feat: updated engine version to 4.4-rc1
This commit is contained in:
parent
ee00efde1f
commit
21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions
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@ -1,4 +1,5 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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@ -16,6 +17,7 @@ if "GLES3_GLSL" in env["BUILDERS"]:
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# as we have a few, not yet, converted files we name the ones we want to include:
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env.GLES3_GLSL("canvas.glsl")
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env.GLES3_GLSL("feed.glsl")
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env.GLES3_GLSL("scene.glsl")
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env.GLES3_GLSL("sky.glsl")
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env.GLES3_GLSL("canvas_occlusion.glsl")
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@ -1,17 +1,16 @@
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/* clang-format off */
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#[modes]
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mode_quad =
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mode_ninepatch = #define USE_NINEPATCH
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mode_primitive = #define USE_PRIMITIVE
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mode_attributes = #define USE_ATTRIBUTES
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mode_instanced = #define USE_ATTRIBUTES \n#define USE_INSTANCING
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mode_default =
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#[specializations]
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DISABLE_LIGHTING = true
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USE_RGBA_SHADOWS = false
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SINGLE_INSTANCE = false
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USE_NINEPATCH = false
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USE_PRIMITIVE = false
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USE_ATTRIBUTES = false
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USE_INSTANCING = false
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#[vertex]
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@ -84,7 +83,7 @@ layout(location = 15) in highp uvec4 attrib_H;
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#endif
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#define read_draw_data_flags attrib_G.z
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#define read_draw_data_specular_shininess attrib_G.w
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#define read_draw_data_instance_offset attrib_G.w
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#define read_draw_data_lights attrib_H
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// Varyings so the per-instance info can be used in the fragment shader
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@ -111,6 +110,9 @@ layout(std140) uniform MaterialUniforms{ //ubo:4
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};
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#endif
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uniform mediump uint batch_flags;
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/* clang-format on */
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#include "canvas_uniforms_inc.glsl"
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@ -140,7 +142,7 @@ void main() {
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#endif // !USE_ATTRIBUTES
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#endif // USE_PRIMITIVE
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varying_F = uvec2(read_draw_data_flags, read_draw_data_specular_shininess);
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varying_F = uvec2(read_draw_data_flags, read_draw_data_instance_offset);
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varying_G = read_draw_data_lights;
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vec4 instance_custom = vec4(0.0);
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@ -180,13 +182,13 @@ void main() {
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vec2 uv = uv_attrib;
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#ifdef USE_INSTANCING
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if (bool(read_draw_data_flags & FLAGS_INSTANCING_HAS_COLORS)) {
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if (bool(batch_flags & BATCH_FLAGS_INSTANCING_HAS_COLORS)) {
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vec4 instance_color;
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instance_color.xy = unpackHalf2x16(uint(instance_color_custom_data.x));
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instance_color.zw = unpackHalf2x16(uint(instance_color_custom_data.y));
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color *= instance_color;
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}
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if (bool(read_draw_data_flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
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if (bool(batch_flags & BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA)) {
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instance_custom.xy = unpackHalf2x16(instance_color_custom_data.z);
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instance_custom.zw = unpackHalf2x16(instance_color_custom_data.w);
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}
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@ -206,20 +208,21 @@ void main() {
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// no crash or freeze on all Adreno 3xx with 'if / else if' and slightly faster!
