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mirror of https://github.com/godotengine/godot.git synced 2025-12-02 16:48:55 +00:00

Refactor GLSL shader compilation

-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
This commit is contained in:
reduz
2021-04-13 17:01:43 -03:00
parent 8ce0fb0a94
commit d3b49c416a
64 changed files with 415 additions and 804 deletions

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define BLOCK_SIZE 8

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#ifdef USE_ATTRIBUTES
layout(location = 0) in vec2 vertex_attrib;
@@ -26,17 +26,15 @@ layout(location = 3) out vec2 pixel_size_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@@ -132,9 +130,7 @@ void main() {
float point_size = 1.0;
#endif
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
#CODE : VERTEX
}
#ifdef USE_NINEPATCH
@@ -212,7 +208,7 @@ VERTEX_SHADER_CODE
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "canvas_uniforms_inc.glsl"
@@ -228,11 +224,11 @@ layout(location = 3) in vec2 pixel_size_interp;
layout(location = 0) out vec4 frag_color;
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@@ -260,11 +256,9 @@ vec2 sdf_to_screen_uv(vec2 p_sdf) {
return p_sdf * canvas_data.sdf_to_screen;
}
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
vec4 light_compute(
vec3 light_vertex,
@@ -278,9 +272,9 @@ vec4 light_compute(
vec2 uv,
vec4 color, bool is_directional) {
vec4 light = vec4(0.0);
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
#CODE : LIGHT
return light;
}
@@ -356,7 +350,7 @@ vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 lig
//float distance = length(shadow_pos);
vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
,
vec3 shadow_modulate
#endif
@@ -395,7 +389,7 @@ vec4 light_shadow_compute(uint light_base, vec4 light_color, vec4 shadow_uv
}
vec4 shadow_color = unpackUnorm4x8(light_array.data[light_base].shadow_color);
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
shadow_color.rgb *= shadow_modulate;
#endif
@@ -504,11 +498,7 @@ void main() {
normal_used = true;
#endif
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
#CODE : FRAGMENT
#if defined(NORMAL_MAP_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_map_depth);
@@ -543,7 +533,7 @@ FRAGMENT_SHADER_CODE
vec2 direction = light_array.data[light_base].position;
vec4 light_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
@@ -561,7 +551,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(shadow_pos.x, light_array.data[light_base].shadow_y_ofs, shadow_pos.y * light_array.data[light_base].shadow_zfar_inv, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif
@@ -599,7 +589,7 @@ FRAGMENT_SHADER_CODE
vec4 light_color = textureLod(sampler2D(atlas_texture, texture_sampler), tex_uv_atlas, 0.0);
vec4 light_base_color = light_array.data[light_base].color;
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
@@ -657,7 +647,7 @@ FRAGMENT_SHADER_CODE
vec4 shadow_uv = vec4(tex_ofs, light_array.data[light_base].shadow_y_ofs, distance, 1.0);
light_color = light_shadow_compute(light_base, light_color, shadow_uv
#ifdef LIGHT_SHADER_CODE_USED
#ifdef LIGHT_CODE_USED
,
shadow_modulate.rgb
#endif

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in highp vec3 vertex;
@@ -32,7 +32,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(push_constant, binding = 0, std430) uniform Constants {
mat4 projection;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec3 vertex_attrib;
@@ -63,7 +63,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) && defined(has_GL_KHR_shader_subgroup_vote)

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -37,7 +37,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
vec4 section;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
@@ -26,7 +26,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;

View File

@@ -22,7 +22,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define BLOCK_SIZE 8

View File

@@ -22,7 +22,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define GROUP_SIZE 64

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define GROUP_SIZE 8

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#ifdef MODE_DYNAMIC
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
struct CellData {
uint position; // xyz 10 bits
@@ -172,7 +172,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec4 color_interp;
layout(location = 0) out vec4 frag_color;

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define BLOCK_SIZE 8

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;
@@ -146,11 +146,11 @@ layout(set = 2, binding = 1) uniform texture2D height_field_texture;
/* SET 3: MATERIAL */
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@@ -196,11 +196,7 @@ bool emit_subparticle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom
return true;
}
/* clang-format off */
COMPUTE_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
void main() {
uint particle = gl_GlobalInvocationID.x;
@@ -540,10 +536,6 @@ void main() {
}
if (PARTICLE.is_active) {
/* clang-format off */
COMPUTE_SHADER_CODE
/* clang-format on */
#CODE : PROCESS
}
}

