Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
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parent
d93b66ad4d
commit
faea9f5c10
24 changed files with 260 additions and 112 deletions
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@ -44,7 +44,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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valid = false;
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ubo_size = 0;
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uniforms.clear();
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uses_screen_texture = false;
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if (code.is_empty()) {
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return; //just invalid, but no error
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@ -73,9 +72,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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uses_position = false;
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uses_sss = false;
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uses_transmittance = false;
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uses_screen_texture = false;
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uses_depth_texture = false;
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uses_normal_texture = false;
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uses_time = false;
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writes_modelview_or_projection = false;
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uses_world_coordinates = false;
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@ -120,9 +116,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
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actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
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actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
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actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
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actions.usage_flag_pointers["NORMAL_ROUGHNESS_TEXTURE"] = &uses_normal_texture;
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actions.usage_flag_pointers["DISCARD"] = &uses_discard;
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actions.usage_flag_pointers["TIME"] = &uses_time;
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actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
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@ -151,6 +144,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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depth_test = DepthTest(depth_testi);
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cull_mode = Cull(cull_modei);
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uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
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uses_screen_texture = gen_code.uses_screen_texture;
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uses_depth_texture = gen_code.uses_depth_texture;
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uses_normal_texture = gen_code.uses_normal_roughness_texture;
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uses_vertex_time = gen_code.uses_vertex_time;
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uses_fragment_time = gen_code.uses_fragment_time;
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@ -607,9 +603,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["POINT_COORD"] = "gl_PointCoord";
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actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions.renames["SCREEN_UV"] = "screen_uv";
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actions.renames["SCREEN_TEXTURE"] = "color_buffer";
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actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
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actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
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actions.renames["DEPTH"] = "gl_FragDepth";
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actions.renames["OUTPUT_IS_SRGB"] = "true";
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actions.renames["FOG"] = "fog";
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@ -674,7 +667,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
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actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
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actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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@ -707,10 +699,6 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
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actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps
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actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]";
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actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter
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actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
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actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
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actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
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