2021-03-10 12:23:55 +01:00
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#define M_PI 3.14159265359
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#include "decal_data_inc.glsl"
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#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
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#ifndef NORMAL_USED
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#define NORMAL_USED
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#endif
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#endif
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/* don't exceed 128 bytes!! */
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/* put instance data into our push content, not a array */
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layout(push_constant, binding = 0, std430) uniform DrawCall {
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mat4 transform; // 64 - 64
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uint flags; // 04 - 68
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uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
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uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
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uint layer_mask; // 04 - 80
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vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
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uvec2 reflection_probes; // 08 - 104
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uvec2 omni_lights; // 08 - 112
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uvec2 spot_lights; // 08 - 120
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uvec2 decals; // 08 - 128
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}
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draw_call;
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/* Set 0: Base Pass (never changes) */
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#include "light_data_inc.glsl"
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#define SAMPLER_NEAREST_CLAMP 0
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#define SAMPLER_LINEAR_CLAMP 1
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#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
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#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
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#define SAMPLER_NEAREST_REPEAT 6
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#define SAMPLER_LINEAR_REPEAT 7
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#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
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#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
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#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
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#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
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layout(set = 0, binding = 1) uniform sampler material_samplers[12];
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layout(set = 0, binding = 2) uniform sampler shadow_sampler;
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#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
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#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
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#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
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#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
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#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
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2021-06-05 00:47:26 +02:00
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#define INSTANCE_FLAGS_USE_VOXEL_GI (1 << 11)
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2021-03-10 12:23:55 +01:00
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#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
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#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
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#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
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#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
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//3 bits of stride
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#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
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#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
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layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
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LightData data[];
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}
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omni_lights;
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layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
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LightData data[];
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}
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spot_lights;
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layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
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ReflectionData data[];
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}
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reflections;
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layout(set = 0, binding = 6, std140) uniform DirectionalLights {
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DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
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}
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directional_lights;
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#define LIGHTMAP_FLAG_USE_DIRECTION 1
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#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
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struct Lightmap {
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mat3 normal_xform;
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};
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layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
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Lightmap data[];
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}
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lightmaps;
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struct LightmapCapture {
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vec4 sh[9];
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};
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layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures {
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LightmapCapture data[];
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}
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lightmap_captures;
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layout(set = 0, binding = 9) uniform texture2D decal_atlas;
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layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb;
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layout(set = 0, binding = 11, std430) restrict readonly buffer Decals {
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DecalData data[];
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}
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decals;
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layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
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vec4 data[];
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}
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global_variables;
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/* Set 1: Render Pass (changes per render pass) */
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layout(set = 1, binding = 0, std140) uniform SceneData {
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mat4 projection_matrix;
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mat4 inv_projection_matrix;
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mat4 camera_matrix;
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mat4 inv_camera_matrix;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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//use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
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vec4 directional_penumbra_shadow_kernel[32];
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vec4 directional_soft_shadow_kernel[32];
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vec4 penumbra_shadow_kernel[32];
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vec4 soft_shadow_kernel[32];
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uint directional_penumbra_shadow_samples;
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uint directional_soft_shadow_samples;
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uint penumbra_shadow_samples;
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uint soft_shadow_samples;
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vec4 ambient_light_color_energy;
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float ambient_color_sky_mix;
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bool use_ambient_light;
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bool use_ambient_cubemap;
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bool use_reflection_cubemap;
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mat3 radiance_inverse_xform;
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vec2 shadow_atlas_pixel_size;
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vec2 directional_shadow_pixel_size;
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uint directional_light_count;
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float dual_paraboloid_side;
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float z_far;
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float z_near;
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bool ssao_enabled;
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float ssao_light_affect;
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float ssao_ao_affect;
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bool roughness_limiter_enabled;
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float roughness_limiter_amount;
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float roughness_limiter_limit;
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uvec2 roughness_limiter_pad;
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vec4 ao_color;
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bool fog_enabled;
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float fog_density;
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float fog_height;
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float fog_height_density;
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vec3 fog_light_color;
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float fog_sun_scatter;
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float fog_aerial_perspective;
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bool material_uv2_mode;
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float time;
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float reflection_multiplier; // one normally, zero when rendering reflections
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bool pancake_shadows;
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uint pad1;
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uint pad2;
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uint pad3;
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}
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scene_data;
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#ifdef USE_RADIANCE_CUBEMAP_ARRAY
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layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
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#else
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layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
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#endif
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layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
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layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
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layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
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// this needs to change to providing just the lightmap we're using..
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layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
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layout(set = 1, binding = 9) uniform texture2D depth_buffer;
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layout(set = 1, binding = 10) uniform texture2D color_buffer;
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/* Set 2 Skeleton & Instancing (can change per item) */
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layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
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vec4 data[];
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}
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transforms;
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/* Set 3 User Material */
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