
||||
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
|
||||
// so the IF statement has no runtime cost
|
||||
if (r != 0) {
|
||||
|
||||
ivec2 ppos = ssC + params.axis * (r * params.filter_scale);
|
||||
float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
|
||||
ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
|
||||
|
||||
float temp_depth = texelFetch(source_depth, rpos, 0).r;
|
||||
#ifdef MODE_FULL_SIZE
|
||||
temp_depth = temp_depth * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
temp_depth = ((temp_depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
temp_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - temp_depth * (params.z_far - params.z_near));
|
||||
}
|
||||
//temp_depth *= depth_divide;
|
||||
#endif
|
||||
// spatial domain: offset gaussian tap
|
||||
float weight = 0.3 + gaussian[abs(r)];
|
||||
//weight *= max(0.0, dot(temp_normal, normal));
|
||||
|
||||
// range domain (the "bilateral" weight). As depth difference increases, decrease weight.
|
||||
weight *= max(0.0, 1.0 - params.edge_sharpness * abs(temp_depth - depth));
|
||||
|
||||
sum += value * weight;
|
||||
totalWeight += weight;
|
||||
}
|
||||
}
|
||||
|
||||
const float epsilon = 0.0001;
|
||||
float visibility = sum / (totalWeight + epsilon);
|
||||
|
||||
imageStore(dest_image, ssC, vec4(visibility));
|
||||
#endif
|
||||
}
|
||||
48
servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
Normal file
48
servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl
Normal file
@@ -0,0 +1,48 @@
|
||||
/* clang-format off */
|
||||
[compute]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
|
||||
/* clang-format on */
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
vec2 pixel_size;
|
||||
float z_far;
|
||||
float z_near;
|
||||
ivec2 source_size;
|
||||
bool orthogonal;
|
||||
uint pad;
|
||||
}
|
||||
params;
|
||||
|
||||
#ifdef MINIFY_START
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_texture;
|
||||
#else
|
||||
layout(r32f, set = 0, binding = 0) uniform restrict readonly image2D source_image;
|
||||
#endif
|
||||
layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
|
||||
|
||||
void main() {
|
||||
|
||||
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
|
||||
|
||||
if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
|
||||
return;
|
||||
}
|
||||
|
||||
#ifdef MINIFY_START
|
||||
float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
|
||||
if (params.orthogonal) {
|
||||
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
|
||||
} else {
|
||||
depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
|
||||
}
|
||||
#else
|
||||
float depth = imageLoad(source_image, pos << 1).r;
|
||||
#endif
|
||||
|
||||
imageStore(dest_image, pos, vec4(depth));
|
||||
}
|
||||
305
servers/rendering/rasterizer_rd/shaders/tonemap.glsl
Normal file
305
servers/rendering/rasterizer_rd/shaders/tonemap.glsl
Normal file
@@ -0,0 +1,305 @@
|
||||
/* clang-format off */
|
||||
[vertex]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
#version 450
|
||||
|
||||
VERSION_DEFINES
|
||||
|
||||
layout(location = 0) in vec2 uv_interp;
|
||||
/* clang-format on */
|
||||
|
||||
layout(set = 0, binding = 0) uniform sampler2D source_color;
|
||||
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
|
||||
layout(set = 2, binding = 0) uniform sampler2D source_glow;
|
||||
layout(set = 3, binding = 0) uniform sampler3D color_correction;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
vec3 bcs;
|
||||
bool use_bcs;
|
||||
|
||||
bool use_glow;
|
||||
bool use_auto_exposure;
|
||||
bool use_color_correction;
|
||||
uint tonemapper;
|
||||
|
||||
uvec2 glow_texture_size;
|
||||
|
||||
float glow_intensity;
|
||||
uint glow_level_flags;
|
||||
uint glow_mode;
|
||||
|
||||
float exposure;
|
||||
float white;
|
||||
float auto_exposure_grey;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef USE_GLOW_FILTER_BICUBIC
|
||||
// w0, w1, w2, and w3 are the four cubic B-spline basis functions
|
||||
float w0(float a) {
|
||||
return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
|
||||
}
|
||||
|
||||
float w1(float a) {
|
||||
return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
|
||||
}
|
||||
|
||||
float w2(float a) {
|
||||
return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
|
||||
}
|
||||
|
||||
float w3(float a) {
|
||||
return (1.0f / 6.0f) * (a * a * a);
|
||||
}
|
||||
|
||||
// g0 and g1 are the two amplitude functions
|
||||
float g0(float a) {
|
||||
return w0(a) + w1(a);
|
||||
}
|
||||
|
||||
float g1(float a) {
|
||||
return w2(a) + w3(a);
|
||||
}
|
||||
|
||||
// h0 and h1 are the two offset functions
|
||||
float h0(float a) {
|
||||
return -1.0f + w1(a) / (w0(a) + w1(a));
|
||||
}
|
||||
|
||||
float h1(float a) {
|
||||
return 1.0f + w3(a) / (w2(a) + w3(a));
|
||||
}
|
||||
|
||||
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
|
||||
float lod = float(p_lod);
|
||||
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
|
||||
vec2 pixel_size = vec2(1.0f) / tex_size;
|
||||
|
||||
uv = uv * tex_size + vec2(0.5f);
|
||||
|
||||
vec2 iuv = floor(uv);
|
||||
vec2 fuv = fract(uv);
|
||||
|
||||
float g0x = g0(fuv.x);
|
||||
float g1x = g1(fuv.x);
|
||||
float h0x = h0(fuv.x);
|
||||
float h1x = h1(fuv.x);
|
||||
float h0y = h0(fuv.y);
|
||||
float h1y = h1(fuv.y);
|
||||
|
||||
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
|
||||
|
||||
