godot/servers/rendering/rasterizer_rd/shaders/canvas_uniforms_inc.glsl

147 lines
3.9 KiB
GLSL

#define M_PI 3.14159265359
#define FLAGS_INSTANCING_STRIDE_MASK 0xF
#define FLAGS_INSTANCING_ENABLED (1 << 4)
#define FLAGS_INSTANCING_HAS_COLORS (1 << 5)
#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6)
#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7)
#define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8)
#define FLAGS_CLIP_RECT_UV (1 << 9)
#define FLAGS_TRANSPOSE_RECT (1 << 10)
#define FLAGS_USING_LIGHT_MASK (1 << 11)
#define FLAGS_NINEPACH_DRAW_CENTER (1 << 12)
#define FLAGS_USING_PARTICLES (1 << 13)
#define FLAGS_USE_PIXEL_SNAP (1 << 14)
#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
#define FLAGS_LIGHT_COUNT_SHIFT 20
#define FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 26)
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
// In vulkan, sets should always be ordered using the following logic:
// Lower Sets: Sets that change format and layout less often
// Higher sets: Sets that change format and layout very often
// This is because changing a set for another with a different layout or format,
// invalidates all the upper ones.
/* SET0: Draw Primitive */
layout(push_constant, binding = 0, std430) uniform DrawData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
uint flags;
uint specular_shininess;
#ifdef USE_PRIMITIVE
vec2 points[3];
vec2 uvs[3];
uint colors[6];
#else
vec4 modulation;
vec4 ninepatch_margins;
vec4 dst_rect; //for built-in rect and UV
vec4 src_rect;
vec2 pad;
#endif
vec2 color_texture_pixel_size;
uint lights[4];
}
draw_data;
// The values passed per draw primitives are cached within it
layout(set = 0, binding = 1) uniform texture2D color_texture;
layout(set = 0, binding = 2) uniform texture2D normal_texture;
layout(set = 0, binding = 3) uniform texture2D specular_texture;
layout(set = 0, binding = 4) uniform sampler texture_sampler;
layout(set = 0, binding = 5) uniform textureBuffer instancing_buffer;
/* SET1: Is reserved for the material */
#ifdef USE_MATERIAL_SAMPLERS
layout(set = 1, binding = 0) uniform sampler material_samplers[12];
#endif
/* SET2: Canvas Item State (including lighting) */
layout(set = 2, binding = 0, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
float time_pad;
//uint light_count;
}
canvas_data;
layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
layout(set = 2, binding = 2, std140) uniform SkeletonData {
mat4 skeleton_transform; //in world coordinates
mat4 skeleton_transform_inverse;
}
skeleton_data;
#ifdef USE_LIGHTING
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
#define LIGHT_FLAGS_FILTER_SHIFT 22
#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
vec4 shadow_color;
vec2 position;
uint flags; //index to light texture
float height;
float shadow_pixel_size;
float pad0;
float pad1;
float pad2;
};
layout(set = 2, binding = 3, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
layout(set = 2, binding = 6) uniform sampler shadow_sampler;
#endif
layout(set = 2, binding = 7, std430) restrict readonly buffer GlobalVariableData {
vec4 data[];
}
global_variables;
/* SET3: Render Target Data */
#ifdef SCREEN_TEXTURE_USED
layout(set = 3, binding = 0) uniform texture2D screen_texture;
#endif