initial commit, 4.5 stable
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This commit is contained in:
76
servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
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76
servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
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// Scene data stores all our 3D rendering globals for a frame such as our matrices
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// where this information is independent of the different RD implementations.
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// This enables us to use this UBO in our main scene render shaders but also in
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// effects that need access to this data.
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#define SCENE_DATA_FLAGS_USE_AMBIENT_LIGHT (1 << 0)
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#define SCENE_DATA_FLAGS_USE_AMBIENT_CUBEMAP (1 << 1)
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#define SCENE_DATA_FLAGS_USE_REFLECTION_CUBEMAP (1 << 2)
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#define SCENE_DATA_FLAGS_USE_ROUGHNESS_LIMITER (1 << 3)
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#define SCENE_DATA_FLAGS_USE_FOG (1 << 4)
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#define SCENE_DATA_FLAGS_USE_UV2_MATERIAL (1 << 5)
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#define SCENE_DATA_FLAGS_USE_PANCAKE_SHADOWS (1 << 6)
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#define SCENE_DATA_FLAGS_IN_SHADOW_PASS (1 << 7)
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struct SceneData {
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mat4 projection_matrix;
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mat4 inv_projection_matrix;
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mat4 inv_view_matrix;
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mat4 view_matrix;
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// only used for multiview
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mat4 projection_matrix_view[MAX_VIEWS];
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mat4 inv_projection_matrix_view[MAX_VIEWS];
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vec4 eye_offset[MAX_VIEWS];
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// Used for billboards to cast correct shadows.
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mat4 main_cam_inv_view_matrix;
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vec2 viewport_size;
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vec2 screen_pixel_size;
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// Use vec4s because std140 doesn't 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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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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float roughness_limiter_amount;
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float roughness_limiter_limit;
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float opaque_prepass_threshold;
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uint flags;
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mat3 radiance_inverse_xform;
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vec4 ambient_light_color_energy;
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float ambient_color_sky_mix;
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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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float fog_depth_curve;
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float fog_depth_begin;
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float fog_depth_end;
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float fog_sun_scatter;
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vec3 fog_light_color;
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float fog_aerial_perspective;
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float time;
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float taa_frame_count;
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vec2 taa_jitter;
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float emissive_exposure_normalization;
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float IBL_exposure_normalization;
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uint camera_visible_layers;
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float pass_alpha_multiplier;
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};
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