Apply reprojection in multiview for our cluster lookup
This commit is contained in:
parent
329652b6fe
commit
952b4b3f38
|
@ -1451,6 +1451,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
|
|||
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
|
||||
|
||||
if (current_cluster_builder) {
|
||||
// Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create
|
||||
// our cluster data. We use reprojection in the shader to adjust for our left/right eye.
|
||||
// This only works as we don't filter our cluster by depth buffer.
|
||||
// If we ever make this optimisation we should make it optional and only use it in mono.
|
||||
// What we win by filtering out a few lights, we loose by having to do the work double for stereo.
|
||||
current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
|
||||
}
|
||||
|
||||
|
|
|
@ -735,6 +735,10 @@ void fragment_shader(in SceneData scene_data) {
|
|||
#ifdef USE_MULTIVIEW
|
||||
vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
|
||||
vec3 view = -normalize(vertex_interp - eye_offset);
|
||||
|
||||
// UV in our combined frustum space is used for certain screen uv processes where it's
|
||||
// overkill to render separate left and right eye views
|
||||
vec2 combined_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
|
||||
#else
|
||||
vec3 eye_offset = vec3(0.0, 0.0, 0.0);
|
||||
vec3 view = -normalize(vertex_interp);
|
||||
|
@ -921,8 +925,7 @@ void fragment_shader(in SceneData scene_data) {
|
|||
|
||||
if (implementation_data.volumetric_fog_enabled) {
|
||||
#ifdef USE_MULTIVIEW
|
||||
vec2 center_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
|
||||
vec4 volumetric_fog = volumetric_fog_process(center_uv, -vertex.z);
|
||||
vec4 volumetric_fog = volumetric_fog_process(combined_uv, -vertex.z);
|
||||
#else
|
||||
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
|
||||
#endif
|
||||
|
@ -952,7 +955,11 @@ void fragment_shader(in SceneData scene_data) {
|
|||
|
||||
#ifndef MODE_RENDER_DEPTH
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
uvec2 cluster_pos = uvec2(combined_uv.xy / scene_data.screen_pixel_size) >> implementation_data.cluster_shift;
|
||||
#else
|
||||
uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
|
||||
#endif
|
||||
uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
|
||||
|
||||
uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));
|
||||
|
|
Loading…
Reference in New Issue