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int vertex_id = gl_VertexID % 6;
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vec2 vertex_base;
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if (vertex_id == 0)
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if (vertex_id == 0) {
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vertex_base = vec2(0.0, 0.0);
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else if (vertex_id == 1)
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} else if (vertex_id == 1) {
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vertex_base = vec2(0.0, 1.0);
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else if (vertex_id == 2)
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} else if (vertex_id == 2) {
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vertex_base = vec2(1.0, 1.0);
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else if (vertex_id == 3)
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} else if (vertex_id == 3) {
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vertex_base = vec2(1.0, 0.0);
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else if (vertex_id == 4)
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} else if (vertex_id == 4) {
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vertex_base = vec2(0.0, 0.0);
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else if (vertex_id == 5)
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} else if (vertex_id == 5) {
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vertex_base = vec2(1.0, 1.0);
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}
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vec2 uv = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
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vec2 uv = read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) * ((read_draw_data_flags & INSTANCE_FLAGS_TRANSPOSE_RECT) != uint(0) ? vertex_base.yx : vertex_base.xy);
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vec4 color = read_draw_data_modulation;
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vec2 vertex = read_draw_data_dst_rect.xy + abs(read_draw_data_dst_rect.zw) * mix(vertex_base, vec2(1.0, 1.0) - vertex_base, lessThan(read_draw_data_src_rect.zw, vec2(0.0, 0.0)));
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@ -262,6 +265,8 @@ void main() {
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color_interp = color;
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vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
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if (use_pixel_snap) {
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vertex = floor(vertex + 0.5);
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// precision issue on some hardware creates artifacts within texture
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@ -269,8 +274,6 @@ void main() {
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uv += 1e-5;
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}
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vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
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vertex_interp = vertex;
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uv_interp = uv;
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@ -323,7 +326,7 @@ flat in vec4 varying_E;
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flat in uvec2 varying_F;
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flat in uvec4 varying_G;
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#define read_draw_data_flags varying_F.x
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#define read_draw_data_specular_shininess varying_F.y
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#define read_draw_data_instance_offset varying_F.y
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#define read_draw_data_lights varying_G
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#ifndef DISABLE_LIGHTING
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@ -337,6 +340,9 @@ uniform sampler2D specular_texture; //texunit:-7
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uniform sampler2D color_texture; //texunit:0
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uniform mediump uint batch_flags;
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uniform highp uint specular_shininess_in;
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layout(location = 0) out vec4 frag_color;
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/* clang-format off */
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@ -520,7 +526,7 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
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} else if (pixel >= draw_size - margin_end) {
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return (tex_size - (draw_size - pixel)) * tex_pixel_size;
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} else {
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if (!bool(read_draw_data_flags & FLAGS_NINEPACH_DRAW_CENTER)) {
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if (!bool(read_draw_data_flags & INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER)) {
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draw_center--;
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}
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@ -568,8 +574,8 @@ void main() {
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int draw_center = 2;
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uv = vec2(
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map_ninepatch_axis(pixel_size_interp.x, abs(read_draw_data_dst_rect_z), read_draw_data_color_texture_pixel_size.x, read_draw_data_ninepatch_margins.x, read_draw_data_ninepatch_margins.z, int(read_draw_data_flags >> FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(read_draw_data_dst_rect_w), read_draw_data_color_texture_pixel_size.y, read_draw_data_ninepatch_margins.y, read_draw_data_ninepatch_margins.w, int(read_draw_data_flags >> FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
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map_ninepatch_axis(pixel_size_interp.x, abs(read_draw_data_dst_rect_z), read_draw_data_color_texture_pixel_size.x, read_draw_data_ninepatch_margins.x, read_draw_data_ninepatch_margins.z, int(read_draw_data_flags >> INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT) & 0x3, draw_center),
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map_ninepatch_axis(pixel_size_interp.y, abs(read_draw_data_dst_rect_w), read_draw_data_color_texture_pixel_size.y, read_draw_data_ninepatch_margins.y, read_draw_data_ninepatch_margins.w, int(read_draw_data_flags >> INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT) & 0x3, draw_center));
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if (draw_center == 0) {
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color.a = 0.0;
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@ -578,14 +584,15 @@ void main() {
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uv = uv * read_draw_data_src_rect.zw + read_draw_data_src_rect.xy; //apply region if needed
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#endif
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if (bool(read_draw_data_flags & FLAGS_CLIP_RECT_UV)) {
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uv = clamp(uv, read_draw_data_src_rect.xy, read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw));
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if (bool(read_draw_data_flags & INSTANCE_FLAGS_CLIP_RECT_UV)) {
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vec2 half_texpixel = read_draw_data_color_texture_pixel_size * 0.5;
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uv = clamp(uv, read_draw_data_src_rect.xy + half_texpixel, read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) - half_texpixel);
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}
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#endif
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#ifndef USE_PRIMITIVE
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if (bool(read_draw_data_flags & FLAGS_USE_MSDF)) {
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if (bool(read_draw_data_flags & INSTANCE_FLAGS_USE_MSDF)) {
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float px_range = read_draw_data_ninepatch_margins.x;
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float outline_thickness = read_draw_data_ninepatch_margins.y;
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@ -603,7 +610,7 @@ void main() {
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float a = clamp(d * px_size + 0.5, 0.0, 1.0);
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color.a = a * color.a;
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}
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} else if (bool(read_draw_data_flags & FLAGS_USE_LCD)) {
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} else if (bool(read_draw_data_flags & INSTANCE_FLAGS_USE_LCD)) {
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vec4 lcd_sample = texture(color_texture, uv);
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if (lcd_sample.a == 1.0) {
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color.rgb = lcd_sample.rgb * color.a;
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@ -617,7 +624,7 @@ void main() {
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color *= texture(color_texture, uv);
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}
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uint light_count = (read_draw_data_flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights
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uint light_count = read_draw_data_flags & uint(0xF); // Max 16 lights.
