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-rw-r--r--servers/rendering/renderer_rd/shaders/blit.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl29
5 files changed, 45 insertions, 26 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl
index d451647bec..fe6416f03c 100644
--- a/servers/rendering/renderer_rd/shaders/blit.glsl
+++ b/servers/rendering/renderer_rd/shaders/blit.glsl
@@ -8,6 +8,10 @@ layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
+ float rotation_sin;
+ float rotation_cos;
+ vec2 pad;
+
vec2 eye_center;
float k1;
float k2;
@@ -15,17 +19,23 @@ layout(push_constant, std140) uniform Pos {
float upscale;
float aspect_ratio;
uint layer;
- uint pad1;
+ bool convert_to_srgb;
}
data;
layout(location = 0) out vec2 uv;
void main() {
+ mat4 swapchain_transform = mat4(1.0);
+ swapchain_transform[0][0] = data.rotation_cos;
+ swapchain_transform[0][1] = -data.rotation_sin;
+ swapchain_transform[1][0] = data.rotation_sin;
+ swapchain_transform[1][1] = data.rotation_cos;
+
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw;
vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw;
- gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
+ gl_Position = swapchain_transform * vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
}
#[fragment]
@@ -38,6 +48,10 @@ layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
+ float rotation_sin;
+ float rotation_cos;
+ vec2 pad;
+
vec2 eye_center;
float k1;
float k2;
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index dafcce37ad..f665bc24a4 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -28,7 +28,7 @@ layout(location = 11) in vec4 weight_attrib;
layout(location = 4) out flat uint instance_index_interp;
-#endif // USE_ATTRIBUTES
+#endif // !USE_ATTRIBUTES
layout(location = 0) out vec2 uv_interp;
layout(location = 1) out vec4 color_interp;
@@ -322,11 +322,7 @@ vec4 light_compute(
#ifdef USE_NINEPATCH
float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
-#ifdef USE_ATTRIBUTES
- const InstanceData draw_data = instances.data[params.base_instance_index];
-#else
const InstanceData draw_data = instances.data[instance_index];
-#endif // USE_ATTRIBUTES
float tex_size = 1.0 / tex_pixel_size;
@@ -567,7 +563,7 @@ void main() {
if (specular_shininess_used || (using_light && normal_used && bool(draw_data.flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
specular_shininess = texture(sampler2D(specular_texture, texture_sampler), uv);
- specular_shininess *= unpackUnorm4x8(draw_data.specular_shininess);
+ specular_shininess *= unpackUnorm4x8(params.specular_shininess);
specular_shininess_used = true;
} else {
specular_shininess = vec4(1.0);
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index ead8c459a4..84017a1fe1 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -37,7 +37,7 @@ struct InstanceData {
vec2 world_y;
vec2 world_ofs;
uint flags;
- uint specular_shininess;
+ uint pad2;
#ifdef USE_PRIMITIVE
vec2 points[3];
vec2 uvs[3];
@@ -57,8 +57,8 @@ struct InstanceData {
layout(push_constant, std430) uniform Params {
uint base_instance_index; // base index to instance data
uint sc_packed_0;
- uint pad2;
- uint pad3;
+ uint specular_shininess;
+ uint pad;
}
params;
@@ -68,7 +68,7 @@ params;
// Pull the constants from the draw call's push constants.
uint sc_packed_0() {
- return draw_call.sc_packed_0;
+ return params.sc_packed_0;
}
#else
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
index 9f68d59be2..7bfcb2fb12 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl
@@ -107,19 +107,19 @@ bool sc_use_lightmap_bicubic_filter() {
}
uint sc_soft_shadow_samples() {
- return (sc_packed_0() >> 8) & 15U;
+ return (sc_packed_0() >> 8) & 63U;
}
uint sc_penumbra_shadow_samples() {
- return (sc_packed_0() >> 12) & 15U;
+ return (sc_packed_0() >> 14) & 63U;
}
uint sc_directional_soft_shadow_samples() {
- return (sc_packed_0() >> 16) & 15U;
+ return (sc_packed_0() >> 20) & 63U;
}
uint sc_directional_penumbra_shadow_samples() {
- return (sc_packed_0() >> 20) & 15U;
+ return (sc_packed_0() >> 26) & 63U;
}
float sc_luminance_multiplier() {
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
index 495e52a29e..df528973da 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl
@@ -22,8 +22,8 @@ layout(push_constant, std430) uniform DrawCall {
uint pad;
#ifdef UBERSHADER
uint sc_packed_0;
- float sc_packed_1;
- uint sc_packed_2;
+ uint sc_packed_1;
+ float sc_packed_2;
uint uc_packed_0;
#endif
}
@@ -42,10 +42,14 @@ uint sc_packed_0() {
return draw_call.sc_packed_0;
}
-float sc_packed_1() {
+uint sc_packed_1() {
return draw_call.sc_packed_1;
}
+float sc_packed_2() {
+ return draw_call.sc_packed_2;
+}
+
uint uc_cull_mode() {
return (draw_call.uc_packed_0 >> 0) & 3U;
}
@@ -54,16 +58,21 @@ uint uc_cull_mode() {
// Pull the constants from the pipeline's specialization constants.
layout(constant_id = 0) const uint pso_sc_packed_0 = 0;
-layout(constant_id = 1) const float pso_sc_packed_1 = 2.0;
+layout(constant_id = 1) const uint pso_sc_packed_1 = 0;
+layout(constant_id = 2) const float pso_sc_packed_2 = 2.0;
uint sc_packed_0() {
return pso_sc_packed_0;
}
-float sc_packed_1() {
+uint sc_packed_1() {
return pso_sc_packed_1;
}
+float sc_packed_2() {
+ return pso_sc_packed_2;
+}
+
#endif
bool sc_use_light_projector() {
@@ -123,23 +132,23 @@ bool sc_use_lightmap_bicubic_filter() {
}
uint sc_soft_shadow_samples() {
- return (sc_packed_0() >> 16) & 15U;
+ return (sc_packed_0() >> 14) & 63U;
}
uint sc_penumbra_shadow_samples() {
- return (sc_packed_0() >> 20) & 15U;
+ return (sc_packed_0() >> 20) & 63U;
}
uint sc_directional_soft_shadow_samples() {
- return (sc_packed_0() >> 24) & 15U;
+ return (sc_packed_0() >> 26) & 63U;
}
uint sc_directional_penumbra_shadow_samples() {
- return (sc_packed_0() >> 28) & 15U;
+ return (sc_packed_1() >> 0) & 63U;
}
float sc_luminance_multiplier() {
- return sc_packed_1();
+ return sc_packed_2();
}
/* Set 0: Base Pass (never changes) */