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authorbitsawer <sawerduster@gmail.com>2023-09-20 01:41:32 +0300
committerbitsawer <sawerduster@gmail.com>2023-09-20 01:41:32 +0300
commitdda8846deacc5d8f771d3bfbe755bd602c089492 (patch)
tree372b53fe89c42fd99fad38483e8cde706c5545ed
parent571cd0eb791b37e9a8adda9f909251138170f6b7 (diff)
downloadredot-engine-dda8846deacc5d8f771d3bfbe755bd602c089492.tar.gz
Fix LightmapGI shading sometimes being unlit or black
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl11
2 files changed, 10 insertions, 12 deletions
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index cfba408fe1..2b8b8fa9d2 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -1277,9 +1277,10 @@ void fragment_shader(in SceneData scene_data) {
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint slice = instances.data[instance_index].gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
- uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF);
+ uvw.z = float(slice);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -1288,9 +1289,8 @@ void fragment_shader(in SceneData scene_data) {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = instances.data[instance_index].gi_offset >> 20;
- vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
- float en = lightmaps.data[idx].exposure_normalization;
+ vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
+ float en = lightmaps.data[ofs].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f * en;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
@@ -1304,8 +1304,7 @@ void fragment_shader(in SceneData scene_data) {
}
} else {
- uint idx = instances.data[instance_index].gi_offset >> 20;
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}
#else
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index cdf81bb6ec..7f6a9a50e5 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1121,11 +1121,10 @@ void main() {
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = draw_call.gi_offset & 0xFFFF;
+ uint slice = draw_call.gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
- uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
-
- uint idx = draw_call.gi_offset >> 20;
+ uvw.z = float(slice);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -1134,8 +1133,8 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
- float exposure_normalization = lightmaps.data[idx].exposure_normalization;
+ vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
+ float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
@@ -1149,7 +1148,7 @@ void main() {
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}