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bool using_light = light_count > 0u || directional_light_count > 0u;
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vec3 normal;
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@ -628,17 +635,16 @@ void main() {
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bool normal_used = false;
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#endif
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if (normal_used || (using_light && bool(read_draw_data_flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
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if (normal_used || (using_light && bool(batch_flags & BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED))) {
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normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
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if (bool(read_draw_data_flags & FLAGS_TRANSPOSE_RECT)) {
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#if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE)
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if (bool(read_draw_data_flags & INSTANCE_FLAGS_TRANSPOSE_RECT)) {
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normal.xy = normal.yx;
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}
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if (bool(read_draw_data_flags & FLAGS_FLIP_H)) {
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normal.x = -normal.x;
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}
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if (bool(read_draw_data_flags & FLAGS_FLIP_V)) {
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normal.y = -normal.y;
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}
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normal.xy *= sign(read_draw_data_src_rect.zw);
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#endif
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normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
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normal_used = true;
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} else {
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@ -654,9 +660,9 @@ void main() {
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bool specular_shininess_used = false;
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#endif
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if (specular_shininess_used || (using_light && normal_used && bool(read_draw_data_flags & FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
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if (specular_shininess_used || (using_light && normal_used && bool(batch_flags & BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED))) {
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specular_shininess = texture(specular_texture, uv);
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specular_shininess *= godot_unpackUnorm4x8(read_draw_data_specular_shininess);
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specular_shininess *= godot_unpackUnorm4x8(specular_shininess_in);
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specular_shininess_used = true;
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} else {
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specular_shininess = vec4(1.0);
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@ -802,7 +808,7 @@ void main() {
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}
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#endif
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if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW)) {
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if (bool(light_array[light_base].flags & LIGHT_FLAGS_HAS_SHADOW) && bool(read_draw_data_flags & uint(INSTANCE_FLAGS_SHADOW_MASKED << i))) {
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vec2 shadow_pos = (vec4(shadow_vertex, 0.0, 1.0) * mat4(light_array[light_base].shadow_matrix[0], light_array[light_base].shadow_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
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vec2 pos_norm = normalize(shadow_pos);
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@ -1,33 +1,32 @@
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#define MAX_LIGHTS_PER_ITEM uint(16)
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#define M_PI 3.14159265359
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#define SDF_MAX_LENGTH 16384.0
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//1 means enabled, 2+ means trails in use
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#define FLAGS_INSTANCING_MASK uint(0x7F)
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#define FLAGS_INSTANCING_HAS_COLORS uint(1 << 7)
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#define FLAGS_INSTANCING_HAS_CUSTOM_DATA uint(1 << 8)
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#define INSTANCE_FLAGS_LIGHT_COUNT_SHIFT 0 // 4 bits.
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#define FLAGS_CLIP_RECT_UV uint(1 << 9)
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#define FLAGS_TRANSPOSE_RECT uint(1 << 10)
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// (1 << 11) is for FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR in RD backends, unused here.
