Merge pull request #59268 from Chaosus/shader_renames2
Rename several transform built-ins in shaders
This commit is contained in:
commit
ef24e95f4a
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@ -175,7 +175,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
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p_shader->canvas_item.uses_color = false;
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p_shader->canvas_item.uses_vertex = false;
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p_shader->canvas_item.uses_world_matrix = false;
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p_shader->canvas_item.uses_model_matrix = false;
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p_shader->canvas_item.uses_extra_matrix = false;
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p_shader->canvas_item.uses_projection_matrix = false;
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p_shader->canvas_item.uses_instance_custom = false;
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@ -198,7 +198,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
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shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
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shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
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shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;
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shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
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shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
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shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
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@ -202,7 +202,7 @@ public:
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bool uses_vertex;
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// all these should disable item joining if used in a custom shader
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bool uses_world_matrix;
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bool uses_model_matrix;
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bool uses_extra_matrix;
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bool uses_projection_matrix;
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bool uses_instance_custom;
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@ -96,7 +96,7 @@ void main() {
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#endif
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mat4 world_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
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mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
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// MultiMeshes don't batch, so always read from draw_data[0]
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uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
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@ -169,7 +169,7 @@ void main() {
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}
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matrix = transpose(matrix);
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world_matrix = world_matrix * matrix;
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model_matrix = model_matrix * matrix;
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}
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}
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*/
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@ -192,7 +192,7 @@ void main() {
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#endif
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#if !defined(SKIP_TRANSFORM_USED)
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vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
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vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
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#endif
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color_interp = color;
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@ -15,13 +15,13 @@ layout(location = 0) in highp vec3 vertex;
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uniform highp mat4 projection_matrix;
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/* clang-format on */
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uniform highp mat4 light_matrix;
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uniform highp mat4 world_matrix;
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uniform highp mat4 model_matrix;
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uniform highp float distance_norm;
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out highp vec4 position_interp;
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void main() {
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gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
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gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
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position_interp = gl_Position;
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}
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@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;
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// uniforms
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//
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uniform highp mat4 camera_matrix;
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uniform highp mat4 camera_inverse_matrix;
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uniform highp mat4 inv_view_matrix;
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uniform highp mat4 view_matrix;
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uniform highp mat4 projection_matrix;
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uniform highp mat4 projection_inverse_matrix;
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@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;
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void main() {
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highp vec4 vertex = vertex_attrib;
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mat4 world_matrix = world_transform;
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mat4 model_matrix = world_transform;
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#ifdef USE_INSTANCING
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{
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@ -323,7 +323,7 @@ void main() {
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instance_xform_row_1,
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instance_xform_row_2,
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vec4(0.0, 0.0, 0.0, 1.0));
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world_matrix = world_matrix * transpose(m);
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model_matrix = model_matrix * transpose(m);
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}
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#endif
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@ -356,12 +356,12 @@ void main() {
