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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h1
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp2
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/tonemap.glsl9
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl13
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl1
-rw-r--r--servers/rendering/renderer_rd/uniform_set_cache_rd.h18
14 files changed, 57 insertions, 23 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 2d3998bd90..d390614e53 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -692,6 +692,11 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
projection = correction * p_render_data->view_projection[v];
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+ scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.ubo.eye_offset[v][3] = 0.0;
}
scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 6ad42bf0ec..97f39164a4 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -237,6 +237,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
float viewport_size[2];
float screen_pixel_size[2];
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index cfb30ef2f3..182aecd3be 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -621,7 +621,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
//builtins
- actions.renames["TIME"] = "scene_data_block.data.time";
+ actions.renames["TIME"] = "global_time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index b2e0af06cd..eae5685dd1 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1542,6 +1542,11 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
projection = correction * p_render_data->view_projection[v];
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+ scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.ubo.eye_offset[v][3] = 0.0;
}
scene_state.ubo.z_far = p_render_data->z_far;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index fc6f32ecb0..1b2df0ab9f 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -260,6 +260,7 @@ protected:
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
float viewport_size[2];
float screen_pixel_size[2];
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index ef959bc3c6..a50a05d905 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -5115,12 +5115,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.cam_projection = p_camera_data->main_projection;
- render_data.view_projection[0] = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
render_data.taa_jitter = p_camera_data->taa_jitter;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 1b1df6469e..a90c165d83 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -58,6 +58,7 @@ struct RenderDataRD {
// For stereo rendering
uint32_t view_count = 1;
+ Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Transform3D prev_cam_transform;
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
index a8ccdea60b..62a7b0e7d7 100644
--- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl
@@ -448,6 +448,11 @@ void main() {
// Early Tonemap & SRGB Conversion
#ifndef SUBPASS
+ if (params.use_fxaa) {
+ // FXAA must be performed before glow to preserve the "bleed" effect of glow.
+ color.rgb = do_fxaa(color.rgb, exposure, uv_interp);
+ }
+
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
if (params.glow_map_strength > 0.001) {
@@ -455,10 +460,6 @@ void main() {
}
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
-
- if (params.use_fxaa) {
- color.rgb = do_fxaa(color.rgb, exposure, uv_interp);
- }
#endif
if (params.use_debanding) {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 92c4fc3d67..268e1dd7d0 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -96,6 +96,8 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
} material;
#endif
+float global_time;
+
#ifdef MODE_DUAL_PARABOLOID
layout(location = 9) out float dp_clip;
@@ -386,9 +388,12 @@ void main() {
mat4 model_matrix = instances.data[instance_index].transform;
#if defined(MOTION_VECTORS)
+ global_time = scene_data_block.prev_data.time;
vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position);
+ global_time = scene_data_block.data.time;
vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
#else
+ global_time = scene_data_block.data.time;
vec4 screen_position;
vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position);
#endif
@@ -486,6 +491,8 @@ layout(location = 10) in flat uint instance_index_interp;
#define inv_projection_matrix scene_data.inv_projection_matrix
#endif
+#define global_time scene_data_block.data.time
+
#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
//both required for transmittance to be enabled
#define LIGHT_TRANSMITTANCE_USED
@@ -634,7 +641,11 @@ void fragment_shader(in SceneData scene_data) {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -1191,7 +1202,7 @@ void fragment_shader(in SceneData scene_data) {
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
+ vec3 ref_vec = normalize(reflect(-view, normal));
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
@@ -1309,7 +1320,7 @@ void fragment_shader(in SceneData scene_data) {
#else
vec3 bent_normal = normal;
#endif
- reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index b700e21543..32ea83397a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -180,6 +180,7 @@ struct SceneData {
// only used for multiview
mat4 projection_matrix_view[MAX_VIEWS];
mat4 inv_projection_matrix_view[MAX_VIEWS];
+ vec4 eye_offset[MAX_VIEWS];
vec2 viewport_size;
vec2 screen_pixel_size;
@@ -250,7 +251,7 @@ struct SceneData {
bool pancake_shadows;
vec2 taa_jitter;
- uvec2 pad;
+ uvec2 pad2;
};
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
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 5a308bbd02..c92b29b14a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -869,7 +869,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -877,7 +877,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
return;
}
- vec3 ref_vec = normalize(reflect(vertex, normal));
+ vec3 ref_vec = normalize(reflect(-view, normal));
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index e15ebbfc91..26d0de46c2 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -114,9 +114,9 @@ invariant gl_Position;
#GLOBALS
-void main() {
- SceneData scene_data = scene_data_block.data;
+#define scene_data scene_data_block.data
+void main() {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
@@ -576,17 +576,22 @@ vec4 fog_process(vec3 vertex) {
#endif //!MODE_RENDER DEPTH
+#define scene_data scene_data_block.data
+
void main() {
#ifdef MODE_DUAL_PARABOLOID
if (dp_clip > 0.0)
discard;
#endif
- SceneData scene_data = scene_data_block.data;
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0);
@@ -1051,7 +1056,7 @@ void main() {
#else
vec3 bent_normal = normal;
#endif
- reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index dd14a15837..7413d8730a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -134,6 +134,7 @@ struct SceneData {
// only used for multiview
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
index e49cf4dafa..af22a48716 100644
--- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h
+++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h
@@ -57,13 +57,13 @@ class UniformSetCacheRD : public Object {
Cache *hash_table[HASH_TABLE_SIZE] = {};
static _FORCE_INLINE_ uint32_t _hash_uniform(const RD::Uniform &u, uint32_t h) {
- h = hash_djb2_one_32(u.uniform_type, h);
- h = hash_djb2_one_32(u.binding, h);
+ h = hash_murmur3_one_32(u.uniform_type, h);
+ h = hash_murmur3_one_32(u.binding, h);
uint32_t rsize = u.get_id_count();
for (uint32_t j = 0; j < rsize; j++) {
- h = hash_djb2_one_64(u.get_id(j).get_id(), h);
+ h = hash_murmur3_one_64(u.get_id(j).get_id(), h);
}
- return h;
+ return hash_fmix32(h);
}
static _FORCE_INLINE_ bool _compare_uniform(const RD::Uniform &a, const RD::Uniform &b) {
@@ -154,8 +154,8 @@ class UniformSetCacheRD : public Object {
public:
template <typename... Args>
RID get_cache(RID p_shader, uint32_t p_set, Args... args) {
- uint32_t h = hash_djb2_one_64(p_shader.get_id());
- h = hash_djb2_one_32(p_set, h);
+ uint32_t h = hash_murmur3_one_64(p_shader.get_id());
+ h = hash_murmur3_one_32(p_set, h);
h = _hash_args(h, args...);
uint32_t table_idx = h % HASH_TABLE_SIZE;
@@ -180,12 +180,14 @@ public:
template <typename... Args>
RID get_cache_vec(RID p_shader, uint32_t p_set, const Vector<RD::Uniform> &p_uniforms) {
- uint32_t h = hash_djb2_one_64(p_shader.get_id());
- h = hash_djb2_one_32(p_set, h);
+ uint32_t h = hash_murmur3_one_64(p_shader.get_id());
+ h = hash_murmur3_one_32(p_set, h);
for (int i = 0; i < p_uniforms.size(); i++) {
h = _hash_uniform(p_uniforms[i], h);
}
+ h = hash_fmix32(h);
+
uint32_t table_idx = h % HASH_TABLE_SIZE;
{
const Cache *c = hash_table[table_idx];