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#define FLAGS_NINEPACH_DRAW_CENTER uint(1 << 12)
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#define INSTANCE_FLAGS_CLIP_RECT_UV uint(1 << 4)
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#define INSTANCE_FLAGS_TRANSPOSE_RECT uint(1 << 5)
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#define INSTANCE_FLAGS_USE_MSDF uint(1 << 6)
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#define INSTANCE_FLAGS_USE_LCD uint(1 << 7)
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#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
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#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
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#define INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER uint(1 << 8)
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#define INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT 9
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#define INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT 11
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#define FLAGS_LIGHT_COUNT_SHIFT 20
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#define INSTANCE_FLAGS_SHADOW_MASKED_SHIFT 13u // 16 bits.
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#define INSTANCE_FLAGS_SHADOW_MASKED uint(1 << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT)
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#define FLAGS_DEFAULT_NORMAL_MAP_USED uint(1 << 26)
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#define FLAGS_DEFAULT_SPECULAR_MAP_USED uint(1 << 27)
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// 1 means enabled, 2+ means trails in use
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#define BATCH_FLAGS_INSTANCING_MASK uint(0x7F)
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#define BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT 7
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#define BATCH_FLAGS_INSTANCING_HAS_COLORS uint(1 << BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT)
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#define BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT 8
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#define BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA uint(1 << BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT)
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#define FLAGS_USE_MSDF uint(1 << 28)
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#define FLAGS_USE_LCD uint(1 << 29)
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#define FLAGS_FLIP_H uint(1 << 30)
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#define FLAGS_FLIP_V uint(1 << 31)
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#define BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED uint(1 << 9)
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#define BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED uint(1 << 10)
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layout(std140) uniform GlobalShaderUniformData { //ubo:1
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vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
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@ -1,4 +1,5 @@
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#!/usr/bin/env python
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from misc.utility.scons_hints import *
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Import("env")
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39
engine/drivers/gles3/shaders/feed.glsl
Normal file
39
engine/drivers/gles3/shaders/feed.glsl
Normal file
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@ -0,0 +1,39 @@
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/* clang-format off */
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#[modes]
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mode_default =
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#[specializations]
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USE_EXTERNAL_SAMPLER = false
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#[vertex]
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layout(location = 0) in vec2 vertex_attrib;
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out vec2 uv_interp;
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void main() {
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uv_interp = vertex_attrib * 0.5 + 0.5;
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gl_Position = vec4(vertex_attrib, 1.0, 1.0);
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}
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/* clang-format off */
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#[fragment]
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layout(location = 0) out vec4 frag_color;
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in vec2 uv_interp;
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/* clang-format on */
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#ifdef USE_EXTERNAL_SAMPLER
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uniform samplerExternalOES sourceFeed; // texunit:0
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#else
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uniform sampler2D sourceFeed; // texunit:0
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#endif
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void main() {
