diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
13 files changed, 63 insertions, 49 deletions
diff --git a/servers/rendering/renderer_rd/shaders/SCsub b/servers/rendering/renderer_rd/shaders/SCsub index 5405985741..e102b839b5 100644 --- a/servers/rendering/renderer_rd/shaders/SCsub +++ b/servers/rendering/renderer_rd/shaders/SCsub @@ -1,4 +1,5 @@ #!/usr/bin/env python +from misc.utility.scons_hints import * Import("env") diff --git a/servers/rendering/renderer_rd/shaders/effects/SCsub b/servers/rendering/renderer_rd/shaders/effects/SCsub index 810f781340..e5517e52eb 100644 --- a/servers/rendering/renderer_rd/shaders/effects/SCsub +++ b/servers/rendering/renderer_rd/shaders/effects/SCsub @@ -1,4 +1,5 @@ #!/usr/bin/env python +from misc.utility.scons_hints import * Import("env") diff --git a/servers/rendering/renderer_rd/shaders/effects/fsr2/SCsub b/servers/rendering/renderer_rd/shaders/effects/fsr2/SCsub index 5b8bbc343b..53f3ee3977 100644 --- a/servers/rendering/renderer_rd/shaders/effects/fsr2/SCsub +++ b/servers/rendering/renderer_rd/shaders/effects/fsr2/SCsub @@ -1,4 +1,5 @@ #!/usr/bin/env python +from misc.utility.scons_hints import * Import("env") diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 8c50bb544d..41a262b2e8 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -50,11 +50,14 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; // #define SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET (1) // whether to use detail; to disable simply set to 99 or similar // -#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) // !!warning!! the MIP generation on the C++ side will be enabled on quality preset 2 regardless of this value, so if changing here, change the C++ side too +// WARNING: The MIP generation on the C++ side will be enabled on quality preset 2 regardless of +// this value, so if changing here, change the C++ side too. +#define SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) #define SSAO_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically // -// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for -// testing purposes, it will not yield performance gains (or correct results) +// WARNING: The edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, +// on the C++ side; while toggling it here will work for testing purposes, it will not yield +// performance gains (or correct results). #define SSAO_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) // #define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 0b623c1d4e..6dbd6c82cb 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -49,8 +49,9 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; #define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) #define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically // -// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for -// testing purposes, it will not yield performance gains (or correct results) +// WARNING: The edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, +// on the C++ side; while toggling it here will work for testing purposes, it will not yield +// performance gains (or correct results). #define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) // #define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 841f02f673..fa3b45a962 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -256,8 +256,12 @@ vec3 tonemap_aces(vec3 color, float white) { return color_tonemapped / white_tonemapped; } +// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt vec3 tonemap_reinhard(vec3 color, float white) { - return (white * color + color) / (color * white + white); + float white_squared = white * white; + vec3 white_squared_color = white_squared * color; + // Equivalent to color * (1 + color / white_squared) / (1 + color) + return (white_squared_color + color * color) / (white_squared_color + white_squared); } vec3 linear_to_srgb(vec3 color) { @@ -272,7 +276,7 @@ vec3 linear_to_srgb(vec3 color) { #define TONEMAPPER_FILMIC 2 #define TONEMAPPER_ACES 3 -vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color +vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR // Ensure color values passed to tonemappers are positive. // They can be negative in the case of negative lights, which leads to undesired behavior. if (params.tonemapper == TONEMAPPER_LINEAR) { diff --git a/servers/rendering/renderer_rd/shaders/environment/SCsub b/servers/rendering/renderer_rd/shaders/environment/SCsub index f06a2d86e2..2c3e7d39ef 100644 --- a/servers/rendering/renderer_rd/shaders/environment/SCsub +++ b/servers/rendering/renderer_rd/shaders/environment/SCsub @@ -1,4 +1,5 @@ #!/usr/bin/env python +from misc.utility.scons_hints import * Import("env") diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub index f06a2d86e2..2c3e7d39ef 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/SCsub @@ -1,4 +1,5 @@ #!/usr/bin/env python +from misc.utility.scons_hints import * Import("env") 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 a441b1667d..400451ec36 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 @@ -1886,7 +1886,7 @@ void fragment_shader(in SceneData scene_data) { float range_begin = directional_lights.data[i].shadow_range_begin.x; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); blend_count++; } @@ -1902,7 +1902,7 @@ void fragment_shader(in SceneData scene_data) { float range_begin = directional_lights.data[i].shadow_range_begin.y; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); if (blend_count == 0) { shadow = s; @@ -1927,7 +1927,7 @@ void fragment_shader(in SceneData scene_data) { float range_begin = directional_lights.data[i].shadow_range_begin.z; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); if (blend_count == 0) { shadow = s; @@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) { float range_begin = directional_lights.data[i].shadow_range_begin.w; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); if (blend_count == 0) { shadow = s; @@ -2003,7 +2003,7 @@ void fragment_shader(in SceneData scene_data) { pssm_coord /= pssm_coord.w; - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count); if (directional_lights.data[i].blend_splits) { float pssm_blend; @@ -2037,7 +2037,7 @@ void fragment_shader(in SceneData scene_data) { pssm_coord /= pssm_coord.w; - float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord); + float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count); shadow = mix(shadow, shadow2, pssm_blend); } } @@ -2220,7 +2220,7 @@ void fragment_shader(in SceneData scene_data) { continue; // Statically baked light and object uses lightmap, skip } - float shadow = light_process_omni_shadow(light_index, vertex, normal); + float shadow = light_process_omni_shadow(light_index, vertex, normal, scene_data.taa_frame_count); shadow = blur_shadow(shadow); @@ -2292,7 +2292,7 @@ void fragment_shader(in SceneData scene_data) { continue; // Statically baked light and object uses lightmap, skip } - float shadow = light_process_spot_shadow(light_index, vertex, normal); + float shadow = light_process_spot_shadow(light_index, vertex, normal, scene_data.taa_frame_count); shadow = blur_shadow(shadow); diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub index f06a2d86e2..2c3e7d39ef 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/SCsub @@ -1,4 +1,5 @@ #!