-working SCREEN_TEXTURE, SCREEN_UV shader variables

-Added refraction support for default material
-Enabled BCS adjustments, as well as color correction.
This commit is contained in:
Juan Linietsky 2017-06-05 22:33:01 -03:00
parent b21e68c8bc
commit 0fb99306ff
11 changed files with 234 additions and 82 deletions

View file

@ -933,6 +933,15 @@ void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, VS::EnvironmentTon
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->adjustments_enabled = p_enable;
env->adjustments_brightness = p_brightness;
env->adjustments_contrast = p_contrast;
env->adjustments_saturation = p_saturation;
env->color_correction = p_ramp;
}
RID RasterizerSceneGLES3::light_instance_create(RID p_light) {
@ -1697,7 +1706,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
glBindTexture(GL_TEXTURE_3D, gipi->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds);
@ -1709,7 +1718,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform
GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10);
glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform);
state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds);
@ -1751,8 +1760,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (!p_shadow && !p_directional_add) {
glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, state.brdf_texture);
if (p_base_env) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2);
@ -1934,7 +1941,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (skeleton.is_valid()) {
RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, sk->texture);
}
}
@ -2023,7 +2030,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
ERR_FAIL_COND(!m);
bool has_base_alpha = (m->shader->spatial.uses_alpha);
bool has_base_alpha = (m->shader->spatial.uses_alpha || m->shader->spatial.uses_screen_texture);
bool has_blend_alpha = m->shader->spatial.blend_mode != RasterizerStorageGLES3::Shader::Spatial::BLEND_MODE_MIX || m->shader->spatial.ontop;
bool has_alpha = has_base_alpha || has_blend_alpha;
bool shadow = false;
@ -2038,6 +2045,10 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
state.used_sss = true;
}
if (m->shader->spatial.uses_screen_texture) {
state.used_screen_texture = true;
}
if (p_shadow) {
if (has_blend_alpha || (has_base_alpha && m->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS))
@ -2797,6 +2808,7 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
current_geometry_index = 0;
current_material_index = 0;
state.used_sss = false;
state.used_screen_texture = false;
//fill list
@ -2874,6 +2886,39 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p
}
}
void RasterizerSceneGLES3::_blur_effect_buffer() {
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
glViewport(0, 0, vp_w, vp_h);
//horizontal pass
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
_copy_screen();
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
//vertical pass
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
_copy_screen();
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
}
}
void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_cam_projection) {
glDepthMask(GL_FALSE);
@ -3080,33 +3125,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//blur diffuse into effect mipmaps using separatable convolution
//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
glViewport(0, 0, vp_w, vp_h);
//horizontal pass
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
_copy_screen();
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
//vertical pass
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
_copy_screen();
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
}
_blur_effect_buffer();
//perform SSR
@ -3177,6 +3196,13 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glDisable(GL_BLEND); //end additive
if (state.used_screen_texture) {
_blur_effect_buffer();
//restored framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
}
state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, true);
state.effect_blur_shader.bind();
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(0));
@ -3594,6 +3620,17 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
if (env->adjustments_enabled) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, true);
RasterizerStorageGLES3::Texture *tex = storage->texture_owner.getornull(env->color_correction);
if (tex) {
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, true);
glActiveTexture(GL_TEXTURE3);
glBindTexture(tex->target, tex->tex_id);
}
}
state.tonemap_shader.bind();
state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE, env->tone_mapper_exposure);
@ -3616,6 +3653,11 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY, env->auto_exposure_grey);
}
if (env->adjustments_enabled) {
state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
}
_copy_screen();
//turn off everything used
@ -3634,6 +3676,8 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SCREEN, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_SOFTLIGHT, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_GLOW_FILTER_BICUBIC, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_BCS, false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_COLOR_CORRECTION, false);
}
void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
@ -3648,7 +3692,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
if (shadow_atlas && shadow_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
@ -3657,7 +3701,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
}
if (reflection_atlas && reflection_atlas->size) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
}
@ -3721,7 +3765,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
//bind depth for read
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9);
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
}
@ -3774,7 +3818,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} else {
use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
use_mrt = env && (state.used_screen_texture || state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
@ -3910,6 +3954,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
_render_mrts(env, p_cam_projection);
}
if (state.used_screen_texture) {
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
}
glEnable(GL_BLEND);
glDepthMask(GL_TRUE);
glEnable(GL_DEPTH_TEST);