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vec4 color = texture(sourceFeed, uv_interp);
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frag_color = color;
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}
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@ -342,7 +342,7 @@ void main() {
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mediump float attractor_attenuation = attractors[i].attenuation;
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amount = pow(amount, attractor_attenuation);
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dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
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attractor_force -= amount * dir * attractors[i].strength;
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attractor_force -= mass * amount * dir * attractors[i].strength;
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}
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float particle_size = particle_size;
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@ -453,14 +453,14 @@ void main() {
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vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
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|
||||
float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
|
||||
float y = texture(height_field_texture, uvw_pos.xz).r;
|
||||
|
||||
if (y + EPSILON > uvw_pos.y) {
|
||||
//inside heightfield
|
||||
|
||||
vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||||
vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||||
vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||||
vec3 pos2 = (vec3(uvw_pos.x + DELTA, texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||||
vec3 pos3 = (vec3(uvw_pos.x, texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
|
||||
|
||||
normal = normalize(cross(pos1 - pos2, pos1 - pos3));
|
||||
float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
|
||||
|
|
|
|||
File diff suppressed because it is too large
Load diff
|
|
@ -59,7 +59,7 @@ layout(location = 10) in highp uvec4 in_bone_attrib;
|
|||
layout(location = 11) in mediump vec4 in_weight_attrib;
|
||||
#endif
|
||||
|
||||
uniform mediump sampler2D skeleton_texture; // texunit:0
|
||||
uniform highp sampler2D skeleton_texture; // texunit:0
|
||||
#endif
|
||||
|
||||
/* clang-format on */
|
||||
|
|
|
|||
|
|
@ -2,17 +2,15 @@
|
|||
#[modes]
|
||||
|
||||
mode_background =
|
||||
mode_half_res = #define USE_HALF_RES_PASS
|
||||
mode_quarter_res = #define USE_QUARTER_RES_PASS
|
||||
mode_cubemap = #define USE_CUBEMAP_PASS
|
||||
mode_cubemap_half_res = #define USE_CUBEMAP_PASS \n#define USE_HALF_RES_PASS
|
||||
mode_cubemap_quarter_res = #define USE_CUBEMAP_PASS \n#define USE_QUARTER_RES_PASS
|
||||
|
||||
#[specializations]
|
||||
|
||||
USE_MULTIVIEW = false
|
||||
USE_INVERTED_Y = true
|
||||
APPLY_TONEMAPPING = true
|
||||
USE_QUARTER_RES_PASS = false
|
||||
USE_HALF_RES_PASS = false
|
||||
|
||||
#[vertex]
|
||||
|
||||
|
|
@ -108,11 +106,11 @@ uniform float sky_energy_multiplier;
|
|||
uniform float luminance_multiplier;
|
||||
|
||||
uniform float fog_aerial_perspective;
|
||||
uniform vec3 fog_light_color;
|
||||
uniform vec4 fog_light_color;
|
||||
uniform float fog_sun_scatter;
|
||||
uniform bool fog_enabled;
|
||||
uniform float fog_density;
|
||||
uniform float z_far;
|
||||
uniform float fog_sky_affect;
|
||||
uniform uint directional_light_count;
|
||||
|
||||
#ifdef USE_MULTIVIEW
|
||||
|
|
@ -135,6 +133,24 @@ vec3 interleaved_gradient_noise(vec2 pos) {
|
|||
}
|
||||
#endif
|
||||
|
||||
#if !defined(DISABLE_FOG)
|
||||
vec4 fog_process(vec3 view, vec3 sky_color) {
|
||||
vec3 fog_color = mix(fog_light_color.rgb, sky_color, fog_aerial_perspective);
|
||||
|
||||
if (fog_sun_scatter > 0.001) {
|
||||
vec4 sun_scatter = vec4(0.0);
|
||||
float sun_total = 0.0;
|
||||
for (uint i = 0u; i < directional_light_count; i++) {
|
||||
vec3 light_color = directional_lights.data[i].color_size.xyz * directional_lights.data[i].direction_energy.w;
|
||||
float light_amount = pow(max(dot(view, directional_lights.data[i].direction_energy.xyz), 0.0), 8.0);
|
||||
fog_color += light_color * light_amount * fog_sun_scatter;
|
||||
}
|
||||
}
|
||||
|
||||
return vec4(fog_color, 1.0);
|
||||
}
|
||||
#endif // !DISABLE_FOG
|
||||
|
||||
void main() {
|
||||
vec3 cube_normal;
|
||||
#ifdef USE_MULTIVIEW
|
||||
|
|
@ -194,15 +210,28 @@ void main() {
|
|||
#endif
|
||||
|
||||
{
|
||||
|
||||
#CODE : SKY
|
||||
|
||||
}
|
||||
|
||||
color *= sky_energy_multiplier;
|
||||
|
||||
// Convert to Linear for tonemapping so color matches scene shader better
|
||||
color = srgb_to_linear(color);
|
||||
|
||||
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
|
||||
|
||||
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
|
||||
if (fog_enabled) {
|
||||
vec4 fog = fog_process(cube_normal, color.rgb);
|
||||
color.rgb = mix(color.rgb, fog.rgb, fog.a * fog_sky_affect);
|
||||
}
|
||||
|
||||
if (custom_fog.a > 0.0) {
|
||||
color.rgb = mix(color.rgb, custom_fog.rgb, custom_fog.a);
|
||||
}
|
||||
|
||||
#endif // DISABLE_FOG
|
||||
|
||||
color *= exposure;
|
||||
#ifdef APPLY_TONEMAPPING
|
||||
color = apply_tonemapping(color, white);
|
||||
|
|
|
|||
|
|
@ -1,13 +1,14 @@
|
|||
|
||||
// Compatibility renames. These are exposed with the "godot_" prefix
|
||||
// to work around two distinct Adreno bugs:
|
||||
// 1. Some Adreno devices expose ES310 functions in ES300 shaders.
