mirror of
https://github.com/godotengine/godot.git
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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().
232 lines
6.1 KiB
GLSL
232 lines
6.1 KiB
GLSL
#[vertex]
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#version 450
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#VERSION_DEFINES
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#define MAX_CASCADES 8
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layout(push_constant, binding = 0, std430) uniform Params {
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mat4 projection;
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uint band_power;
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uint sections_in_band;
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uint band_mask;
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float section_arc;
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vec3 grid_size;
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uint cascade;
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uint pad;
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float y_mult;
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uint probe_debug_index;
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int probe_axis_size;
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}
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params;
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// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
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vec3 get_sphere_vertex(uint p_vertex_id) {
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float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
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float y_angle =
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float((p_vertex_id & params.band_mask) >> 1) + ((p_vertex_id >> params.band_power) * params.sections_in_band);
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x_angle *= params.section_arc * 0.5f; // remember - 180AA x rot not 360
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y_angle *= -params.section_arc;
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vec3 point = vec3(sin(x_angle) * sin(y_angle), cos(x_angle), sin(x_angle) * cos(y_angle));
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return point;
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}
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#ifdef MODE_PROBES
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layout(location = 0) out vec3 normal_interp;
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layout(location = 1) out flat uint probe_index;
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#endif
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#ifdef MODE_VISIBILITY
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layout(location = 0) out float visibility;
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#endif
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struct CascadeData {
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vec3 offset; //offset of (0,0,0) in world coordinates
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float to_cell; // 1/bounds * grid_size
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ivec3 probe_world_offset;
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uint pad;
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};
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layout(set = 0, binding = 1, std140) uniform Cascades {
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CascadeData data[MAX_CASCADES];
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}
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cascades;
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layout(set = 0, binding = 4) uniform texture3D occlusion_texture;
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layout(set = 0, binding = 3) uniform sampler linear_sampler;
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void main() {
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#ifdef MODE_PROBES
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probe_index = gl_InstanceIndex;
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normal_interp = get_sphere_vertex(gl_VertexIndex);
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vec3 vertex = normal_interp * 0.2;
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float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
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ivec3 probe_cell;
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probe_cell.x = int(probe_index % params.probe_axis_size);
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probe_cell.y = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
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probe_cell.z = int((probe_index / params.probe_axis_size) % params.probe_axis_size);
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vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
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gl_Position = params.projection * vec4(vertex, 1.0);
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#endif
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#ifdef MODE_VISIBILITY
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int probe_index = int(params.probe_debug_index);
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vec3 vertex = get_sphere_vertex(gl_VertexIndex) * 0.01;
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float probe_cell_size = float(params.grid_size / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
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ivec3 probe_cell;
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probe_cell.x = int(probe_index % params.probe_axis_size);
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probe_cell.y = int((probe_index % (params.probe_axis_size * params.probe_axis_size)) / params.probe_axis_size);
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probe_cell.z = int(probe_index / (params.probe_axis_size * params.probe_axis_size));
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vertex += (cascades.data[params.cascade].offset + vec3(probe_cell) * probe_cell_size) / vec3(1.0, params.y_mult, 1.0);
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int probe_voxels = int(params.grid_size.x) / int(params.probe_axis_size - 1);
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int occluder_index = int(gl_InstanceIndex);
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int diameter = probe_voxels * 2;
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ivec3 occluder_pos;
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occluder_pos.x = int(occluder_index % diameter);
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occluder_pos.y = int(occluder_index / (diameter * diameter));
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occluder_pos.z = int((occluder_index / diameter) % diameter);
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float cell_size = 1.0 / cascades.data[params.cascade].to_cell;
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ivec3 occluder_offset = occluder_pos - ivec3(diameter / 2);
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vertex += ((vec3(occluder_offset) + vec3(0.5)) * cell_size) / vec3(1.0, params.y_mult, 1.0);
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ivec3 global_cell = probe_cell + cascades.data[params.cascade].probe_world_offset;
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uint occlusion_layer = 0;
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if ((global_cell.x & 1) != 0) {
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occlusion_layer |= 1;
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}
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if ((global_cell.y & 1) != 0) {
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occlusion_layer |= 2;
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}
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if ((global_cell.z & 1) != 0) {
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occlusion_layer |= 4;
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}
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ivec3 tex_pos = probe_cell * probe_voxels + occluder_offset;
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const vec4 layer_axis[4] = vec4[](
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vec4(1, 0, 0, 0),
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vec4(0, 1, 0, 0),
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vec4(0, 0, 1, 0),
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vec4(0, 0, 0, 1));
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tex_pos.z += int(params.cascade) * int(params.grid_size);
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if (occlusion_layer >= 4) {
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tex_pos.x += int(params.grid_size.x);
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occlusion_layer &= 3;
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}
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visibility = dot(texelFetch(sampler3D(occlusion_texture, linear_sampler), tex_pos, 0), layer_axis[occlusion_layer]);
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gl_Position = params.projection * vec4(vertex, 1.0);
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#endif
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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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layout(location = 0) out vec4 frag_color;
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layout(set = 0, binding = 2) uniform texture2DArray lightprobe_texture;
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layout(set = 0, binding = 3) uniform sampler linear_sampler;
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layout(push_constant, binding = 0, std430) uniform Params {
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mat4 projection;
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uint band_power;
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uint sections_in_band;
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uint band_mask;
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float section_arc;
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vec3 grid_size;
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uint cascade;
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uint pad;
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float y_mult;
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uint probe_debug_index;
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int probe_axis_size;
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}
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params;
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#ifdef MODE_PROBES
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layout(location = 0) in vec3 normal_interp;
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layout(location = 1) in flat uint probe_index;
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#endif
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#ifdef MODE_VISIBILITY
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layout(location = 0) in float visibility;
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#endif
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vec2 octahedron_wrap(vec2 v) {
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vec2 signVal;
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signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
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signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
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return (1.0 - abs(v.yx)) * signVal;
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}
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vec2 octahedron_encode(vec3 n) {
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// https://twitter.com/Stubbesaurus/status/937994790553227264
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
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n.xy = n.xy * 0.5 + 0.5;
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return n.xy;
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}
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void main() {
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#ifdef MODE_PROBES
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ivec3 tex_pos;
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tex_pos.x = int(probe_index) % params.probe_axis_size; //x
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tex_pos.y = int(probe_index) / (params.probe_axis_size * params.probe_axis_size);
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tex_pos.x += params.probe_axis_size * ((int(probe_index) / params.probe_axis_size) % params.probe_axis_size); //z
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tex_pos.z = int(params.cascade);
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vec3 tex_pos_ofs = vec3(octahedron_encode(normal_interp) * float(OCT_SIZE), 0.0);
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vec3 tex_posf = vec3(vec2(tex_pos.xy * (OCT_SIZE + 2) + ivec2(1)), float(tex_pos.z)) + tex_pos_ofs;
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tex_posf.xy /= vec2(ivec2(params.probe_axis_size * params.probe_axis_size * (OCT_SIZE + 2), params.probe_axis_size * (OCT_SIZE + 2)));
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vec4 indirect_light = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), tex_posf, 0.0);
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frag_color = indirect_light;
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#endif
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#ifdef MODE_VISIBILITY
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frag_color = vec4(vec3(1, visibility, visibility), 1.0);
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#endif
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}
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