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#endif
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = world_matrix * vertex;
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normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
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vertex = model_matrix * vertex;
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normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
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tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
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#endif
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#endif
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@ -395,7 +395,7 @@ void main() {
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#endif
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world_matrix = world_matrix * bone_transform;
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model_matrix = model_matrix * bone_transform;
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#endif
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@ -408,11 +408,11 @@ void main() {
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mat4 local_projection_matrix = projection_matrix;
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mat4 modelview = camera_inverse_matrix * world_matrix;
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mat4 modelview = view_matrix * model_matrix;
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float roughness = 1.0;
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#define projection_matrix local_projection_matrix
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#define world_transform world_matrix
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#define world_transform model_matrix
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float point_size = 1.0;
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@ -439,11 +439,11 @@ VERTEX_SHADER_CODE
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#endif
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#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
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vertex = camera_inverse_matrix * vertex;
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normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
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vertex = view_matrix * vertex;
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normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
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#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
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tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
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tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
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binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
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#endif
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#endif
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@ -635,7 +635,7 @@ VERTEX_SHADER_CODE
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#ifdef FOG_HEIGHT_ENABLED
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{
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float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
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float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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}
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#endif
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@ -680,9 +680,9 @@ precision mediump int;
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// uniforms
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//
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uniform highp mat4 camera_matrix;
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uniform highp mat4 inv_view_matrix;
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/* clang-format on */
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uniform highp mat4 camera_inverse_matrix;
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uniform highp mat4 view_matrix;
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uniform highp mat4 projection_matrix;
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uniform highp mat4 projection_inverse_matrix;
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@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE
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cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
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cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
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vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
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vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
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vec4 captured = vec4(0.0);
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float sum = 0.0;
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for (int i = 0; i < 12; i++) {
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@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE
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#ifdef FOG_HEIGHT_ENABLED
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{
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float y = (camera_matrix * vec4(vertex, 1.0)).y;
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float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
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fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
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}
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#endif
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@ -5935,9 +5935,9 @@ void fragment() {
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float angle_fade = abs(dot(dir, NORMAL));
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angle_fade = smoothstep(0.05, 0.2, angle_fade);
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vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz;
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vec3 camera_world_pos = CAMERA_MATRIX[3].xyz;
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vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
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vec3 camera_world_pos = INV_VIEW_MATRIX[3].xyz;
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vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);
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float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);
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dist_fade = smoothstep(0.02, 0.3, dist_fade);
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@ -811,7 +811,7 @@ void vertex() {
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COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
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}
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VERTEX = VERTEX;