View file

@ -170,6 +170,7 @@ public:
bool cull_front;
bool used_sss;
bool used_screen_texture;
} state;
@ -389,6 +390,12 @@ public:
float dof_blur_near_amount;
VS::EnvironmentDOFBlurQuality dof_blur_near_quality;
bool adjustments_enabled;
float adjustments_brightness;
float adjustments_contrast;
float adjustments_saturation;
RID color_correction;
Environment() {
bg_mode = VS::ENV_BG_CLEAR_COLOR;
sky_scale = 1.0;
@ -445,6 +452,11 @@ public:
dof_blur_near_transition = 1;
dof_blur_near_amount = 0.1;
dof_blur_near_quality = VS::ENV_DOF_BLUR_QUALITY_MEDIUM;
adjustments_enabled = false;
adjustments_brightness = 1.0;
adjustments_contrast = 1.0;
adjustments_saturation = 1.0;
}
};
@ -711,6 +723,7 @@ public:
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, bool p_shadow);
void _blur_effect_buffer();
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
void _post_process(Environment *env, const CameraMatrix &p_cam_projection);

View file

@ -1463,6 +1463,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->spatial.unshaded = false;
p_shader->spatial.ontop = false;
p_shader->spatial.uses_sss = false;
p_shader->spatial.uses_screen_texture = false;
p_shader->spatial.uses_vertex = false;
p_shader->spatial.writes_modelview_or_projection = false;
@ -1488,6 +1489,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_scene.usage_flag_pointers["SSS_STRENGTH"] = &p_shader->spatial.uses_sss;
shaders.actions_scene.usage_flag_pointers["DISCARD"] = &p_shader->spatial.uses_discard;
shaders.actions_scene.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->spatial.uses_screen_texture;
shaders.actions_scene.write_flag_pointers["MODELVIEW_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
shaders.actions_scene.write_flag_pointers["PROJECTION_MATRIX"] = &p_shader->spatial.writes_modelview_or_projection;
@ -5669,8 +5671,8 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
glGenTextures(1, &rt->buffers.effect);
glBindTexture(GL_TEXTURE_2D, rt->buffers.effect);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, rt->width, rt->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, color_internal_format, rt->width, rt->height, 0,
color_format, color_type, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);

View file

@ -411,6 +411,7 @@ public:
bool uses_vertex;
bool uses_discard;
bool uses_sss;
bool uses_screen_texture;
bool writes_modelview_or_projection;
} spatial;

View file

@ -745,6 +745,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side";
actions[VS::SHADER_SPATIAL].usage_defines["TANGENT"] = "#define ENABLE_TANGENT_INTERP\n";
actions[VS::SHADER_SPATIAL].usage_defines["BINORMAL"] = "@TANGENT";
@ -763,6 +766,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";

View file

@ -84,8 +84,24 @@ uniform vec2 pixel_size;
in vec2 uv2_interp;
#ifdef USE_BCS
uniform vec3 bcs;
#endif
#ifdef USE_COLOR_CORRECTION
uniform sampler2D color_correction; //texunit:1
#endif
layout(location = 0) out vec4 frag_color;
void main() {
//vec4 color = color_interp;
@ -135,6 +151,21 @@ void main() {
color+=texture( source, uv_interp+vec2( 0.0,-2.0)*pixel_size )*0.06136;
#endif
#ifdef USE_BCS
color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
#endif
#ifdef USE_COLOR_CORRECTION
color.r = texture(color_correction,vec2(color.r,0.0)).r;
color.g = texture(color_correction,vec2(color.g,0.0)).g;
color.b = texture(color_correction,vec2(color.b,0.0)).b;
#endif
#ifdef USE_MULTIPLIER
color.rgb*=multiplier;
#endif

