70 lines
1.9 KiB
GLSL
70 lines
1.9 KiB
GLSL
// Scene data stores all our 3D rendering globals for a frame such as our matrices
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// where this information is independent of the different RD implementations.
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// This enables us to use this UBO in our main scene render shaders but also in
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// effects that need access to this data.
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struct SceneData {
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highp mat4 projection_matrix;
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highp mat4 inv_projection_matrix;
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highp mat4 inv_view_matrix;
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highp mat4 view_matrix;
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// only used for multiview
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highp mat4 projection_matrix_view[MAX_VIEWS];
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highp mat4 inv_projection_matrix_view[MAX_VIEWS];
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highp vec4 eye_offset[MAX_VIEWS];
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highp vec2 viewport_size;
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highp vec2 screen_pixel_size;
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// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
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highp vec4 directional_penumbra_shadow_kernel[32];
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highp vec4 directional_soft_shadow_kernel[32];
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highp vec4 penumbra_shadow_kernel[32];
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highp vec4 soft_shadow_kernel[32];
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mediump mat3 radiance_inverse_xform;
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mediump vec4 ambient_light_color_energy;
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mediump 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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highp vec2 shadow_atlas_pixel_size;
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highp vec2 directional_shadow_pixel_size;
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uint directional_light_count;
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mediump float dual_paraboloid_side;
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highp float z_far;
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highp float z_near;
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bool roughness_limiter_enabled;
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mediump float roughness_limiter_amount;
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mediump float roughness_limiter_limit;
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mediump float opaque_prepass_threshold;
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bool fog_enabled;
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highp float fog_density;
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highp float fog_height;
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highp float fog_height_density;
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mediump vec3 fog_light_color;
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mediump float fog_sun_scatter;
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mediump float fog_aerial_perspective;
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highp float time;
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mediump float reflection_multiplier; // one normally, zero when rendering reflections
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bool material_uv2_mode;
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vec2 taa_jitter;
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float emissive_exposure_normalization;
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float IBL_exposure_normalization;
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bool pancake_shadows;
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uint camera_visible_layers;
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uint pad2;
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uint pad3;
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};
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