Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
77 lines
2.0 KiB
GLSL
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;
|
|
};
|