View file

@ -153,7 +153,7 @@ out highp float dp_clip;
#define SKELETON_TEXTURE_WIDTH 256
#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; //texunit:-6
uniform highp sampler2D skeleton_texture; //texunit:-1
#endif
out highp vec4 position_interp;
@ -338,7 +338,20 @@ VERTEX_SHADER_CODE
[fragment]
/* texture unit usage, N is max_texture_unity-N
1-skeleton
2-radiance
3-reflection_atlas
4-directional_shadow
5-shadow_atlas
6-decal_atlas
7-screen
8-depth
9-probe1
10-probe2
*/
#define M_PI 3.14159265359
@ -370,7 +383,6 @@ in vec3 normal_interp;
//used on forward mainly
uniform bool no_ambient_light;
uniform sampler2D brdf_texture; //texunit:-1
#ifdef USE_RADIANCE_MAP
@ -482,7 +494,7 @@ layout(std140) uniform SpotLightData { //ubo:5
};
uniform highp sampler2DShadow shadow_atlas; //texunit:-3
uniform highp sampler2DShadow shadow_atlas; //texunit:-5
struct ReflectionData {
@ -500,7 +512,7 @@ layout(std140) uniform ReflectionProbeData { //ubo:6
ReflectionData reflections[MAX_REFLECTION_DATA_STRUCTS];
};
uniform mediump sampler2D reflection_atlas; //texunit:-5
uniform mediump sampler2D reflection_atlas; //texunit:-3
#ifdef USE_FORWARD_LIGHTING
@ -517,6 +529,11 @@ uniform int reflection_count;
#endif
#if defined(SCREEN_TEXTURE_USED)
uniform highp sampler2D screen_texture; //texunit:-7
#endif
#ifdef USE_MULTIPLE_RENDER_TARGETS
@ -534,7 +551,7 @@ layout(location=0) out vec4 frag_color;
#endif
in highp vec4 position_interp;
uniform highp sampler2D depth_buffer; //texunit:-9
uniform highp sampler2D depth_buffer; //texunit:-8
float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
@ -1020,7 +1037,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
#ifdef USE_GI_PROBES
uniform mediump sampler3D gi_probe1; //texunit:-10
uniform mediump sampler3D gi_probe1; //texunit:-9
uniform highp mat4 gi_probe_xform1;
uniform highp vec3 gi_probe_bounds1;
uniform highp vec3 gi_probe_cell_size1;
@ -1028,7 +1045,7 @@ uniform highp float gi_probe_multiplier1;
uniform highp float gi_probe_bias1;
uniform bool gi_probe_blend_ambient1;
uniform mediump sampler3D gi_probe2; //texunit:-11
uniform mediump sampler3D gi_probe2; //texunit:-10
uniform highp mat4 gi_probe_xform2;
uniform highp vec3 gi_probe_bounds2;
uniform highp vec3 gi_probe_cell_size2;
@ -1265,7 +1282,9 @@ void main() {
float normaldepth=1.0;
#if defined(SCREEN_UV_USED)
vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
#endif
#if defined(ENABLE_DISCARD)
bool discard_=false;

View file

@ -39,6 +39,19 @@ uniform highp float glow_intensity;
#endif
#ifdef USE_BCS
uniform vec3 bcs;
#endif
#ifdef USE_COLOR_CORRECTION
uniform sampler2D color_correction; //texunit:3
#endif
layout(location = 0) out vec4 frag_color;
#ifdef USE_GLOW_FILTER_BICUBIC
@ -255,6 +268,20 @@ void main() {
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
#ifdef USE_BCS
color.rgb = mix(vec3(0.0),color.rgb,bcs.x);
color.rgb = mix(vec3(0.5),color.rgb,bcs.y);
color.rgb = mix(vec3(dot(vec3(1.0),color.rgb)*0.33333),color.rgb,bcs.z);
#endif
#ifdef USE_COLOR_CORRECTION
color.r = texture(color_correction,vec2(color.r,0.0)).r;
color.g = texture(color_correction,vec2(color.g,0.0)).g;
color.b = texture(color_correction,vec2(color.b,0.0)).b;
#endif
frag_color=vec4(color.rgb,1.0);