|
||||
// Internally, we must use the "godot_" prefix, but user shaders
|
||||
// will be mapped automatically.
|
||||
// 2. Adreno 3XX devices have poor implementations of the other packing
|
||||
// functions, so we just use our own everywhere to keep it simple.
|
||||
// functions, so we just use our own there to keep it simple.
|
||||
|
||||
#ifdef USE_HALF2FLOAT
|
||||
// Floating point pack/unpack functions are part of the GLSL ES 300 specification used by web and mobile.
|
||||
// It appears to be safe to expose these on mobile, but when running through ANGLE this appears to break.
|
||||
uint float2half(uint f) {
|
||||
uint e = f & uint(0x7f800000);
|
||||
if (e <= uint(0x38000000)) {
|
||||
|
|
@ -52,6 +53,17 @@ vec2 godot_unpackSnorm2x16(uint p) {
|
|||
return clamp((v - 32767.0) * vec2(0.00003051851), vec2(-1.0), vec2(1.0));
|
||||
}
|
||||
|
||||
#define packHalf2x16 godot_packHalf2x16
|
||||
#define unpackHalf2x16 godot_unpackHalf2x16
|
||||
#define packUnorm2x16 godot_packUnorm2x16
|
||||
#define unpackUnorm2x16 godot_unpackUnorm2x16
|
||||
#define packSnorm2x16 godot_packSnorm2x16
|
||||
#define unpackSnorm2x16 godot_unpackSnorm2x16
|
||||
|
||||
#endif // USE_HALF2FLOAT
|
||||
|
||||
// Always expose these as they are ES310 functions and not available in ES300 or GLSL 330.
|
||||
|
||||
uint godot_packUnorm4x8(vec4 v) {
|
||||
uvec4 uv = uvec4(round(clamp(v, vec4(0.0), vec4(1.0)) * 255.0));
|
||||
return uv.x | (uv.y << uint(8)) | (uv.z << uint(16)) | (uv.w << uint(24));
|
||||
|
|
@ -75,9 +87,3 @@ vec4 godot_unpackSnorm4x8(uint p) {
|
|||
#define unpackUnorm4x8 godot_unpackUnorm4x8
|
||||
#define packSnorm4x8 godot_packSnorm4x8
|
||||
#define unpackSnorm4x8 godot_unpackSnorm4x8
|
||||
#define packHalf2x16 godot_packHalf2x16
|
||||
#define unpackHalf2x16 godot_unpackHalf2x16
|
||||
#define packUnorm2x16 godot_packUnorm2x16
|
||||
#define unpackUnorm2x16 godot_unpackUnorm2x16
|
||||
#define packSnorm2x16 godot_packSnorm2x16
|
||||
#define unpackSnorm2x16 godot_unpackSnorm2x16
|
||||
|
|
|
|||
|
|
@ -27,6 +27,14 @@ vec3 srgb_to_linear(vec3 color) {
|
|||
|
||||
#ifdef APPLY_TONEMAPPING
|
||||
|
||||
// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
|
||||
vec3 tonemap_reinhard(vec3 color, float p_white) {
|
||||
float white_squared = p_white * p_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 tonemap_filmic(vec3 color, float p_white) {
|
||||
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
|
||||
|
|
@ -76,16 +84,86 @@ vec3 tonemap_aces(vec3 color, float p_white) {
|
|||
return color_tonemapped / p_white_tonemapped;
|
||||
}
|
||||
|
||||
vec3 tonemap_reinhard(vec3 color, float p_white) {
|
||||
return (p_white * color + color) / (color * p_white + p_white);
|
||||
// Polynomial approximation of EaryChow's AgX sigmoid curve.