/usr/bin/env python +from misc.utility.scons_hints import * Import("env") diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 92a8e2be32..17c7b756c3 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1450,9 +1450,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.x; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); @@ -1467,9 +1467,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.y; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); @@ -1484,9 +1484,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.z; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } } else { vec4 v = vec4(vertex, 1.0); @@ -1501,9 +1501,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.w; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } } @@ -1522,9 +1522,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.y; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z); @@ -1539,9 +1539,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.z; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z); @@ -1555,9 +1555,9 @@ void main() { float range_begin = directional_lights.data[i].shadow_range_begin.w; float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; - shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); + shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale, scene_data.taa_frame_count); } else { - shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); + shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord, scene_data.taa_frame_count); } pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z); @@ -1627,7 +1627,7 @@ void main() { pssm_coord /= pssm_coord.w; - shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord); + shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor + (1.0 - blur_factor) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count); if (directional_lights.data[i].blend_splits) { float pssm_blend; @@ -1661,7 +1661,7 @@ void main() { pssm_coord /= pssm_coord.w; - float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord); + float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale * (blur_factor2 + (1.0 - blur_factor2) * float(directional_lights.data[i].blend_splits)), pssm_coord, scene_data.taa_frame_count); shadow = mix(shadow, shadow2, pssm_blend); } @@ -1767,7 +1767,7 @@ void main() { break; } - float shadow = light_process_omni_shadow(light_index, vertex, normal); + float shadow = light_process_omni_shadow(light_index, vertex, normal, scene_data.taa_frame_count); shadow = blur_shadow(shadow); @@ -1812,7 +1812,7 @@ void main() { break; } - float shadow = light_process_spot_shadow(light_index, vertex, normal); + float shadow = light_process_spot_shadow(light_index, vertex, normal, scene_data.taa_frame_count); shadow = blur_shadow(shadow); diff --git a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl index 67542d61fd..a2fef216f5 100644 --- a/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl @@ -52,11 +52,11 @@ struct SceneData { uint fog_mode; highp float fog_density; highp float fog_height; - highp float fog_height_density; + highp float fog_height_density; highp float fog_depth_curve; - highp float pad; highp float fog_depth_begin; + highp float taa_frame_count; mediump vec3 fog_light_color; highp float fog_depth_end; 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 748fb59531..14a4dc7089 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -264,7 +264,7 @@ float quick_hash(vec2 pos) { return fract(magic.z * fract(dot(pos, magic.xy))); } -float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { +float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord, float taa_frame_count) { vec2 pos = coord.xy; float depth = coord.z; @@ -275,7 +275,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve mat2 disk_rotation; { - float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI; float sr = sin(r); float cr = cos(r); disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); @@ -290,7 +290,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve return avg * (1.0 / float(sc_directional_soft_shadow_samples)); } -float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { +float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord, float taa_frame_count) { vec2 pos = coord.xy; float depth = coord.z; @@ -301,7 +301,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { mat2 disk_rotation; { - float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI; float sr = sin(r); float cr = cos(r); disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); @@ -316,7 +316,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { return avg * (1.0 / float(sc_soft_shadow_samples)); } -float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) { +float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth, float taa_frame_count) { //if only one sample is taken, take it from the center if (sc_soft_shadow_samples == 0) { vec2 pos = coord * 0.5 + 0.5; @@ -326,7 +326,7 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec mat2 disk_rotation; { - float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI; float sr = sin(r); float cr = cos(r); disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); @@ -359,14 +359,14 @@ float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec return avg * (1.0 / float(sc_soft_shadow_samples)); } -float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) { +float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale, float taa_frame_count) { //find blocker float blocker_count = 0.0; float blocker_average = 0.0; mat2 disk_rotation; { - float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI; float sr = sin(r); float cr = cos(r); disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); @@ -412,7 +412,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { return nd * pow(max(distance, 0.0001), -decay); } -float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { +float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal, float taa_frame_count) { #ifndef SHADOWS_DISABLED if (omni_lights.data[idx].shadow_opacity > 0.001) { // there is a shadowmap @@ -444,7 +444,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { mat2 disk_rotation; { - float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI; float sr = sin(r); float cr = cos(r); disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); @@ -537,7 +537,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { float depth = shadow_len - omni_lights.data[idx].shadow_bias; depth *= omni_lights.data[idx].inv_radius; depth = 1.0 - depth; - shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth), omni_lights.data[idx].shadow_opacity); + shadow = mix(1.0, sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth, taa_frame_count), omni_lights.data[idx].shadow_opacity); } return shadow; @@ -698,7 +698,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v specular_light); } -float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { +float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal, float taa_frame_count) { #ifndef SHADOWS_DISABLED if (spot_lights.data[idx].shadow_opacity > 0.001) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; @@ -729,7 +729,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { mat2 disk_rotation; { - float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI; + float r = quick_hash(gl_FragCoord.xy + vec2(taa_frame_count * 5.588238)) * 2.0 * M_PI; float sr = sin(r); float cr = cos(r); disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); @@ -770,7 +770,7 @@ 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 = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv), spot_lights.data[idx].shadow_opacity); + shadow = mix(1.0, sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data_block.data.shadow_atlas_pixel_size, shadow_uv, taa_frame_count), spot_lights.data[idx].shadow_opacity); } return shadow; |