#define M_PI 3.14159265359 #define ROUGHNESS_MAX_LOD 5 #define MAX_GI_PROBES 8 #include "cluster_data_inc.glsl" layout(push_constant, binding = 0, std430) uniform DrawCall { uint instance_index; uint pad; //16 bits minimum size vec2 bake_uv2_offset; //used for bake to uv2, ignored otherwise } draw_call; /* Set 0 Scene data that never changes, ever */ #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 #define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 #define SAMPLER_NEAREST_REPEAT 6 #define SAMPLER_LINEAR_REPEAT 7 #define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 #define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 layout(set = 0, binding = 1) uniform sampler material_samplers[12]; layout(set = 0, binding = 2) uniform sampler shadow_sampler; #define SDFGI_MAX_CASCADES 8 layout(set = 0, binding = 3, std140) uniform SceneData { mat4 projection_matrix; mat4 inv_projection_matrix; mat4 camera_matrix; mat4 inv_camera_matrix; vec2 viewport_size; vec2 screen_pixel_size; //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted vec4 directional_penumbra_shadow_kernel[32]; vec4 directional_soft_shadow_kernel[32]; vec4 penumbra_shadow_kernel[32]; vec4 soft_shadow_kernel[32]; uint directional_penumbra_shadow_samples; uint directional_soft_shadow_samples; uint penumbra_shadow_samples; uint soft_shadow_samples; vec4 ambient_light_color_energy; float ambient_color_sky_mix; bool use_ambient_light; bool use_ambient_cubemap; bool use_reflection_cubemap; mat3 radiance_inverse_xform; vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; uint directional_light_count; float dual_paraboloid_side; float z_far; float z_near; bool ssao_enabled; float ssao_light_affect; float ssao_ao_affect; bool roughness_limiter_enabled; float roughness_limiter_amount; float roughness_limiter_limit; uvec2 roughness_limiter_pad; vec4 ao_color; mat4 sdf_to_bounds; ivec3 sdf_offset; bool material_uv2_mode; ivec3 sdf_size; bool gi_upscale_for_msaa; bool volumetric_fog_enabled; float volumetric_fog_inv_length; float volumetric_fog_detail_spread; uint volumetric_fog_pad; bool fog_enabled; float fog_density; float fog_height; float fog_height_density; vec3 fog_light_color; float fog_sun_scatter; float fog_aerial_perspective; float time; float reflection_multiplier; // one normally, zero when rendering reflections bool pancake_shadows; } scene_data; #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) #define INSTANCE_FLAGS_USE_SDFGI (1 << 7) #define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8) #define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9) #define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10) #define INSTANCE_FLAGS_USE_GIPROBE (1 << 11) #define INSTANCE_FLAGS_MULTIMESH (1 << 12) #define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13) #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) #define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) #define INSTANCE_FLAGS_MULTIMESH_STRIDE_SHIFT 16 //3 bits of stride #define INSTANCE_FLAGS_MULTIMESH_STRIDE_MASK 0x7 #define INSTANCE_FLAGS_SKELETON (1 << 19) struct InstanceData { mat4 transform; mat4 normal_transform; uint flags; uint instance_uniforms_ofs; //base offset in global buffer for instance variables uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) uint layer_mask; vec4 lightmap_uv_scale; }; layout(set = 0, binding = 4, std430) restrict readonly buffer Instances { InstanceData data[]; } instances; layout(set = 0, binding = 5, std430) restrict readonly buffer Lights { LightData data[]; } lights; layout(set = 0, binding = 6) buffer restrict readonly ReflectionProbeData { ReflectionData data[]; } reflections; layout(set = 0, binding = 7, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; #define LIGHTMAP_FLAG_USE_DIRECTION 1 #define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2 struct Lightmap { mat3 normal_xform; }; layout(set = 0, binding = 10, std140) restrict readonly buffer Lightmaps { Lightmap data[]; } lightmaps; layout(set = 0, binding = 11) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; struct LightmapCapture { vec4 sh[9]; }; layout(set = 0, binding = 12, std140) restrict readonly buffer LightmapCaptures { LightmapCapture data[]; } lightmap_captures; layout(set = 0, binding = 13) uniform texture2D decal_atlas; layout(set = 0, binding = 14) uniform texture2D decal_atlas_srgb; layout(set = 0, binding = 15, std430) restrict readonly buffer Decals { DecalData data[]; } decals; layout(set = 0, binding = 16) uniform utexture3D cluster_texture; layout(set = 0, binding = 17, std430) restrict readonly buffer ClusterData { uint indices[]; } cluster_data; layout(set = 0, binding = 18) uniform texture2D directional_shadow_atlas; layout(set = 0, binding = 19, std430) restrict readonly buffer GlobalVariableData { vec4 data[]; } global_variables; struct SDFGIProbeCascadeData { vec3 position; float to_probe; ivec3 probe_world_offset; float to_cell; // 1/bounds * grid_size }; layout(set = 0, binding = 20, std140) uniform SDFGI { vec3 grid_size; uint max_cascades; bool use_occlusion; int probe_axis_size; float probe_to_uvw; float normal_bias; vec3 lightprobe_tex_pixel_size; float energy; vec3 lightprobe_uv_offset; float y_mult; vec3 occlusion_clamp; uint pad3; vec3 occlusion_renormalize; uint pad4; vec3 cascade_probe_size; uint pad5; SDFGIProbeCascadeData cascades[SDFGI_MAX_CASCADES]; } sdfgi; // decal atlas /* Set 1, Radiance */ #ifdef USE_RADIANCE_CUBEMAP_ARRAY layout(set = 1, binding = 0) uniform textureCubeArray radiance_cubemap; #else layout(set = 1, binding = 0) uniform textureCube radiance_cubemap; #endif /* Set 2, Reflection and Shadow Atlases (view dependent) */ layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas; layout(set = 2, binding = 1) uniform texture2D shadow_atlas; layout(set = 2, binding = 2) uniform texture3D gi_probe_textures[MAX_GI_PROBES]; /* Set 3, Render Buffers */ #ifdef MODE_RENDER_SDF layout(r16ui, set = 3, binding = 0) uniform restrict writeonly uimage3D albedo_volume_grid; layout(r32ui, set = 3, binding = 1) uniform restrict writeonly uimage3D emission_grid; layout(r32ui, set = 3, binding = 2) uniform restrict writeonly uimage3D emission_aniso_grid; layout(r32ui, set = 3, binding = 3) uniform restrict uimage3D geom_facing_grid; //still need to be present for shaders that use it, so remap them to something #define depth_buffer shadow_atlas #define color_buffer shadow_atlas #define normal_roughness_buffer shadow_atlas #else layout(set = 3, binding = 0) uniform texture2D depth_buffer; layout(set = 3, binding = 1) uniform texture2D color_buffer; layout(set = 3, binding = 2) uniform texture2D normal_roughness_buffer; layout(set = 3, binding = 4) uniform texture2D ao_buffer; layout(set = 3, binding = 5) uniform texture2D ambient_buffer; layout(set = 3, binding = 6) uniform texture2D reflection_buffer; layout(set = 3, binding = 7) uniform texture2DArray sdfgi_lightprobe_texture; layout(set = 3, binding = 8) uniform texture3D sdfgi_occlusion_cascades; struct GIProbeData { mat4 xform; vec3 bounds; float dynamic_range; float bias; float normal_bias; bool blend_ambient; uint texture_slot; float anisotropy_strength; float ambient_occlusion; float ambient_occlusion_size; uint mipmaps; }; layout(set = 3, binding = 9, std140) uniform GIProbes { GIProbeData data[MAX_GI_PROBES]; } gi_probes; layout(set = 3, binding = 10) uniform texture3D volumetric_fog_texture; #endif /* Set 4 Skeleton & Instancing (Multimesh) */ layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms { vec4 data[]; } transforms; /* Set 5 User Material */