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
|
||||
(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
|
||||
}
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
|
||||
|
||||
#else
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
|
||||
|
||||
#endif
|
||||
|
||||
vec3 tonemap_filmic(vec3 color, float white) {
|
||||
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
|
||||
// has no effect on the curve's general shape or visual properties
|
||||
const float exposure_bias = 2.0f;
|
||||
const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
|
||||
const float B = 0.30f * exposure_bias;
|
||||
const float C = 0.10f;
|
||||
const float D = 0.20f;
|
||||
const float E = 0.01f;
|
||||
const float F = 0.30f;
|
||||
|
||||
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||
float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
|
||||
|
||||
return color_tonemapped / white_tonemapped;
|
||||
}
|
||||
|
||||
vec3 tonemap_aces(vec3 color, float white) {
|
||||
const float exposure_bias = 0.85f;
|
||||
const float A = 2.51f * exposure_bias * exposure_bias;
|
||||
const float B = 0.03f * exposure_bias;
|
||||
const float C = 2.43f * exposure_bias * exposure_bias;
|
||||
const float D = 0.59f * exposure_bias;
|
||||
const float E = 0.14f;
|
||||
|
||||
vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
|
||||
float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
|
||||
|
||||
return color_tonemapped / white_tonemapped;
|
||||
}
|
||||
|
||||
vec3 tonemap_reinhard(vec3 color, float white) {
|
||||
return (white * color + color) / (color * white + white);
|
||||
}
|
||||
|
||||
vec3 linear_to_srgb(vec3 color) {
|
||||
//if going to srgb, clamp from 0 to 1.
|
||||
color = clamp(color, vec3(0.0), vec3(1.0));
|
||||
const vec3 a = vec3(0.055f);
|
||||
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
#define TONEMAPPER_REINHARD 1
|
||||
#define TONEMAPPER_FILMIC 2
|
||||
#define TONEMAPPER_ACES 3
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
|
||||
|
||||
if (params.tonemapper == TONEMAPPER_LINEAR) {
|
||||
return color;
|
||||
} else if (params.tonemapper == TONEMAPPER_REINHARD) {
|
||||
return tonemap_reinhard(color, white);
|
||||
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
|
||||
return tonemap_filmic(color, white);
|
||||
} else { //aces
|
||||
return tonemap_aces(color, white);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
|
||||
vec3 glow = vec3(0.0f);
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 0))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 1))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 2))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 3))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 4))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 5))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags & (1 << 6))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
|
||||
}
|
||||
|
||||
return glow;
|
||||
}
|
||||
|
||||
#define GLOW_MODE_ADD 0
|
||||
#define GLOW_MODE_SCREEN 1
|
||||
#define GLOW_MODE_SOFTLIGHT 2
|
||||
#define GLOW_MODE_REPLACE 3
|
||||
#define GLOW_MODE_MIX 4
|
||||
|
||||
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
|
||||
if (params.glow_mode == GLOW_MODE_ADD) {
|
||||
return color + glow;
|
||||
} else if (params.glow_mode == GLOW_MODE_SCREEN) {
|
||||
//need color clamping
|
||||
return max((color + glow) - (color * glow), vec3(0.0));
|
||||
} else if (params.glow_mode == GLOW_MODE_SOFTLIGHT) {
|
||||
//need color clamping
|
||||
glow = glow * vec3(0.5f) + vec3(0.5f);
|
||||
|
||||
color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
|
||||
color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
|
||||
color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
|
||||
return color;
|
||||
} else { //replace
|
||||
return glow;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 apply_bcs(vec3 color, vec3 bcs) {
|
||||
color = mix(vec3(0.0f), color, bcs.x);
|
||||
color = mix(vec3(0.5f), color, bcs.y);
|
||||
color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
|
||||
return texture(correction_tex, color).rgb;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
|
||||
|
||||
// Exposure
|
||||
|
||||
if (params.use_auto_exposure) {
|
||||
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
|
||||
}
|
||||
|
||||
color *= params.exposure;
|
||||
|
||||
// Early Tonemap & SRGB Conversion
|
||||
|
||||
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
|
||||
|
||||
vec3 glow = gather_glow(source_glow, uv_interp);
|
||||
color.rgb = mix(color.rgb, glow, params.glow_intensity);
|
||||
}
|
||||
|
||||
color = apply_tonemapping(color, params.white);
|
||||
|
||||
color = linear_to_srgb(color); // regular linear -> SRGB conversion
|
||||
|
||||
// Glow
|
||||
|
||||
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
|
||||
|
||||
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
|
||||
|
||||
// high dynamic range -> SRGB
|
||||
glow = apply_tonemapping(glow, params.white);
|
||||
glow = linear_to_srgb(glow);
|
||||
|
||||
color = apply_glow(color, glow);
|
||||
}
|
||||
|
||||
// Additional effects
|
||||
|
||||
if (params.use_bcs) {
|
||||
color = apply_bcs(color, params.bcs);
|
||||
}
|
||||
|
||||
if (params.use_color_correction) {
|
||||
color = apply_color_correction(color, color_correction);
|
||||
}
|
||||
|
||||
frag_color = vec4(color, 1.0f);
|
||||
}
|
||||
Reference in New Issue
Block a user