257 lines
5.9 KiB
GLSL
257 lines
5.9 KiB
GLSL
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#define M_PI 3.14159265359
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#define ROUGHNESS_MAX_LOD 5
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layout(push_constant, binding = 0, std430) uniform DrawCall {
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uint instance_index;
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uint pad[3]; //16 bits minimum size
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} draw_call;
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/* Set 0 Scene data that never changes, ever */
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#define SAMPLER_NEAREST_CLAMP 0
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#define SAMPLER_LINEAR_CLAMP 1
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#define SAMPLER_NEAREST_WITH_MIMPAMPS_CLAMP 2
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#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
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#define SAMPLER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC_CLAMP 4
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
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#define SAMPLER_NEAREST_REPEAT 6
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#define SAMPLER_LINEAR_REPEAT 7
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#define SAMPLER_NEAREST_WITH_MIMPAMPS_REPEAT 8
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#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
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#define SAMPLER_NEAREST_WITH_MIMPAMPS_ANISOTROPIC_REPEAT 10
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2) uniform sampler shadow_sampler;
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layout(set=0,binding=3,std140) uniform SceneData {
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mat4 projection_matrix;
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mat4 inv_projection_matrix;
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mat4 camera_matrix;
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mat4 inv_camera_matrix;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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//used for shadow mapping only
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float z_offset;
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float z_slope_scale;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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vec4 ambient_light_color_energy;
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float ambient_color_sky_mix;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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mat3 radiance_inverse_xform;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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uint directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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uint pad0;
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#if 0
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vec4 ambient_light_color;
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vec4 bg_color;
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vec4 fog_color_enabled;
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vec4 fog_sun_color_amount;
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float ambient_energy;
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float bg_energy;
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#endif
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#if 0
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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float z_far;
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float subsurface_scatter_width;
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float ambient_occlusion_affect_light;
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float ambient_occlusion_affect_ao_channel;
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float opaque_prepass_threshold;
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bool fog_depth_enabled;
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float fog_depth_begin;
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float fog_depth_end;
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float fog_density;
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float fog_depth_curve;
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bool fog_transmit_enabled;
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float fog_transmit_curve;
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bool fog_height_enabled;
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float fog_height_min;
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float fog_height_max;
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float fog_height_curve;
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#endif
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} scene_data;
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#define INSTANCE_FLAGS_FORWARD_MASK 0x7
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#define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
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#define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6
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#define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9
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#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
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#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
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#define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16
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//3 bits of stride
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#define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7
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#define INSTANCE_FLAGS_SKELETON (1 << 19)
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struct InstanceData {
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mat4 transform;
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mat4 normal_transform;
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uint flags;
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uint instance_ofs; //instance_offset in instancing/skeleton buffer
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uint gi_offset; //GI information when using lightmapping (VCT or lightmap)
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uint layer_mask;
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uint reflection_probe_indices[4];
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uint omni_light_indices[4];
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uint spot_light_indices[4];
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uint decal_indices[4];
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};
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layout(set=0,binding=4,std430) buffer Instances {
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InstanceData data[];
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} instances;
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struct LightData { //this structure needs to be 128 bits
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vec3 position;
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float inv_radius;
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vec3 direction;
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uint attenuation_energy; //attenuation
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uint color_specular; //rgb color, a specular (8 bit unorm)
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uint cone_attenuation_angle; // attenuation and angle, (16bit float)
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uint mask;
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uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
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vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
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mat4 shadow_matrix;
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};
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layout(set=0,binding=5,std140) uniform Lights {
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LightData data[MAX_LIGHT_DATA_STRUCTS];
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} lights;
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struct ReflectionData {
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vec3 box_extents;
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float index;
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vec3 box_offset;
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uint mask;
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vec4 params; // intensity, 0, interior , boxproject
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vec4 ambient; // ambient color, energy
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mat4 local_matrix; // up to here for spot and omni, rest is for directional
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// notes: for ambientblend, use distance to edge to blend between already existing global environment
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};
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layout(set=0,binding=6,std140) uniform ReflectionProbeData {
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ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
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} reflections;
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struct DirectionalLightData {
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vec3 direction;
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float energy;
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vec3 color;
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float specular;
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vec3 shadow_color;
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uint mask;
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bool blend_splits;
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bool shadow_enabled;
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float fade_from;
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float fade_to;
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vec4 shadow_split_offsets;
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mat4 shadow_matrix1;
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mat4 shadow_matrix2;
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mat4 shadow_matrix3;
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mat4 shadow_matrix4;
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};
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layout(set=0,binding=7,std140) uniform DirectionalLights {
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DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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} directional_lights;
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struct GIProbeData {
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mat4 xform;
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vec3 bounds;
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float dynamic_range;
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float bias;
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float normal_bias;
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bool blend_ambient;
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uint texture_slot;
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float anisotropy_strength;
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uint pad0;
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uint pad1;
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uint pad2;
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};
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layout(set=0,binding=8,std140) uniform GIProbes {
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GIProbeData data[MAX_GI_PROBES];
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} gi_probes;
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layout(set=0,binding=9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
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/* Set 1, Scene data that changes per render pass */
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layout(set=1,binding=0) uniform texture2D depth_buffer;
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layout(set=1,binding=1) uniform texture2D color_buffer;
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layout(set=1,binding=2) uniform texture2D normal_buffer;
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layout(set=1,binding=3) uniform texture2D roughness_limit;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 4) uniform textureCubeArray radiance_cubemap;
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#else
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layout(set = 1, binding = 4) uniform textureCube radiance_cubemap;
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#endif
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layout(set=1,binding=5) uniform textureCubeArray reflection_atlas;
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layout(set=1,binding=6) uniform texture2D shadow_atlas;
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layout(set=1,binding=7) uniform texture2D directional_shadow_atlas;
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/* Set 2 Skeleton & Instancing (Multimesh) */
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layout(set=2,binding=0,std430) buffer Transforms {
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vec4 data[];
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} transforms;
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/* Set 3 User Material */
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