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POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, 0, 0.999);
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POINT_SIZE = point_size;
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}
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@ -1104,7 +1104,7 @@ void vertex() {
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COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
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}
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VERTEX = VERTEX;
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POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
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POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
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POSITION.z = mix(POSITION.z, 0, 0.998);
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}
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void fragment() {
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@ -4949,17 +4949,17 @@ VisualShaderEditor::VisualShaderEditor() {
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// NODE3D-FOR-ALL
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add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), { "camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), { "inv_camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), { "inv_projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InvProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InvViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), { "projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
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// CANVASITEM-FOR-ALL
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@ -5012,7 +5012,7 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), { "modelview" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
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@ -5053,15 +5053,15 @@ VisualShaderEditor::VisualShaderEditor() {
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// CANVASITEM INPUTS
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add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), { "canvas" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), { "screen" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("ScreenMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
|
||||
|
||||
add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
|
||||
|
|
|
@ -809,26 +809,26 @@ void BaseMaterial3D::_update_shader() {
|
|||
case BILLBOARD_DISABLED: {
|
||||
} break;
|
||||
case BILLBOARD_ENABLED: {
|
||||
code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
|
||||
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
|
||||
|
||||
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
|
||||
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
}
|
||||
} break;
|
||||
case BILLBOARD_FIXED_Y: {
|
||||
code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n";
|
||||
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";
|
||||
|
||||
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
|
||||
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
}
|
||||
} break;
|
||||
case BILLBOARD_PARTICLES: {
|
||||
//make billboard
|
||||
code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
|
||||
code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]),normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
|
||||
//rotate by rotation
|
||||
code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
//set modelview
|
||||
code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
|
||||
code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
|
||||
|
||||
//handle animation
|
||||
code += " float h_frames = float(particles_anim_h_frames);\n";
|
||||
|
@ -883,8 +883,8 @@ void BaseMaterial3D::_update_shader() {
|
|||
|
||||
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
|
||||
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
|
||||
code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
|
||||
code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
|
||||
code += " uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
|
||||
code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
|
||||
} else {
|
||||
code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
|
||||
code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
|
||||
|
@ -895,8 +895,8 @@ void BaseMaterial3D::_update_shader() {
|
|||
|
||||
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
|
||||
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
|
||||
code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
|
||||
code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
|
||||
code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
|
||||
code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
|
||||
} else {
|
||||
code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
|
||||
code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
|
||||
|
@ -1140,7 +1140,7 @@ void BaseMaterial3D::_update_shader() {
|
|||
if (!RenderingServer::get_singleton()->is_low_end()) {
|
||||
code += " {\n";
|
||||
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
|
||||
code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
|
||||
code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
|
||||
|
||||
} else {
|
||||
code += " float fade_distance=-VERTEX.z;\n";
|
||||
|
|
|
@ -2576,10 +2576,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
|
@ -2602,11 +2602,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
|
||||
|
@ -2634,11 +2634,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
|
||||
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
|
||||
|
@ -2652,9 +2652,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
|
||||
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
|
||||
|
|
|
@ -6805,29 +6805,29 @@ String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShade
|
|||
switch (billboard_type) {
|
||||
case BILLBOARD_TYPE_ENABLED:
|
||||
code += " {\n";
|
||||
code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
|
||||
code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
|
||||
if (keep_scale) {
|
||||
code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
}
|
||||
code += " " + p_output_vars[0] + " = __mvm;\n";
|
||||
code += " }\n";
|
||||
break;
|
||||
case BILLBOARD_TYPE_FIXED_Y:
|
||||
code += " {\n";
|
||||
code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
|
||||
code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
|
||||
if (keep_scale) {
|
||||
code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
} else {
|
||||
code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
}
|
||||
code += " " + p_output_vars[0] + " = __mvm;\n";
|
||||
code += " }\n";
|
||||
break;
|
||||
case BILLBOARD_TYPE_PARTICLES:
|
||||
code += " {\n";
|
||||
code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
|
||||
code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
|
||||
code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
|
||||
code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
|
||||
code += " }\n";
|
||||
break;
|
||||
default:
|
||||
|
|
|
@ -612,8 +612,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
|
|||
//store camera into ubo
|
||||
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
|
||||
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
|
||||
|
||||
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
|
||||
projection = correction * p_render_data->view_projection[v];
|
||||
|
|
|
@ -219,8 +219,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
|
|||
struct UBO {
|
||||
float projection_matrix[16];
|
||||
float inv_projection_matrix[16];
|
||||
float camera_matrix[16];
|
||||
float inv_camera_matrix[16];
|
||||
float inv_view_matrix[16];
|
||||
float view_matrix[16];
|
||||
|
||||
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
|
||||
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
|
||||
|
|
|
@ -531,10 +531,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
|
|||
//shader compiler
|
||||
ShaderCompiler::DefaultIdentifierActions actions;
|
||||
|
||||
actions.renames["WORLD_MATRIX"] = "world_matrix";
|
||||
actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
|
||||
actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
|
||||
actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
|
||||
actions.renames["MODEL_MATRIX"] = "model_matrix";
|
||||
actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
|
||||
actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
|
||||
actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
|
||||
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
|
||||
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
|
||||
actions.renames["MODELVIEW_MATRIX"] = "modelview";
|
||||
|
|
|
@ -1520,8 +1520,8 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
|
|||
//store camera into ubo
|
||||
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
|
||||
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
|
||||
RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
|
||||
|
||||
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
|
||||
projection = correction * p_render_data->view_projection[v];
|
||||
|
|
|
@ -254,8 +254,8 @@ protected:
|
|||
struct UBO {
|
||||
float projection_matrix[16];
|
||||
float inv_projection_matrix[16];
|
||||
float camera_matrix[16];
|
||||
float inv_camera_matrix[16];
|
||||
float inv_view_matrix[16];
|
||||
float view_matrix[16];
|
||||
|
||||
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
|
||||
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
|
||||
|
|
|
@ -501,10 +501,10 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
|
|||
//shader compiler
|
||||
ShaderCompiler::DefaultIdentifierActions actions;
|
||||
|
||||
actions.renames["WORLD_MATRIX"] = "world_matrix";
|
||||
actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
|
||||
actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
|
||||
actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
|
||||
actions.renames["MODEL_MATRIX"] = "model_matrix";
|
||||
actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
|
||||
actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
|
||||
actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
|
||||
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
|
||||
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
|
||||
actions.renames["MODELVIEW_MATRIX"] = "modelview";
|
||||
|
|
|
@ -2361,7 +2361,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
|
|||
actions.renames["UV"] = "uv";
|
||||
actions.renames["POINT_SIZE"] = "gl_PointSize";
|
||||
|
||||
actions.renames["WORLD_MATRIX"] = "world_matrix";
|
||||
actions.renames["MODEL_MATRIX"] = "model_matrix";
|
||||
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
|
||||
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
|
||||
actions.renames["TIME"] = "canvas_data.time";
|
||||
|
|
|
@ -82,7 +82,7 @@ void main() {
|
|||
|
||||
#endif
|
||||
|
||||
mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
|
||||
mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
|
||||
|
||||
#define FLAGS_INSTANCING_MASK 0x7F
|
||||
#define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
|
||||
|
@ -156,7 +156,7 @@ void main() {
|
|||
}
|
||||
|
||||
matrix = transpose(matrix);
|
||||
world_matrix = world_matrix * matrix;
|
||||
model_matrix = model_matrix * matrix;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -179,7 +179,7 @@ void main() {
|
|||
#endif
|
||||
|
||||
#if !defined(SKIP_TRANSFORM_USED)
|
||||
vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
|
||||
vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
|
||||
#endif
|
||||
|
||||
color_interp = color;
|
||||
|
|
|
@ -130,13 +130,13 @@ void main() {
|
|||
|
||||
instance_index_interp = instance_index;
|
||||
|
||||
mat4 world_matrix = instances.data[instance_index].transform;
|
||||
mat4 model_matrix = instances.data[instance_index].transform;
|
||||
|
||||
mat3 world_normal_matrix;
|
||||
mat3 model_normal_matrix;
|
||||
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
|
||||
world_normal_matrix = transpose(inverse(mat3(world_matrix)));
|
||||
model_normal_matrix = transpose(inverse(mat3(model_matrix)));
|
||||
} else {
|
||||
world_normal_matrix = mat3(world_matrix);
|
||||
model_normal_matrix = mat3(model_matrix);
|
||||
}
|
||||
|
||||
if (is_multimesh) {
|
||||
|
@ -229,8 +229,8 @@ void main() {
|
|||
#endif
|
||||
//transpose
|
||||
matrix = transpose(matrix);
|
||||
world_matrix = world_matrix * matrix;
|
||||
world_normal_matrix = world_normal_matrix * mat3(matrix);
|
||||
model_matrix = model_matrix * matrix;
|
||||
model_normal_matrix = model_normal_matrix * mat3(matrix);
|
||||
}
|
||||
|
||||
vec3 vertex = vertex_attrib;
|
||||
|
@ -267,24 +267,24 @@ void main() {
|
|||
//using world coordinates
|
||||
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
|
||||
|
||||
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
|
||||
vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
|
||||
|
||||
#ifdef NORMAL_USED
|
||||
normal = world_normal_matrix * normal;
|
||||
normal = model_normal_matrix * normal;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
|
||||
tangent = world_normal_matrix * tangent;
|
||||
binormal = world_normal_matrix * binormal;
|
||||
tangent = model_normal_matrix * tangent;
|
||||
binormal = model_normal_matrix * binormal;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float roughness = 1.0;
|
||||
|
||||
mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
|
||||
mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
|
||||
mat4 modelview = scene_data.view_matrix * model_matrix;
|
||||
mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
|
||||
|
||||
{
|
||||
#CODE : VERTEX
|
||||
|
@ -309,14 +309,14 @@ void main() {
|
|||
//using world coordinates
|
||||
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
|
||||
|
||||
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
|
||||
vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
|
||||
#ifdef NORMAL_USED
|
||||
normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
|
||||
normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
|
||||
tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
|
||||
binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
|
||||
tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -453,7 +453,7 @@ layout(location = 9) in flat uint instance_index_interp;
|
|||
|
