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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp5
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl11
2 files changed, 14 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 4b25f51659..a84eebc208 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1451,6 +1451,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS);
if (current_cluster_builder) {
+ // Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create
+ // our cluster data. We use reprojection in the shader to adjust for our left/right eye.
+ // This only works as we don't filter our cluster by depth buffer.
+ // If we ever make this optimisation we should make it optional and only use it in mono.
+ // What we win by filtering out a few lights, we loose by having to do the work double for stereo.
current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid());
}
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 dd78e7a90f..b38f0629c0 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
@@ -735,6 +735,10 @@ void fragment_shader(in SceneData scene_data) {
#ifdef USE_MULTIVIEW
vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz;
vec3 view = -normalize(vertex_interp - eye_offset);
+
+ // UV in our combined frustum space is used for certain screen uv processes where it's
+ // overkill to render separate left and right eye views
+ vec2 combined_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
#else
vec3 eye_offset = vec3(0.0, 0.0, 0.0);
vec3 view = -normalize(vertex_interp);
@@ -921,8 +925,7 @@ void fragment_shader(in SceneData scene_data) {
if (implementation_data.volumetric_fog_enabled) {
#ifdef USE_MULTIVIEW
- vec2 center_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5;
- vec4 volumetric_fog = volumetric_fog_process(center_uv, -vertex.z);
+ vec4 volumetric_fog = volumetric_fog_process(combined_uv, -vertex.z);
#else
vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
#endif
@@ -952,7 +955,11 @@ void fragment_shader(in SceneData scene_data) {
#ifndef MODE_RENDER_DEPTH
+#ifdef USE_MULTIVIEW
+ uvec2 cluster_pos = uvec2(combined_uv.xy / scene_data.screen_pixel_size) >> implementation_data.cluster_shift;
+#else
uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift;
+#endif
uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32);
uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));