diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index b38f0629c07..a1931b44783 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1225,9 +1225,10 @@ void fragment_shader(in SceneData scene_data) { } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); uint ofs = instances.data[instance_index].gi_offset & 0xFFFF; + uint slice = instances.data[instance_index].gi_offset >> 16; vec3 uvw; uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy; - uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF); + uvw.z = float(slice); if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data @@ -1236,9 +1237,8 @@ void fragment_shader(in SceneData scene_data) { vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - uint idx = instances.data[instance_index].gi_offset >> 20; - vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); - float en = lightmaps.data[idx].exposure_normalization; + vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); + float en = lightmaps.data[ofs].exposure_normalization; ambient_light += lm_light_l0 * 0.282095f * en; ambient_light += lm_light_l1n1 * 0.32573 * n.y * en; @@ -1252,8 +1252,7 @@ void fragment_shader(in SceneData scene_data) { } } else { - uint idx = instances.data[instance_index].gi_offset >> 20; - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } #else diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index c976ed951d9..c15e535aae3 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1113,11 +1113,10 @@ void main() { } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); uint ofs = draw_call.gi_offset & 0xFFFF; + uint slice = draw_call.gi_offset >> 16; vec3 uvw; uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy; - uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF); - - uint idx = draw_call.gi_offset >> 20; + uvw.z = float(slice); if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data @@ -1126,8 +1125,8 @@ void main() { vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; - vec3 n = normalize(lightmaps.data[idx].normal_xform * normal); - float exposure_normalization = lightmaps.data[idx].exposure_normalization; + vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); + float exposure_normalization = lightmaps.data[ofs].exposure_normalization; ambient_light += lm_light_l0 * 0.282095f; ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization; @@ -1141,7 +1140,7 @@ void main() { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } }