Rémi Verschelde
851d0a764d
Merge pull request #95536 from jsjtxietian/rename-alpha-scissor
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Fix undefined `alpha_scissor` in standard shader
2024-08-16 14:35:38 +02:00
jsjtxietian
970a237c20
Fix undefined `alpha_scissor` in standard shader
2024-08-15 11:44:11 +08:00
clayjohn
b99d0d778a
Use transformed roughness instead of raw roughness to calculate roughness fade in SSR
2024-08-12 12:04:16 -07:00
Rémi Verschelde
139cf025c9
Merge pull request #94629 from RandomShaper/fix_undef_position
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Fix position from vertex shader partially uninitialized
2024-07-24 09:59:24 +02:00
Pedro J. Estébanez
0064532c1e
Fix position from vertex shader partially uninitialized
2024-07-23 09:04:54 +02:00
Rémi Verschelde
587f1d0cb0
Merge pull request #92817 from Alex2782/fix_glsl_Mali-G
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Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-22 17:24:04 +02:00
Alexander Hartmann
78ede4f8b6
Fix glsl shader for Android Mali-GXXx GPUs and Vulkan API 1.3.xxx
2024-07-20 22:01:35 +02:00
Rémi Verschelde
c5e5fa3d9f
Merge pull request #94289 from clayjohn/MOBILE-multimesh-spec-constant
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Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
2024-07-17 12:24:01 +02:00
Rémi Verschelde
c2375d0b12
Merge pull request #94184 from mertkasar/ssr-rotation-fix
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Fix SSR orientation issues when using orthogonal camera
2024-07-17 11:43:25 +02:00
clayjohn
4cbc967f50
Use a spec constant to control whether the MultiMesh branch is used in the vertex shader.
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This works around a bug on the Quest3 and slightly improves performance on all mobile devices at the cost of increased pipeline count.
2024-07-12 15:44:06 -07:00
Mert Kasar
56ed2cb6d1
Fix SSR orientation issues when using orthogonal camera
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- Use negative clip space values to fix reversed rotations in reflections
- Use constant -z view vector when raymarching to fix perspective in reflections
2024-07-12 21:56:31 +03:00
clayjohn
e0f736ec10
Properly linearize depth buffer for SSAO when using orthogonal camera
2024-07-09 15:29:45 -07:00
ueshita
e1d6ab4c80
Fix userdata not copied when trails started
2024-06-25 23:33:26 +09:00
Stuart Carnie
98e9578d66
Remove unused flag and code
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Related #48894
2024-06-20 13:50:20 +10:00
Rudolph Bester
f666c76a9c
Fixed collided 3D GPU particles sometimes jittering
2024-05-28 14:09:08 +02:00
Rémi Verschelde
7d03b1de0b
Style: Trim trailing whitespace and ensure newline at EOF
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Found by apply the file_format checks again via #91597 .
2024-05-08 10:12:46 +02:00
Rémi Verschelde
4b070e8031
Fix various typos with codespell
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Using 2.2.7.dev217+g10c2abcf.
Had to add `colour` to the ignore list as we used it as an alias/keyword for the
documentation of color-related APIs.
Also ignore recommendations to change `thirdparty` to either `third-party` or
`third party`, which are correct but we use the former fairly consistently.
2024-05-07 10:08:42 +02:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
QbieShay
e41064388e
reverted naming to premul alpha (no T)
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Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +02:00
QbieShay
41a2b0e83e
Added premult alpha blending to 3D (spatial) shaders.
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Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +02:00
Chris Clyne
1ca0eeac28
Fix inverted GPUParticlesCollisionHeightField3D
2024-04-26 17:30:50 +01:00
Bastiaan Olij
d2d22748b4
Fix issue in shadow to opacity
2024-04-26 21:54:26 +10:00
Rémi Verschelde
853740e2ad
Merge pull request #91191 from clayjohn/RD-soft-shadows
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Properly calculate penumbra for soft shadows with reverse z
2024-04-26 11:09:02 +02:00
Rémi Verschelde
22c8a2785d
Merge pull request #90920 from clayjohn/2D-light-cull
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Exit light calculation early when pixel outside of light bounding rectangle
2024-04-26 11:08:29 +02:00
clayjohn
4e5e81c7d4
Properly calculate penumbra for soft shadows with reverse z
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Also fix a related bug where the DirectionalLight3D size was ignored unless a positional light with soft shadows touched the mesh
2024-04-25 17:06:49 -07:00
Rob Blanckaert
ffe0b869f5
Add LIGHT_VERTEX to fragment shader
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Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 -07:00
Bastiaan Olij
226ca2f04c
Fix issue with copy shader not working in multiview
2024-04-23 21:46:39 +10:00
clayjohn
506e93a207
Exit light calculation early when pixel outside of light bounding rectangle
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This hugely improves the performance of rendering PointLight2Ds
2024-04-19 16:10:11 -07:00
clayjohn
adfc9ccc44
Use a src rect for copying from screen with CanvasGroup in the mobile backend
2024-04-17 15:19:20 -07:00
Khasehemwy
d950f5f838
Use Reverse Z for the depth buffer
2024-04-04 13:54:15 +02:00
Bastiaan Olij
df8ff797b7
Consistantly use USE_MULTIVIEW as the define in shaders
2024-03-11 14:40:00 +11:00
Eidolon
08f4560e69
Add optional depth fog
2024-02-17 22:39:34 -03:00
Erik Johnson
eab95698cd
Fix shadows for billboarded Sprite3D's
2024-02-13 10:36:38 +01:00
Rémi Verschelde
4a30fe5e7c
Merge pull request #86564 from Giwayume/feature/canvas-item-shader-custom-data
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Support CUSTOM shader attributes in 2D
2024-02-08 10:53:24 +01:00
Yuri Sizov
1b83e8ae81
Merge pull request #87460 from BastiaanOlij/stereo_ivec
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Add ivec variants to multiview_uv for stereo rendering
2024-01-25 16:27:10 +01:00
Giwayume
bb83c4adec
Add custom shader attributes to Canvas Item Shaders
2024-01-23 14:36:39 -05:00
Bastiaan Olij
1066f01607
Add ivec variants to multiview_uv for stereo rendering
2024-01-23 16:13:31 +11:00
kleonc
0fe7eead02
Fix 2D normals for transposed texture
2024-01-15 17:34:29 +01:00
Bastiaan Olij
10a8b88165
Fix SSR not working properly in stereo
2024-01-09 23:19:57 +11:00
Dario
cc4d39b0c1
Acyclic Command Graph for RenderingDevice.
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Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 -03:00
Rémi Verschelde
7abaac631b
Fixup SDFGI shader compilation error after #80390
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My mistake, I added this when rebasing and didn't notice that it was a
.glsl file and thus the availability of Math was not confirmed by the
C++ compiler.
2024-01-03 08:51:08 +01:00
EddieBreeg
8747c67d9e
Fix potential integer underflow in rounded up divisions
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A new `Math::division_round_up()` function was added, allowing for easy
and correct computation of integer divisions when the result needs to
be rounded up.
Fixes #80358 .
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-01-02 14:14:47 +01:00
clayjohn
43cf21cb71
Use best fit normals for storing screen space normals
2023-12-21 14:41:29 -07:00
Yuri Sizov
c1d8b53ca0
Merge pull request #82668 from mrjustaguy/master
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Improve split blending logic for Vulkan
2023-12-18 18:17:36 +01:00
clayjohn
a5399ab5af
Reduce the number of samplers used by the scene shaders
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The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 -07:00
clayjohn
2b9e6d2972
Use render pass uniform set to store viewport samplers.
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This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).
This also fixes a bug when using multiple viewports in the same scene.
This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +01:00
Bastiaan Olij
e3b8af723e
Fix cubemap downsampler logic
2023-10-31 10:36:42 +11:00
clayjohn
57ba7ded87
Fix bug with alpha to coverage by enabling depth discard when using alpha to coverage
2023-10-30 23:07:30 +01:00
Rémi Verschelde
09b92a144d
Merge pull request #79921 from mandryskowski/ssr_transparency
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Make Fresnel darken SSR instead of blending with specular
2023-10-11 22:37:02 +02:00
mandryskowski
5b2e54c17b
Fresnel should darken the SSR reflections instead of blending them with specular light.
2023-10-11 18:58:22 +01:00