View File

@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@@ -81,11 +81,11 @@ layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@@ -99,11 +99,7 @@ layout(location = 8) out float dp_clip;
layout(location = 9) out flat uint instance_index;
/* clang-format off */
VERTEX_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
void main() {
vec4 instance_custom = vec4(0.0);
@@ -230,11 +226,7 @@ void main() {
mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
{
/* clang-format off */
VERTEX_SHADER_CODE
/* clang-format on */
#CODE : VERTEX
}
// using local coordinates (default)
@@ -325,7 +317,7 @@ VERTEX_SHADER_CODE
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#include "scene_forward_clustered_inc.glsl"
@@ -372,19 +364,15 @@ layout(location = 9) in flat uint instance_index;
#define LIGHT_TRANSMITTANCE_USED
#endif
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
#ifdef MODE_RENDER_DEPTH
@@ -581,18 +569,14 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#endif
inout vec3 diffuse_light, inout vec3 specular_light) {
#if defined(USE_LIGHT_SHADER_CODE)
#if defined(LIGHT_CODE_USED)
// light is written by the light shader
vec3 normal = N;
vec3 light = L;
vec3 view = V;
/* clang-format off */
LIGHT_SHADER_CODE
/* clang-format on */
#CODE : LIGHT
#else
@@ -794,7 +778,7 @@ LIGHT_SHADER_CODE
alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
#endif //defined(LIGHT_CODE_USED)
}
#ifndef USE_NO_SHADOWS
@@ -1925,11 +1909,7 @@ void main() {
#endif // ALPHA_ANTIALIASING_EDGE_USED
{
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
#CODE : FRAGMENT
}
#ifdef LIGHT_TRANSMITTANCE_USED

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define MAX_CASCADES 8
@@ -153,7 +153,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec4 frag_color;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@@ -1,182 +0,0 @@
/* clang-format off */
[compute]
#version 450
VERSION_DEFINES
layout(local_size_x = OCT_RES, local_size_y = OCT_RES, local_size_z = 1) in;
/* clang-format on */
#define MAX_CASCADES 8
layout(rgba16f, set = 0, binding = 1) uniform restrict image2DArray irradiance_texture;
layout(rg16f, set = 0, binding = 2) uniform restrict image2DArray depth_texture;
layout(rgba32ui, set = 0, binding = 3) uniform restrict uimage2DArray irradiance_history_texture;
layout(rg32ui, set = 0, binding = 4) uniform restrict uimage2DArray depth_history_texture;
struct CascadeData {
vec3 offset; //offset of (0,0,0) in world coordinates
float to_cell; // 1/bounds * grid_size
};
layout(set = 0, binding = 5, std140) uniform Cascades {
CascadeData data[MAX_CASCADES];
}
cascades;
#define DEPTH_HISTORY_BITS 24
#define IRRADIANCE_HISTORY_BITS 16
layout(push_constant, binding = 0, std430) uniform Params {
vec3 grid_size;
uint max_cascades;
uint probe_axis_size;
uint cascade;
uint history_size;
uint pad0;
ivec3 scroll; //scroll in probes
uint pad1;
}
params;
void main() {
ivec2 local = ivec2(gl_LocalInvocationID.xy);
ivec2 probe = ivec2(gl_WorkGroupID.xy);
ivec3 probe_cell;
probe_cell.x = probe.x % int(params.probe_axis_size);
probe_cell.y = probe.y;
probe_cell.z = probe.x / int(params.probe_axis_size);
#ifdef MODE_SCROLL_BEGIN
ivec3 read_cell = probe_cell - params.scroll;
uint src_layer = (params.history_size + 1) * params.cascade;
uint dst_layer = (params.history_size + 1) * params.max_cascades;
for (uint i = 0; i <= params.history_size; i++) {
ivec3 write_pos = ivec3(probe * OCT_RES + local, int(i));
if (any(lessThan(read_pos, ivec3(0))) || any(greaterThanEqual(read_pos, ivec3(params.probe_axis_size)))) {
// nowhere to read from for scrolling, try finding the value from upper probes
#ifdef MODE_IRRADIANCE
imageStore(irradiance_history_texture, write_pos, uvec4(0));
#endif
#ifdef MODE_DEPTH
imageStore(depth_history_texture, write_pos, uvec4(0));
#endif
} else {
ivec3 read_pos;
read_pos.xy = read_cell.xy;
read_pos.x += read_cell.z * params.probe_axis_size;
read_pos.xy = read_pos.xy * OCT_RES + local;
read_pos.z = int(i);
#ifdef MODE_IRRADIANCE
uvec4 value = imageLoad(irradiance_history_texture, read_pos);
imageStore(irradiance_history_texture, write_pos, value);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
imageStore(depth_history_texture, write_pos, value);
#endif
}
}
#endif // MODE_SCROLL_BEGIN
#ifdef MODE_SCROLL_END
uint src_layer = (params.history_size + 1) * params.max_cascades;
uint dst_layer = (params.history_size + 1) * params.cascade;
for (uint i = 0; i <= params.history_size; i++) {
ivec3 pos = ivec3(probe * OCT_RES + local, int(i));
#ifdef MODE_IRRADIANCE
uvec4 value = imageLoad(irradiance_history_texture, read_pos);
imageStore(irradiance_history_texture, write_pos, value);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
imageStore(depth_history_texture, write_pos, value);
#endif
}
#endif //MODE_SCROLL_END
#ifdef MODE_STORE
uint src_layer = (params.history_size + 1) * params.cascade + params.history_size;
ivec3 read_pos = ivec3(probe * OCT_RES + local, int(src_layer));
ivec3 write_pos = ivec3(probe * (OCT_RES + 2) + ivec2(1), int(params.cascade));
ivec3 copy_to[4] = ivec3[](write_pos, ivec3(-2, -2, -2), ivec3(-2, -2, -2), ivec3(-2, -2, -2));
#ifdef MODE_IRRADIANCE
uvec4 average = imageLoad(irradiance_history_texture, read_pos);
vec4 light_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
#endif
#ifdef MODE_DEPTH
uvec2 value = imageLoad(depth_history_texture, read_pos);
vec2 depth_accum = vec4(average / params.history_size) / float(1 << IRRADIANCE_HISTORY_BITS);
float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
float max_depth = length(params.grid_size / cascades.data[params.max_cascades - 1].to_cell);
max_depth /= probe_cell_size;
depth_value = (vec2(average / params.history_size) / float(1 << DEPTH_HISTORY_BITS)) * vec2(max_depth, max_depth * max_depth);
#endif
/* Fill the border if required */
if (local == ivec2(0, 0)) {
copy_to[1] = texture_pos + ivec3(OCT_RES - 1, -1, 0);
copy_to[2] = texture_pos + ivec3(-1, OCT_RES - 1, 0);
copy_to[3] = texture_pos + ivec3(OCT_RES, OCT_RES, 0);
} else if (local == ivec2(OCT_RES - 1, 0)) {
copy_to[1] = texture_pos + ivec3(0, -1, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES, OCT_RES - 1, 0);
copy_to[3] = texture_pos + ivec3(-1, OCT_RES, 0);
} else if (local == ivec2(0, OCT_RES - 1)) {
copy_to[1] = texture_pos + ivec3(-1, 0, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES - 1, OCT_RES, 0);
copy_to[3] = texture_pos + ivec3(OCT_RES, -1, 0);
} else if (local == ivec2(OCT_RES - 1, OCT_RES - 1)) {
copy_to[1] = texture_pos + ivec3(0, OCT_RES, 0);
copy_to[2] = texture_pos + ivec3(OCT_RES, 0, 0);
copy_to[3] = texture_pos + ivec3(-1, -1, 0);
} else if (local.y == 0) {
copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y - 1, 0);
} else if (local.x == 0) {
copy_to[1] = texture_pos + ivec3(local.x - 1, OCT_RES - local.y - 1, 0);
} else if (local.y == OCT_RES - 1) {
copy_to[1] = texture_pos + ivec3(OCT_RES - local.x - 1, local.y + 1, 0);
} else if (local.x == OCT_RES - 1) {
copy_to[1] = texture_pos + ivec3(local.x + 1, OCT_RES - local.y - 1, 0);
}
for (int i = 0; i < 4; i++) {
if (copy_to[i] == ivec3(-2, -2, -2)) {
continue;
}
#ifdef MODE_IRRADIANCE
imageStore(irradiance_texture, copy_to[i], light_accum);
#endif
#ifdef MODE_DEPTH
imageStore(depth_texture, copy_to[i], vec4(depth_value, 0.0, 0.0));
#endif
}
#endif // MODE_STORE
}