|
||||
// x must be within the range [0.0, 1.0]
|
||||
vec3 agx_contrast_approx(vec3 x) {
|
||||
// Generated with Excel trendline
|
||||
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
|
||||
// Additional padding values were added to give correct intersections at 0.0 and 1.0
|
||||
// 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
|
||||
vec3 x2 = x * x;
|
||||
vec3 x4 = x2 * x2;
|
||||
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
|
||||
}
|
||||
|
||||
// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
|
||||
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
|
||||
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
|
||||
vec3 tonemap_agx(vec3 color) {
|
||||
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
|
||||
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
|
||||
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
|
||||
0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
|
||||
0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);
|
||||
|
||||
// Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
|
||||
const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
|
||||
1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
|
||||
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
|
||||
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);
|
||||
|
||||
// LOG2_MIN = -10.0
|
||||
// LOG2_MAX = +6.5
|
||||
// MIDDLE_GRAY = 0.18
|
||||
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
|
||||
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
|
||||
|
||||
// Large negative values in one channel and large positive values in other
|
||||
// channels can result in a colour that appears darker and more saturated than
|
||||
// desired after passing it through the inset matrix. For this reason, it is
|
||||
// best to prevent negative input values.
|
||||
// This is done before the Rec. 2020 transform to allow the Rec. 2020
|
||||
// transform to be combined with the AgX inset matrix. This results in a loss
|
||||
// of color information that could be correctly interpreted within the
|
||||
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
|
||||
// to provide this function with negative sRGB values and therefore not worth
|
||||
// the performance cost of an additional matrix multiplication.
|
||||
// A value of 2e-10 intentionally introduces insignificant error to prevent
|
||||
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
|
||||
// the matrix transform.
|
||||
color = max(color, 2e-10);
|
||||
|
||||
// Do AGX in rec2020 to match Blender and then apply inset matrix.
|
||||
color = srgb_to_rec2020_agx_inset_matrix * color;
|
||||
|
||||
// Log2 space encoding.
|
||||
// Must be clamped because agx_contrast_approx may not work
|
||||
// well with values outside of the range [0.0, 1.0]
|
||||
color = clamp(log2(color), min_ev, max_ev);
|
||||
color = (color - min_ev) / (max_ev - min_ev);
|
||||
|
||||
// Apply sigmoid function approximation.
|
||||
color = agx_contrast_approx(color);
|
||||
|
||||
// Convert back to linear before applying outset matrix.
|
||||
color = pow(color, vec3(2.4));
|
||||
|
||||
// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
|
||||
color = agx_outset_rec2020_to_srgb_matrix * color;
|
||||
|
||||
// Blender's lusRGB.compensate_low_side is too complex for this shader, so
|
||||
// simply return the color, even if it has negative components. These negative
|
||||
// components may be useful for subsequent color adjustments.
|
||||
return color;
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
#define TONEMAPPER_REINHARD 1
|
||||
#define TONEMAPPER_FILMIC 2
|
||||
#define TONEMAPPER_ACES 3
|
||||
#define TONEMAPPER_AGX 4
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always outputs clamped [0;1] color
|
||||
vec3 apply_tonemapping(vec3 color, float p_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 (tonemapper == TONEMAPPER_LINEAR) {
|
||||
|
|
@ -94,8 +172,10 @@ vec3 apply_tonemapping(vec3 color, float p_white) { // inputs are LINEAR, always
|
|||
return tonemap_reinhard(max(vec3(0.0f), color), p_white);
|
||||
} else if (tonemapper == TONEMAPPER_FILMIC) {
|
||||
return tonemap_filmic(max(vec3(0.0f), color), p_white);
|
||||
} else { // TONEMAPPER_ACES
|
||||
} else if (tonemapper == TONEMAPPER_ACES) {
|
||||
return tonemap_aces(max(vec3(0.0f), color), p_white);
|
||||
} else { // TONEMAPPER_AGX
|
||||
return tonemap_agx(color);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue