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godot/servers/rendering/renderer_rd/shaders/scene_data_inc.glsl
noahbackus 9d30169a8d
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initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

77 lines
2.0 KiB
GLSL

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