godot/servers/visual/rasterizer_rd/shaders/scene_forward_inc.glsl

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#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;
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/* Set 0 Scene data that never changes, ever */
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#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
#define SAMPLER_NEAREST_WITH_MIMPAMPS_CLAMP 2
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
#define SAMPLER_NEAREST_WITH_MIMPAMPS_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_MIMPAMPS_REPEAT 8
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
#define SAMPLER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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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
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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;
uint pad0;
#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
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#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;
uint reflection_probe_indices[4];
uint omni_light_indices[4];
uint spot_light_indices[4];
uint decal_indices[4];
};
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;
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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 {
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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;
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struct GIProbeData {
mat4 xform;
vec3 bounds;
float dynamic_range;
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float bias;
float normal_bias;
bool blend_ambient;
uint texture_slot;
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float anisotropy_strength;
float ambient_occlusion;
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float ambient_occlusion_size;
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uint pad2;
};
layout(set = 0, binding = 8, std140) uniform GIProbes {
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GIProbeData data[MAX_GI_PROBES];
} gi_probes;
layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
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/* Set 1, Scene data that changes per render pass */
layout(set = 1, binding = 0) uniform texture2D depth_buffer;
layout(set = 1, binding = 1) uniform texture2D color_buffer;
layout(set = 1, binding = 2) uniform texture2D normal_buffer;
layout(set = 1, binding = 3) uniform texture2D roughness_limit;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 4) uniform textureCubeArray radiance_cubemap;
#else
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layout(set = 1, binding = 4) uniform textureCube radiance_cubemap;
#endif
layout(set = 1, binding = 5) uniform textureCubeArray reflection_atlas;
layout(set = 1, binding = 6) uniform texture2D shadow_atlas;
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layout(set = 1, binding = 7) uniform texture2D directional_shadow_atlas;
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/* Set 2 Skeleton & Instancing (Multimesh) */
layout(set = 2, binding = 0, std430) buffer Transforms {
vec4 data[];
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} transforms;
/* Set 3 User Material */