247 lines
5.8 KiB
GLSL
247 lines
5.8 KiB
GLSL
|
|
#define M_PI 3.14159265359
|
|
#define ROUGHNESS_MAX_LOD 5
|
|
|
|
layout(push_constant, binding = 0, std430) uniform DrawCall {
|
|
uint instance_index;
|
|
uint pad[3]; //16 bits minimum size
|
|
} draw_call;
|
|
|
|
|
|
|
|
/* Set 0 Scene data, screen and sources (changes the least) */
|
|
|
|
layout(set=0,binding=1) uniform texture2D depth_buffer;
|
|
layout(set=0,binding=2) uniform texture2D color_buffer;
|
|
layout(set=0,binding=3) uniform texture2D normal_buffer;
|
|
layout(set=0,binding=4) uniform texture2D roughness_limit;
|
|
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
|
|
layout(set = 0, binding = 5) uniform textureCubeArray radiance_cubemap;
|
|
|
|
#else
|
|
|
|
layout(set = 0, binding = 5) uniform textureCube radiance_cubemap;
|
|
|
|
#endif
|
|
|
|
|
|
#define SAMPLER_NEAREST_CLAMP 0
|
|
#define SAMPLER_LINEAR_CLAMP 1
|
|
#define SAMPLER_NEAREST_WITH_MIMPAMPS_CLAMP 2
|
|
#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
|
|
#define SAMPLER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC_CLAMP 4
|
|
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
|
|
#define SAMPLER_NEAREST_REPEAT 6
|
|
#define SAMPLER_LINEAR_REPEAT 7
|
|
#define SAMPLER_NEAREST_WITH_MIMPAMPS_REPEAT 8
|
|
#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
|
|
#define SAMPLER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC_REPEAT 10
|
|
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
|
|
|
|
layout(set = 0, binding = 6) uniform sampler material_samplers[12];
|
|
|
|
layout(set = 0, binding = 7) uniform sampler shadow_sampler;
|
|
|
|
layout(set=0,binding=8,std140) uniform SceneData {
|
|
|
|
mat4 projection_matrix;
|
|
mat4 inv_projection_matrix;
|
|
|
|
mat4 camera_matrix;
|
|
mat4 inv_camera_matrix;
|
|
|
|
vec2 viewport_size;
|
|
vec2 screen_pixel_size;
|
|
|
|
//used for shadow mapping only
|
|
float z_offset;
|
|
float z_slope_scale;
|
|
|
|
|
|
float time;
|
|
float reflection_multiplier; // one normally, zero when rendering reflections
|
|
|
|
vec4 ambient_light_color_energy;
|
|
|
|
float ambient_color_sky_mix;
|
|
bool use_ambient_light;
|
|
bool use_ambient_cubemap;
|
|
bool use_reflection_cubemap;
|
|
|
|
mat3 radiance_inverse_xform;
|
|
|
|
vec2 shadow_atlas_pixel_size;
|
|
vec2 directional_shadow_pixel_size;
|
|
|
|
uint directional_light_count;
|
|
float dual_paraboloid_side;
|
|
float z_far;
|
|
uint pad0;
|
|
|
|
#if 0
|
|
vec4 ambient_light_color;
|
|
vec4 bg_color;
|
|
|
|
vec4 fog_color_enabled;
|
|
vec4 fog_sun_color_amount;
|
|
|
|
float ambient_energy;
|
|
float bg_energy;
|
|
|
|
#endif
|
|
|
|
#if 0
|
|
vec2 shadow_atlas_pixel_size;
|
|
vec2 directional_shadow_pixel_size;
|
|
|
|
|
|
float z_far;
|
|
|
|
float subsurface_scatter_width;
|
|
float ambient_occlusion_affect_light;
|
|
float ambient_occlusion_affect_ao_channel;
|
|
float opaque_prepass_threshold;
|
|
|
|
bool fog_depth_enabled;
|
|
float fog_depth_begin;
|
|
float fog_depth_end;
|
|
float fog_density;
|
|
float fog_depth_curve;
|
|
bool fog_transmit_enabled;
|
|
float fog_transmit_curve;
|
|
bool fog_height_enabled;
|
|
float fog_height_min;
|
|
float fog_height_max;
|
|
float fog_height_curve;
|
|
#endif
|
|
} scene_data;
|
|
|
|
#define INSTANCE_FLAGS_FORWARD_MASK 3
|
|
#define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
|
|
#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
