#define M_PI 3.14159265359 #define ROUGHNESS_MAX_LOD 5 layout(push_constant, binding = 0, std430) uniform DrawCall { uint instance_index; uint pad[3]; //16 bits minimum size } draw_call; /* Set 0 Scene data that never changes, ever */ #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 #define SAMPLER_NEAREST_WITH_MIMPAMPS_CLAMP 2 #define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 #define SAMPLER_NEAREST_WITH_MIMPAMPS_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_MIMPAMPS_REPEAT 8 #define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 #define SAMPLER_NEAREST_WITH_MIMPAMPS_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; 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; //used for shadow mapping only float z_offset; float z_slope_scale; float time; float reflection_multiplier; // one normally, zero when rendering reflections 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; vec4 ao_color; #if 0 vec4 ambient_light_color; vec4 bg_color; vec4 fog_color_enabled; vec4 fog_sun_color_amount; float ambient_energy; float bg_energy; #endif #if 0 vec2 shadow_atlas_pixel_size; vec2 directional_shadow_pixel_size; float z_far; float subsurface_scatter_width; float ambient_occlusion_affect_light; float ambient_occlusion_affect_ao_channel; float opaque_prepass_threshold; bool fog_depth_enabled; float fog_depth_begin; float fog_depth_end; float fog_density; float fog_depth_curve; bool fog_transmit_enabled; float fog_transmit_curve; bool fog_height_enabled; float fog_height_min; float fog_height_max; float fog_height_curve; #endif } scene_data; #define INSTANCE_FLAGS_FORWARD_MASK 0x7 #define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3 #define INSTANCE_FLAGS_FORWARD_SPOT_LIGHT_SHIFT 6 #define INSTANCE_FLAGS_FORWARD_DECAL_SHIFT 9 #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_ofs; //instance_offset in instancing/skeleton buffer uint gi_offset; //GI information when using lightmapping (VCT or lightmap) uint layer_mask; }; layout(set = 0, binding = 4, std430) buffer Instances { InstanceData data[]; } instances; struct LightData { //this structure needs to be 128 bits vec3 position; float inv_radius; vec3 direction; uint attenuation_energy; //attenuation uint color_specular; //rgb color, a specular (8 bit unorm) uint cone_attenuation_angle; // attenuation and angle, (16bit float) uint mask; uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm) vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot mat4 shadow_matrix; }; layout(set = 0, binding = 5, std140) uniform Lights { LightData data[MAX_LIGHT_DATA_STRUCTS]; } lights; struct ReflectionData { vec3 box_extents; float index; vec3 box_offset; uint mask; vec4 params; // intensity, 0, interior , boxproject vec4 ambient; // ambient color, energy mat4 local_matrix; // up to here for spot and omni, rest is for directional // notes: for ambientblend, use distance to edge to blend between already existing global environment }; layout(set = 0, binding = 6, std140) uniform ReflectionProbeData { ReflectionData data[MAX_REFLECTION_DATA_STRUCTS]; } reflections; struct DirectionalLightData { vec3 direction; float energy; vec3 color; float specular; vec3 shadow_color; uint mask; bool blend_splits; bool shadow_enabled; float fade_from; float fade_to; vec4 shadow_split_offsets; mat4 shadow_matrix1; mat4 shadow_matrix2; mat4 shadow_matrix3; mat4 shadow_matrix4; }; layout(set = 0, binding = 7, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; 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 pad2; }; layout(set = 0, binding = 8, std140) uniform GIProbes { GIProbeData data[MAX_GI_PROBES]; } gi_probes; layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES]; #define CLUSTER_COUNTER_SHIFT 20 #define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1) #define CLUSTER_COUNTER_MASK 0xfff layout(set = 0, binding = 10) uniform utexture3D cluster_texture; layout(set = 0, binding = 11, std430) buffer ClusterData { uint indices[]; } cluster_data; layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas; // 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 dependant) */ layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas; layout(set = 2, binding = 1) uniform texture2D shadow_atlas; /* Set 1, Render Buffers */ 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_buffer; layout(set = 3, binding = 3) uniform texture2D roughness_buffer; layout(set = 3, binding = 4) uniform texture2D ao_buffer; /* Set 4 Skeleton & Instancing (Multimesh) */ layout(set = 4, binding = 0, std430) buffer Transforms { vec4 data[]; } transforms; /* Set 5 User Material */