diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 102 |
1 files changed, 71 insertions, 31 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 4f49c186a6..9f27cea843 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -83,6 +83,11 @@ layout(location = 5) out vec3 tangent_interp; layout(location = 6) out vec3 binormal_interp; #endif +#ifdef MOTION_VECTORS +layout(location = 7) out vec4 screen_position; +layout(location = 8) out vec4 prev_screen_position; +#endif + #ifdef MATERIAL_UNIFORMS_USED layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{ @@ -93,11 +98,11 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) out float dp_clip; +layout(location = 9) out float dp_clip; #endif -layout(location = 9) out flat uint instance_index_interp; +layout(location = 10) out flat uint instance_index_interp; #ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview @@ -115,23 +120,12 @@ invariant gl_Position; #GLOBALS -void main() { +void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) { vec4 instance_custom = vec4(0.0); #if defined(COLOR_USED) color_interp = color_attrib; #endif - uint instance_index = draw_call.instance_index; - - bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); - if (!is_multimesh) { - instance_index += gl_InstanceIndex; - } - - instance_index_interp = instance_index; - - mat4 model_matrix = instances.data[instance_index].transform; - mat3 model_normal_matrix; if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) { model_normal_matrix = transpose(inverse(mat3(model_matrix))); @@ -321,6 +315,11 @@ void main() { #endif vertex_interp = vertex; + +#ifdef MOTION_VECTORS + screen_pos = projection_matrix * vec4(vertex_interp, 1.0); +#endif + #ifdef NORMAL_USED normal_interp = normal; #endif @@ -375,6 +374,27 @@ void main() { #endif } +void main() { + uint instance_index = draw_call.instance_index; + + bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); + if (!is_multimesh) { + instance_index += gl_InstanceIndex; + } + + instance_index_interp = instance_index; + + SceneData scene_data = scene_data_block.data; + mat4 model_matrix = instances.data[instance_index].transform; +#if defined(MOTION_VECTORS) + vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + vertex_shader(instance_index, is_multimesh, scene_data, model_matrix, screen_position); +#else + vec4 screen_position; + vertex_shader(instance_index, is_multimesh, scene_data, model_matrix, screen_position); +#endif +} + #[fragment] #version 450 @@ -431,13 +451,18 @@ layout(location = 5) in vec3 tangent_interp; layout(location = 6) in vec3 binormal_interp; #endif +#ifdef MOTION_VECTORS +layout(location = 7) in vec4 screen_position; +layout(location = 8) in vec4 prev_screen_position; +#endif + #ifdef MODE_DUAL_PARABOLOID -layout(location = 8) in float dp_clip; +layout(location = 9) in float dp_clip; #endif -layout(location = 9) in flat uint instance_index_interp; +layout(location = 10) in flat uint instance_index_interp; #ifdef USE_MULTIVIEW #ifdef has_VK_KHR_multiview @@ -510,6 +535,10 @@ layout(location = 0) out vec4 frag_color; #endif // RENDER DEPTH +#ifdef MOTION_VECTORS +layout(location = 2) out vec2 motion_vector; +#endif + #include "scene_forward_aa_inc.glsl" #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) @@ -528,24 +557,24 @@ layout(location = 0) out vec4 frag_color; #ifndef MODE_RENDER_DEPTH vec4 volumetric_fog_process(vec2 screen_uv, float z) { - vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length); + vec3 fog_pos = vec3(screen_uv, z * scene_data_block.data.volumetric_fog_inv_length); if (fog_pos.z < 0.0) { return vec4(0.0); } else if (fog_pos.z < 1.0) { - fog_pos.z = pow(fog_pos.z, scene_data.volumetric_fog_detail_spread); + fog_pos.z = pow(fog_pos.z, scene_data_block.data.volumetric_fog_detail_spread); } return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos); } vec4 fog_process(vec3 vertex) { - vec3 fog_color = scene_data.fog_light_color; + vec3 fog_color = scene_data_block.data.fog_light_color; - if (scene_data.fog_aerial_perspective > 0.0) { + if (scene_data_block.data.fog_aerial_perspective > 0.0) { vec3 sky_fog_color = vec3(0.0); - vec3 cube_view = scene_data.radiance_inverse_xform * vertex; + vec3 cube_view = scene_data_block.data.radiance_inverse_xform * vertex; // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred - float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)); + float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data_block.data.z_near) / (scene_data_block.data.z_far - scene_data_block.data.z_near)); #ifdef USE_RADIANCE_CUBEMAP_ARRAY float lod, blend; blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod); @@ -554,29 +583,29 @@ vec4 fog_process(vec3 vertex) { #else sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective); + fog_color = mix(fog_color, sky_fog_color, scene_data_block.data.fog_aerial_perspective); } - if (scene_data.fog_sun_scatter > 0.001) { + if (scene_data_block.data.fog_sun_scatter > 0.001) { vec4 sun_scatter = vec4(0.0); float sun_total = 0.0; vec3 view = normalize(vertex); - for (uint i = 0; i < scene_data.directional_light_count; i++) { + for (uint i = 0; i < scene_data_block.data.directional_light_count; i++) { vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy; float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0); - fog_color += light_color * light_amount * scene_data.fog_sun_scatter; + fog_color += light_color * light_amount * scene_data_block.data.fog_sun_scatter; } } - float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density)); + float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data_block.data.fog_density)); - if (abs(scene_data.fog_height_density) >= 0.0001) { - float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y; + if (abs(scene_data_block.data.fog_height_density) >= 0.0001) { + float y = (scene_data_block.data.inv_view_matrix * vec4(vertex, 1.0)).y; - float y_dist = y - scene_data.fog_height; + float y_dist = y - scene_data_block.data.fog_height; - float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density)); + float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data_block.data.fog_height_density)); fog_amount = max(vfog_amount, fog_amount); } @@ -608,6 +637,8 @@ void main() { discard; #endif + SceneData scene_data = scene_data_block.data; + SceneData prev_scene_data = scene_data_block.prev_data; uint instance_index = instance_index_interp; //lay out everything, whatever is unused is optimized away anyway @@ -2015,4 +2046,13 @@ void main() { #endif //MODE_SEPARATE_SPECULAR #endif //MODE_RENDER_DEPTH +#ifdef MOTION_VECTORS + vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter; + vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - prev_scene_data.taa_jitter; + + vec2 position_uv = position_clip * vec2(0.5, 0.5); + vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); + + motion_vector = position_uv - prev_position_uv; +#endif } |