|
|
#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
|
|
|
|
|
|
struct InstanceData {
|
|
mat4 transform;
|
|
mat4 normal_transform;
|
|
uint flags;
|
|
uint instance_ofs; //instance_offset in instancing/skeleton buffer
|
|
uint gi_offset; //GI information when using lightmapping (VCT or lightmap)
|
|
uint layer_mask;
|
|
|
|
uint reflection_probe_indices[4];
|
|
uint omni_light_indices[4];
|
|
uint spot_light_indices[4];
|
|
uint decal_indices[4];
|
|
};
|
|
|
|
|
|
layout(set=0,binding=9,std430) buffer Instances {
|
|
InstanceData data[];
|
|
} instances;
|
|
|
|
struct ReflectionData {
|
|
|
|
vec3 box_extents;
|
|
float index;
|
|
vec3 box_offset;
|
|
uint mask;
|
|
vec4 params; // intensity, 0, interior , boxproject
|
|
vec4 ambient; // ambient color, energy
|
|
mat4 local_matrix; // up to here for spot and omni, rest is for directional
|
|
// notes: for ambientblend, use distance to edge to blend between already existing global environment
|
|
};
|
|
|
|
layout(set=0,binding=10,std140) uniform ReflectionProbeData {
|
|
ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
|
|
} reflections;
|
|
|
|
layout(set=0,binding=11) uniform textureCubeArray reflection_atlas;
|
|
|
|
struct LightData { //this structure needs to be 128 bits
|
|
|
|
vec3 position;
|
|
float inv_radius;
|
|
vec3 direction;
|
|
uint attenuation_energy; //attenuation
|
|
uint color_specular; //rgb color, a specular (8 bit unorm)
|
|
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
|
|
uint mask;
|
|
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
|
|
vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
|
|
mat4 shadow_matrix;
|
|
};
|
|
|
|
layout(set=0,binding=12,std140) uniform Lights {
|
|
LightData data[MAX_LIGHT_DATA_STRUCTS];
|
|
} lights;
|
|
|
|
layout(set=0,binding=13) uniform texture2D shadow_atlas;
|
|
|
|
struct DirectionalLightData {
|
|
|
|
vec3 direction;
|
|
float energy;
|
|
vec3 color;
|
|
float specular;
|
|
vec3 shadow_color;
|
|
uint mask;
|
|
bool blend_splits;
|
|
bool shadow_enabled;
|
|
float fade_from;
|
|
float fade_to;
|
|
vec4 shadow_split_offsets;
|
|
mat4 shadow_matrix1;
|
|
mat4 shadow_matrix2;
|
|
mat4 shadow_matrix3;
|
|
mat4 shadow_matrix4;
|
|
|
|
};
|
|
|
|
layout(set=0,binding=14,std140) uniform DirectionalLights {
|
|
DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
|
|
} directional_lights;
|
|
|
|
layout(set=0,binding=15) uniform texture2D directional_shadow_atlas;
|
|
|
|
/*
|
|
layout(set=0,binding=15,std430) buffer Skeletons {
|
|
vec4 data[];
|
|
} skeletons;
|
|
*/
|
|
|
|
/* Set 1 Instancing (Multimesh) */
|
|
|
|
//layout(set = 1, binding = 0) uniform textureBuffer multimesh_transforms;
|
|
|
|
/* Set 2 Instancing (Multimesh) data */
|
|
|
|
#if 0
|
|
|
|
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
|
|
|
|
layout(set = 3, binding = 2) uniform textureCubeArray reflection_probes[MAX_REFLECTION_PROBES];
|
|
|
|
#else
|
|
|
|
layout(set = 3, binding = 2) uniform textureCube reflection_probes[MAX_REFLECTION_PROBES];
|
|
|
|
#endif
|
|
|
|
|
|
#ifdef USE_VOXEL_CONE_TRACING
|
|
|
|
layout(set = 3, binding = 4) uniform texture3D gi_probe[2];
|
|
|
|
#ifdef USE_ANISOTROPIC_VOXEL_CONE_TRACING
|
|
layout(set = 3, binding = 5) uniform texture3D gi_probe_aniso_pos[2];
|
|
layout(set = 3, binding = 6) uniform texture3D gi_probe_aniso_neg[2];
|
|
#endif
|
|
|
|
|
|
#endif
|
|
#endif
|