godot/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
Hugo Locurcio e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00

88 lines
2.3 KiB
GLSL

#define LIGHT_BAKE_DISABLED 0
#define LIGHT_BAKE_STATIC 1
#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
highp float inv_radius;
mediump vec3 direction;
highp float size;
mediump vec3 color;
mediump float attenuation;
mediump float cone_attenuation;
mediump float cone_angle;
mediump float specular_amount;
bool shadow_enabled;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
highp float shadow_bias;
highp float shadow_normal_bias;
highp float transmittance_bias;
highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
mediump float shadow_volumetric_fog_fade;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
#define REFLECTION_AMBIENT_DISABLED 0
#define REFLECTION_AMBIENT_ENVIRONMENT 1
#define REFLECTION_AMBIENT_COLOR 2
struct ReflectionData {
highp vec3 box_extents;
mediump float index;
highp vec3 box_offset;
uint mask;
mediump vec3 ambient; // ambient color
mediump float intensity;
bool exterior;
bool box_project;
uint ambient_mode;
uint pad;
//0-8 is intensity,8-9 is ambient, mode
highp 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
};
struct DirectionalLightData {
mediump vec3 direction;
mediump float energy;
mediump vec3 color;
mediump float size;
mediump float specular;
uint mask;
highp float softshadow_angle;
highp float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
highp float fade_from;
highp float fade_to;
uvec2 pad;
uint bake_mode;
mediump float shadow_volumetric_fog_fade;
highp vec4 shadow_bias;
highp vec4 shadow_normal_bias;
highp vec4 shadow_transmittance_bias;
highp vec4 shadow_z_range;
highp vec4 shadow_range_begin;
highp vec4 shadow_split_offsets;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
mediump vec4 shadow_color1;
mediump vec4 shadow_color2;
mediump vec4 shadow_color3;
mediump vec4 shadow_color4;
highp vec2 uv_scale1;
highp vec2 uv_scale2;
highp vec2 uv_scale3;
highp vec2 uv_scale4;
};