||||
//defines to keep compatibility with vertex
|
||||
|
||||
#define world_matrix instances.data[instance_index].transform
|
||||
#define model_matrix instances.data[instance_index].transform
|
||||
#ifdef USE_MULTIVIEW
|
||||
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
|
||||
#else
|
||||
|
@ -570,7 +570,7 @@ vec4 fog_process(vec3 vertex) {
|
|||
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
|
||||
|
||||
if (abs(scene_data.fog_height_density) >= 0.0001) {
|
||||
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
|
||||
float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
|
||||
|
||||
float y_dist = y - scene_data.fog_height;
|
||||
|
||||
|
@ -1041,7 +1041,7 @@ void main() {
|
|||
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
|
||||
uint index = instances.data[instance_index].gi_offset;
|
||||
|
||||
vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
|
||||
vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
const float c1 = 0.429043;
|
||||
const float c2 = 0.511664;
|
||||
const float c3 = 0.743125;
|
||||
|
@ -1095,9 +1095,9 @@ void main() {
|
|||
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
|
||||
|
||||
//make vertex orientation the world one, but still align to camera
|
||||
vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
|
||||
vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
|
||||
vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal);
|
||||
vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
|
||||
vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal);
|
||||
|
||||
//apply y-mult
|
||||
cam_pos.y *= sdfgi.y_mult;
|
||||
|
@ -1837,7 +1837,7 @@ void main() {
|
|||
vec3(0, -1, 0),
|
||||
vec3(0, 0, -1));
|
||||
|
||||
vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
|
||||
vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp);
|
||||
|
||||
float closest_dist = -1e20;
|
||||
|
||||
|
|
|
@ -174,8 +174,8 @@ sdfgi;
|
|||
layout(set = 1, binding = 0, std140) uniform SceneData {
|
||||
mat4 projection_matrix;
|
||||
mat4 inv_projection_matrix;
|
||||
mat4 camera_matrix;
|
||||
mat4 inv_camera_matrix;
|
||||
mat4 inv_view_matrix;
|
||||
mat4 view_matrix;
|
||||
|
||||
// only used for multiview
|
||||
mat4 projection_matrix_view[MAX_VIEWS];
|
||||
|
|
|
@ -122,13 +122,13 @@ void main() {
|
|||
|
||||
bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
|
||||
|
||||
mat4 world_matrix = draw_call.transform;
|
||||
mat4 model_matrix = draw_call.transform;
|
||||
|
||||
mat3 world_normal_matrix;
|
||||
mat3 model_normal_matrix;
|
||||
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
|
||||
world_normal_matrix = transpose(inverse(mat3(world_matrix)));
|
||||
model_normal_matrix = transpose(inverse(mat3(model_matrix)));
|
||||
} else {
|
||||
world_normal_matrix = mat3(world_matrix);
|
||||
model_normal_matrix = mat3(model_matrix);
|
||||
}
|
||||
|
||||
if (is_multimesh) {
|
||||
|
@ -221,8 +221,8 @@ void main() {
|
|||
#endif
|
||||
//transpose
|
||||
matrix = transpose(matrix);
|
||||
world_matrix = world_matrix * matrix;
|
||||
world_normal_matrix = world_normal_matrix * mat3(matrix);
|
||||
model_matrix = model_matrix * matrix;
|
||||
model_normal_matrix = model_normal_matrix * mat3(matrix);
|
||||
}
|
||||
|
||||
vec3 vertex = vertex_attrib;
|
||||
|
@ -259,24 +259,24 @@ void main() {
|
|||
//using world coordinates
|
||||
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
|
||||
|
||||
vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
|
||||
vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
|
||||
|
||||
#ifdef NORMAL_USED
|
||||
normal = world_normal_matrix * normal;
|
||||
normal = model_normal_matrix * normal;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
|
||||
tangent = world_normal_matrix * tangent;
|
||||
binormal = world_normal_matrix * binormal;
|
||||
tangent = model_normal_matrix * tangent;
|
||||
binormal = model_normal_matrix * binormal;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
float roughness = 1.0;
|
||||
|
||||
mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
|
||||
mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
|
||||
mat4 modelview = scene_data.view_matrix * model_matrix;
|
||||
mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
|
||||
|
||||
{
|
||||
#CODE : VERTEX
|
||||
|
@ -303,14 +303,14 @@ void main() {
|
|||
//using world coordinates
|
||||
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
|
||||
|
||||
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
|
||||
vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
|
||||
#ifdef NORMAL_USED
|
||||
normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
|
||||
normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
|
||||
#endif
|
||||
|
||||
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
|
||||
binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
|
||||
tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
|
||||
binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
|
||||
tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
@ -458,7 +458,7 @@ layout(location = 8) highp in float dp_clip;
|
|||
|
||||
//defines to keep compatibility with vertex
|
||||
|
||||
#define world_matrix draw_call.transform
|
||||
#define model_matrix draw_call.transform
|
||||
#ifdef USE_MULTIVIEW
|
||||
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
|
||||
#else
|
||||
|
@ -560,7 +560,7 @@ vec4 fog_process(vec3 vertex) {
|
|||
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
|
||||
|
||||
if (abs(scene_data.fog_height_density) >= 0.0001) {
|
||||
float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
|
||||
float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
|
||||
|
||||
float y_dist = y - scene_data.fog_height;
|
||||
|
||||
|
@ -967,7 +967,7 @@ void main() {
|
|||
if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
|
||||
uint index = draw_call.gi_offset;
|
||||
|
||||
vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
|
||||
vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
|
||||
const float c1 = 0.429043;
|
||||
const float c2 = 0.511664;
|
||||
const float c3 = 0.743125;
|
||||
|
|
|
@ -128,8 +128,8 @@ global_variables;
|
|||
layout(set = 1, binding = 0, std140) uniform SceneData {
|
||||
highp mat4 projection_matrix;
|
||||
highp mat4 inv_projection_matrix;
|
||||
highp mat4 camera_matrix;
|
||||
highp mat4 inv_camera_matrix;
|
||||
highp mat4 inv_view_matrix;
|
||||
highp mat4 view_matrix;
|
||||
|
||||
// only used for multiview
|
||||
highp mat4 projection_matrix_view[MAX_VIEWS];
|
||||
|
|
|
@ -86,10 +86,10 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
|
||||
|
||||
//builtins
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
|
||||
|
@ -145,10 +145,10 @@ ShaderTypes::ShaderTypes() {
|
|||
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
|
||||
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
|
@ -163,9 +163,9 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
|
||||
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
|
||||
|
@ -227,7 +227,7 @@ ShaderTypes::ShaderTypes() {
|
|||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
|
||||
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
|
||||
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);
|
||||
|
|
Loading…
Reference in New Issue