diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index bd1c2b5758..5a308bbd02 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -262,7 +262,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float avg = 0.0; for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) { - avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0)); + avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data_block.data.directional_soft_shadow_kernel[i].xy), depth, 1.0)); } return avg * (1.0 / float(sc_directional_soft_shadow_samples)); @@ -288,7 +288,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float avg = 0.0; for (uint i = 0; i < sc_soft_shadow_samples; i++) { - avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0)); + avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data_block.data.soft_shadow_kernel[i].xy), depth, 1.0)); } return avg * (1.0 / float(sc_soft_shadow_samples)); @@ -311,10 +311,10 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec } float avg = 0.0; - vec2 offset_scale = blur_scale * 2.0 * scene_data.shadow_atlas_pixel_size / uv_rect.zw; + vec2 offset_scale = blur_scale * 2.0 * scene_data_block.data.shadow_atlas_pixel_size / uv_rect.zw; for (uint i = 0; i < sc_soft_shadow_samples; i++) { - vec2 offset = offset_scale * (disk_rotation * scene_data.soft_shadow_kernel[i].xy); + vec2 offset = offset_scale * (disk_rotation * scene_data_block.data.soft_shadow_kernel[i].xy); vec2 sample_coord = coord + offset; float sample_coord_length_sqaured = dot(sample_coord, sample_coord); @@ -351,7 +351,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex } for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { - vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; + vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; if (d < pssm_coord.z) { blocker_average += d; @@ -367,7 +367,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex float s = 0.0; for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { - vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; + vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0)); } @@ -394,7 +394,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { #ifndef SHADOWS_DISABLED if (omni_lights.data[idx].shadow_enabled) { // there is a shadowmap - vec2 texel_size = scene_data.shadow_atlas_pixel_size; + vec2 texel_size = scene_data_block.data.shadow_atlas_pixel_size; vec4 base_uv_rect = omni_lights.data[idx].atlas_rect; base_uv_rect.xy += texel_size; base_uv_rect.zw -= texel_size * 2.0; @@ -438,7 +438,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; + vec2 disk = disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy; vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y; @@ -474,7 +474,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { shadow = 0.0; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; + vec2 disk = disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy; vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y; pos = normalize(pos); @@ -579,7 +579,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v splane.xy = splane.xy * 0.5 + 0.5; splane.z = shadow_len * omni_lights.data[idx].inv_radius; splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data.shadow_atlas_pixel_size ); + // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size ); splane.w = 1.0; //needed? i think it should be 1 already float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r; @@ -709,7 +709,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale; vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; + vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; if (d < splane.z) { @@ -726,7 +726,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { shadow = 0.0; for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { - vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; + vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0)); } @@ -740,7 +740,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { } else { //hard shadow vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z); - shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv); + shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv); } return shadow; |