View file

@ -193,7 +193,6 @@ void SpatialMaterial::init_shaders() {
shader_names->depth_scale = "depth_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
shader_names->refraction = "refraction";
shader_names->refraction_roughness = "refraction_roughness";
shader_names->point_size = "point_size";
shader_names->uv1_scale = "uv1_scale";
shader_names->uv1_offset = "uv1_offset";
@ -268,7 +267,12 @@ void SpatialMaterial::_update_shader() {
case BLEND_MODE_MUL: code += "blend_mul"; break;
}
switch (depth_draw_mode) {
DepthDrawMode ddm = depth_draw_mode;
if (features[FEATURE_REFRACTION]) {
ddm = DEPTH_DRAW_ALWAYS;
}
switch (ddm) {
case DEPTH_DRAW_OPAQUE_ONLY: code += ",depth_draw_opaque"; break;
case DEPTH_DRAW_ALWAYS: code += ",depth_draw_always"; break;
case DEPTH_DRAW_DISABLED: code += ",depth_draw_never"; break;
@ -322,6 +326,11 @@ void SpatialMaterial::_update_shader() {
code += "uniform float emission_energy;\n";
}
if (features[FEATURE_REFRACTION]) {
code += "uniform sampler2D texture_refraction;\n";
code += "uniform float refraction : hint_range(-16,16);\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += "uniform sampler2D texture_normal : hint_normal;\n";
code += "uniform float normal_scale : hint_range(-16,16);\n";
@ -489,17 +498,37 @@ void SpatialMaterial::_update_shader() {
}
code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n";
if (features[FEATURE_TRANSPARENT]) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
code += "\tMETALLIC = metallic_tex * metallic;\n";
code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
code += "\tROUGHNESS = roughness_tex * roughness;\n";
code += "\tSPECULAR = specular;\n";
if (features[FEATURE_NORMAL_MAPPING]) {
code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
code += "\tNORMALMAP_DEPTH = normal_scale;\n";
}
if (features[FEATURE_EMISSION]) {
code += "\tEMISSION = (emission.rgb+texture(texture_emission,base_uv).rgb)*emission_energy;\n";
}
if (features[FEATURE_NORMAL_MAPPING]) {
code += "\tNORMALMAP = texture(texture_normal,base_uv).rgb;\n";
code += "\tNORMALMAP_DEPTH = normal_scale;\n";
if (features[FEATURE_REFRACTION]) {
if (features[FEATURE_NORMAL_MAPPING]) {
code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * NORMALMAP.x + BINORMAL * NORMALMAP.y + NORMAL * NORMALMAP.z,NORMALMAP_DEPTH) ) * SIDE;\n";
} else {
code += "\tvec3 ref_normal = NORMAL;\n";
}
code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * texture(texture_refraction,base_uv).r * refraction;\n";
code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n";
code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n";
code += "\tALBEDO *= 1.0 - ref_amount;\n";
code += "\tALPHA = 1.0;\n";
} else if (features[FEATURE_TRANSPARENT]) {
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
}
if (features[FEATURE_RIM]) {
@ -557,12 +586,6 @@ void SpatialMaterial::_update_shader() {
code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n";
}
code += "\tfloat metallic_tex = texture(texture_metallic,base_uv).r;\n";
code += "\tMETALLIC = metallic_tex * metallic;\n";
code += "\tfloat roughness_tex = texture(texture_roughness,base_uv).r;\n";
code += "\tROUGHNESS = roughness_tex * roughness;\n";
code += "\tSPECULAR = specular;\n";
code += "}\n";
ShaderData shader_data;
@ -777,16 +800,6 @@ float SpatialMaterial::get_refraction() const {
return refraction;
}
void SpatialMaterial::set_refraction_roughness(float p_refraction_roughness) {
refraction_roughness = p_refraction_roughness;
VS::get_singleton()->material_set_param(_get_material(), shader_names->refraction_roughness, refraction_roughness);
}
float SpatialMaterial::get_refraction_roughness() const {
return refraction_roughness;
}
void SpatialMaterial::set_detail_uv(DetailUV p_detail_uv) {
if (detail_uv == p_detail_uv)
@ -1125,9 +1138,6 @@ void SpatialMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_refraction", "refraction"), &SpatialMaterial::set_refraction);
ClassDB::bind_method(D_METHOD("get_refraction"), &SpatialMaterial::get_refraction);
ClassDB::bind_method(D_METHOD("set_refraction_roughness", "refraction_roughness"), &SpatialMaterial::set_refraction_roughness);
ClassDB::bind_method(D_METHOD("get_refraction_roughness"), &SpatialMaterial::get_refraction_roughness);
ClassDB::bind_method(D_METHOD("set_line_width", "line_width"), &SpatialMaterial::set_line_width);
ClassDB::bind_method(D_METHOD("get_line_width"), &SpatialMaterial::get_line_width);
@ -1277,8 +1287,7 @@ void SpatialMaterial::_bind_methods() {
ADD_GROUP("Refraction", "refraction_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "refraction_enabled"), "set_feature", "get_feature", FEATURE_REFRACTION);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_displacement", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_refraction_roughness", "get_refraction_roughness");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "refraction_scale", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_refraction", "get_refraction");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "refraction_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_REFRACTION);
ADD_GROUP("Detail", "detail_");
@ -1381,8 +1390,7 @@ SpatialMaterial::SpatialMaterial()
set_anisotropy(0);
set_depth_scale(0.05);
set_subsurface_scattering_strength(0);
set_refraction(0);
set_refraction_roughness(0);
set_refraction(0.05);
set_line_width(1);
set_point_size(1);
set_uv1_offset(Vector2(0, 0));

View file

@ -248,7 +248,6 @@ private:
StringName depth_scale;
StringName subsurface_scattering_strength;
StringName refraction;
StringName refraction_roughness;
StringName point_size;
StringName uv1_scale;
StringName uv1_offset;
@ -288,7 +287,6 @@ private:
float depth_scale;
float subsurface_scattering_strength;
float refraction;
float refraction_roughness;
float line_width;
float point_size;
int particles_anim_h_frames;
@ -380,9 +378,6 @@ public:
void set_refraction(float p_refraction);
float get_refraction() const;
void set_refraction_roughness(float p_refraction_roughness);
float get_refraction_roughness() const;
void set_line_width(float p_line_width);
float get_line_width() const;

View file

@ -104,8 +104,10 @@ ShaderTypes::ShaderTypes() {
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"] = ShaderLanguage::TYPE_VEC3;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"] = ShaderLanguage::TYPE_BOOL;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SIDE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4;