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#ifdef MODE_JUMPFLOOD_OPTIMIZED
#define GROUP_SIZE 8

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -24,7 +24,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define M_PI 3.14159265359
@@ -88,13 +88,9 @@ layout(set = 0, binding = 3, std140) uniform DirectionalLights {
directional_lights;
#ifdef USE_MATERIAL_UNIFORMS
#ifdef MATERIAL_UNIFORMS_USED
layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
#MATERIAL_UNIFORMS
} material;
#endif
@@ -127,11 +123,7 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture;
#define AT_QUARTER_RES_PASS false
#endif
/* clang-format off */
FRAGMENT_SHADER_GLOBALS
/* clang-format on */
#GLOBALS
layout(location = 0) out vec4 frag_color;
@@ -202,22 +194,10 @@ void main() {
#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
#CODE : SKY
/* clang-format on */
}
#endif
{
/* clang-format off */
FRAGMENT_SHADER_CODE
/* clang-format on */
}
frag_color.rgb = color * params.position_multiplier.w;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
// Original version here:
// https://github.com/GPUOpen-LibrariesAndSDKs/GPUParticles11/blob/master/gpuparticles11/src/Shaders

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -17,7 +17,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;

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@@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5

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@@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -21,7 +21,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -20,7 +20,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) out vec2 uv_interp;
@@ -16,7 +16,7 @@ void main() {
#version 450
VERSION_DEFINES
#VERSION_DEFINES
layout(location = 0) in vec2 uv_interp;

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@@ -2,7 +2,7 @@
#version 450
VERSION_DEFINES
#VERSION_DEFINES
/* Do not use subgroups here, seems there is not much advantage and causes glitches
#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic)