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d3b49c416a
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
158 lines
4.6 KiB
GLSL
158 lines
4.6 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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#include "lm_common_inc.glsl"
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layout(location = 0) out vec3 vertex_interp;
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layout(location = 1) out vec3 normal_interp;
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layout(location = 2) out vec2 uv_interp;
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layout(location = 3) out vec3 barycentric;
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layout(location = 4) flat out uvec3 vertex_indices;
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layout(location = 5) flat out vec3 face_normal;
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layout(push_constant, binding = 0, std430) uniform Params {
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vec2 atlas_size;
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vec2 uv_offset;
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vec3 to_cell_size;
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uint base_triangle;
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vec3 to_cell_offset;
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float bias;
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ivec3 grid_size;
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uint pad2;
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}
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params;
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void main() {
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uint triangle_idx = params.base_triangle + gl_VertexIndex / 3;
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uint triangle_subidx = gl_VertexIndex % 3;
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vertex_indices = triangles.data[triangle_idx].indices;
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uint vertex_idx;
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if (triangle_subidx == 0) {
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vertex_idx = vertex_indices.x;
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barycentric = vec3(1, 0, 0);
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} else if (triangle_subidx == 1) {
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vertex_idx = vertex_indices.y;
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barycentric = vec3(0, 1, 0);
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} else {
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vertex_idx = vertex_indices.z;
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barycentric = vec3(0, 0, 1);
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}
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vertex_interp = vertices.data[vertex_idx].position;
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uv_interp = vertices.data[vertex_idx].uv;
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normal_interp = vec3(vertices.data[vertex_idx].normal_xy, vertices.data[vertex_idx].normal_z);
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face_normal = -normalize(cross((vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.y].position), (vertices.data[vertex_indices.x].position - vertices.data[vertex_indices.z].position)));
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gl_Position = vec4((uv_interp + params.uv_offset) * 2.0 - 1.0, 0.0001, 1.0);
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}
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#[fragment]
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#version 450
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#VERSION_DEFINES
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#include "lm_common_inc.glsl"
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layout(push_constant, binding = 0, std430) uniform Params {
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vec2 atlas_size;
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vec2 uv_offset;
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vec3 to_cell_size;
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uint base_triangle;
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vec3 to_cell_offset;
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float bias;
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ivec3 grid_size;
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uint pad2;
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}
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params;
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layout(location = 0) in vec3 vertex_interp;
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layout(location = 1) in vec3 normal_interp;
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layout(location = 2) in vec2 uv_interp;
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layout(location = 3) in vec3 barycentric;
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layout(location = 4) in flat uvec3 vertex_indices;
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layout(location = 5) in flat vec3 face_normal;
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layout(location = 0) out vec4 position;
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layout(location = 1) out vec4 normal;
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layout(location = 2) out vec4 unocclude;
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void main() {
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vec3 vertex_pos = vertex_interp;
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{
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// smooth out vertex position by interpolating its projection in the 3 normal planes (normal plane is created by vertex pos and normal)
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// because we don't want to interpolate inwards, normals found pointing inwards are pushed out.
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vec3 pos_a = vertices.data[vertex_indices.x].position;
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vec3 pos_b = vertices.data[vertex_indices.y].position;
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vec3 pos_c = vertices.data[vertex_indices.z].position;
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vec3 center = (pos_a + pos_b + pos_c) * 0.3333333;
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vec3 norm_a = vec3(vertices.data[vertex_indices.x].normal_xy, vertices.data[vertex_indices.x].normal_z);
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vec3 norm_b = vec3(vertices.data[vertex_indices.y].normal_xy, vertices.data[vertex_indices.y].normal_z);
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vec3 norm_c = vec3(vertices.data[vertex_indices.z].normal_xy, vertices.data[vertex_indices.z].normal_z);
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{
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vec3 dir_a = normalize(pos_a - center);
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float d_a = dot(dir_a, norm_a);
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if (d_a < 0) {
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//pointing inwards
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norm_a = normalize(norm_a - dir_a * d_a);
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}
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}
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{
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vec3 dir_b = normalize(pos_b - center);
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float d_b = dot(dir_b, norm_b);
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if (d_b < 0) {
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//pointing inwards
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norm_b = normalize(norm_b - dir_b * d_b);
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}
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}
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{
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vec3 dir_c = normalize(pos_c - center);
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float d_c = dot(dir_c, norm_c);
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if (d_c < 0) {
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//pointing inwards
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norm_c = normalize(norm_c - dir_c * d_c);
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}
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}
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float d_a = dot(norm_a, pos_a);
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float d_b = dot(norm_b, pos_b);
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float d_c = dot(norm_c, pos_c);
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vec3 proj_a = vertex_pos - norm_a * (dot(norm_a, vertex_pos) - d_a);
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vec3 proj_b = vertex_pos - norm_b * (dot(norm_b, vertex_pos) - d_b);
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vec3 proj_c = vertex_pos - norm_c * (dot(norm_c, vertex_pos) - d_c);
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vec3 smooth_position = proj_a * barycentric.x + proj_b * barycentric.y + proj_c * barycentric.z;
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if (dot(face_normal, smooth_position) > dot(face_normal, vertex_pos)) { //only project outwards
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vertex_pos = smooth_position;
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}
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}
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{
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// unocclusion technique based on:
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// https://ndotl.wordpress.com/2018/08/29/baking-artifact-free-lightmaps/
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/* compute texel size */
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vec3 delta_uv = max(abs(dFdx(vertex_interp)), abs(dFdy(vertex_interp)));
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float texel_size = max(delta_uv.x, max(delta_uv.y, delta_uv.z));
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texel_size *= sqrt(2.0); //expand to unit box edge length (again, worst case)
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unocclude.xyz = face_normal;
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unocclude.w = texel_size;
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//continued on lm_compute.glsl
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}
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position = vec4(vertex_pos, 1.0);
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normal = vec4(normalize(normal_interp), 1.0);
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}
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