You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Merge pull request #108015 from DarioSamo/vvl-errors
Fix VVL errors by changing `frag_color` to FP32 and dFdx/y.
This commit is contained in:
@@ -967,7 +967,7 @@ layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
|
||||
layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
|
||||
#else
|
||||
|
||||
layout(location = 0) out hvec4 frag_color;
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
#endif // MODE_MULTIPLE_RENDER_TARGETS
|
||||
|
||||
#endif // RENDER DEPTH
|
||||
@@ -1481,9 +1481,11 @@ void main() {
|
||||
#ifdef NORMAL_USED
|
||||
if (sc_scene_roughness_limiter_enabled()) {
|
||||
//https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
|
||||
// SPIR-V Validation claims that derivatives of FP16 vectors are not valid code generation (see #108009).
|
||||
vec3 dn = vec3(normal);
|
||||
vec3 dndu = dFdx(dn), dndv = dFdy(dn);
|
||||
half roughness2 = roughness * roughness;
|
||||
hvec3 dndu = dFdx(normal), dndv = dFdy(normal);
|
||||
half variance = half(scene_data.roughness_limiter_amount) * (dot(dndu, dndu) + dot(dndv, dndv));
|
||||
half variance = half(scene_data.roughness_limiter_amount) * half(dot(dndu, dndu) + dot(dndv, dndv));
|
||||
half kernelRoughness2 = min(half(2.0) * variance, half(scene_data.roughness_limiter_limit));
|
||||
half filteredRoughness2 = min(half(1.0), roughness2 + kernelRoughness2);
|
||||
roughness = sqrt(filteredRoughness2);
|
||||
@@ -2182,23 +2184,25 @@ void main() {
|
||||
#else //MODE_MULTIPLE_RENDER_TARGETS
|
||||
|
||||
#ifdef MODE_UNSHADED
|
||||
frag_color = hvec4(albedo, alpha);
|
||||
hvec4 out_color = hvec4(albedo, alpha);
|
||||
#else // MODE_UNSHADED
|
||||
frag_color = hvec4(emission + ambient_light + diffuse_light + direct_specular_light + indirect_specular_light, alpha);
|
||||
hvec4 out_color = hvec4(emission + ambient_light + diffuse_light + direct_specular_light + indirect_specular_light, alpha);
|
||||
#endif // MODE_UNSHADED
|
||||
|
||||
#ifndef FOG_DISABLED
|
||||
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
|
||||
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
|
||||
out_color.rgb = mix(out_color.rgb, fog.rgb, fog.a);
|
||||
#endif // !FOG_DISABLED
|
||||
|
||||
// On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
|
||||
// We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
|
||||
frag_color.rgb = frag_color.rgb / sc_luminance_multiplier();
|
||||
out_color.rgb = out_color.rgb / sc_luminance_multiplier();
|
||||
#ifdef PREMUL_ALPHA_USED
|
||||
frag_color.rgb *= premul_alpha;
|
||||
out_color.rgb *= premul_alpha;
|
||||
#endif
|
||||
|
||||
frag_color = out_color;
|
||||
|
||||
#endif //MODE_MULTIPLE_RENDER_TARGETS
|
||||
|
||||
#endif //MODE_RENDER_DEPTH
|
||||
@@ -2207,10 +2211,10 @@ void main() {
|
||||
// These motion vectors are in NDC space (as opposed to screen space) to fit the OpenXR XR_FB_space_warp specification.
|
||||
// https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_space_warp
|
||||
|
||||
hvec3 ndc = hvec3(screen_position.xyz / screen_position.w);
|
||||
vec3 ndc = screen_position.xyz / screen_position.w;
|
||||
ndc.y = -ndc.y;
|
||||
hvec3 prev_ndc = hvec3(prev_screen_position.xyz / prev_screen_position.w);
|
||||
vec3 prev_ndc = prev_screen_position.xyz / prev_screen_position.w;
|
||||
prev_ndc.y = -prev_ndc.y;
|
||||
frag_color = hvec4(ndc - prev_ndc, half(0.0));
|
||||
frag_color = vec4(ndc - prev_ndc, 0.0);
|
||||
#endif
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user