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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl16
1 files changed, 11 insertions, 5 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 5bb8fea89a..2aeb10c932 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -95,7 +95,7 @@ layout(location = 8) out float dp_clip;
#endif
-layout(location = 9) out flat uint instance_index;
+layout(location = 9) out flat uint instance_index_interp;
invariant gl_Position;
@@ -107,7 +107,8 @@ void main() {
color_interp = color_attrib;
#endif
- instance_index = draw_call.instance_index;
+ uint instance_index = draw_call.instance_index;
+ instance_index_interp = instance_index;
bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH);
if (!is_multimesh) {
@@ -410,7 +411,7 @@ layout(location = 8) in float dp_clip;
#endif
-layout(location = 9) in flat uint instance_index;
+layout(location = 9) in flat uint instance_index_interp;
//defines to keep compatibility with vertex
@@ -564,6 +565,12 @@ void main() {
discard;
#endif
+#ifdef USE_SUBGROUPS
+ //ensures instance_index is in sgpr
+ uint instance_index = subgroupBroadcastFirst(instance_index_interp);
+#else
+ uint instance_index = instance_index_interp;
+#endif
//lay out everything, whathever is unused is optimized away anyway
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
@@ -593,7 +600,7 @@ void main() {
float ao = 1.0;
float ao_light_affect = 0.0;
- float alpha = 1.0;
+ float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0);
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
@@ -1900,7 +1907,6 @@ void main() {
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
- ;
#endif //MODE_MULTIPLE_RENDER_TARGETS