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canvas_uniforms_inc.glsl
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#define MAX_LIGHTS_PER_ITEM 16
#define M_PI 3.14159265359
#define SDF_MAX_LENGTH 16384.0
#define INSTANCE_FLAGS_LIGHT_COUNT_SHIFT 0 // 4 bits.
#define INSTANCE_FLAGS_CLIP_RECT_UV (1 << 4)
#define INSTANCE_FLAGS_TRANSPOSE_RECT (1 << 5)
#define INSTANCE_FLAGS_USE_MSDF (1 << 6)
#define INSTANCE_FLAGS_USE_LCD (1 << 7)
#define INSTANCE_FLAGS_NINEPATCH_DRAW_CENTER_SHIFT 8
#define INSTANCE_FLAGS_NINEPATCH_H_MODE_SHIFT 9
#define INSTANCE_FLAGS_NINEPATCH_V_MODE_SHIFT 11
#define INSTANCE_FLAGS_SHADOW_MASKED_SHIFT 13 // 16 bits.
#define INSTANCE_FLAGS_SHADOW_MASKED (1 << INSTANCE_FLAGS_SHADOW_MASKED_SHIFT)
struct InstanceData {
vec2 world_x;
vec2 world_y;
vec2 world_ofs;
uint flags;
uint pad2;
#ifdef USE_PRIMITIVE
vec2 points[3];
vec2 uvs[3];
uint colors[6];
#else
vec4 modulation;
vec4 ninepatch_margins;
vec4 dst_rect; //for built-in rect and UV
vec4 src_rect;
vec2 pad;
#endif
vec2 color_texture_pixel_size;
uvec4 lights;
};
//1 means enabled, 2+ means trails in use
#define BATCH_FLAGS_INSTANCING_MASK 0x7F
#define BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT 7
#define BATCH_FLAGS_INSTANCING_HAS_COLORS (1 << BATCH_FLAGS_INSTANCING_HAS_COLORS_SHIFT)
#define BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT 8
#define BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << BATCH_FLAGS_INSTANCING_HAS_CUSTOM_DATA_SHIFT)
#define BATCH_FLAGS_DEFAULT_NORMAL_MAP_USED (1 << 9)
#define BATCH_FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 10)
layout(push_constant, std430) uniform Params {
uint base_instance_index; // base index to instance data
uint sc_packed_0;
uint specular_shininess;
uint batch_flags;
}
params;
// Specialization constants.
#ifdef UBERSHADER
// Pull the constants from the draw call's push constants.
uint sc_packed_0() {
return params.sc_packed_0;
}
#else
// Pull the constants from the pipeline's specialization constants.
layout(constant_id = 0) const uint pso_sc_packed_0 = 0;
uint sc_packed_0() {
return pso_sc_packed_0;
}
#endif
bool sc_use_lighting() {
return ((sc_packed_0() >> 0) & 1U) != 0;
}
// In vulkan, sets should always be ordered using the following logic:
// Lower Sets: Sets that change format and layout less often
// Higher sets: Sets that change format and layout very often
// This is because changing a set for another with a different layout or format,
// invalidates all the upper ones (as likely internal base offset changes)
/* SET0: Globals */
#define CANVAS_FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR (1 << 0)
// The values passed per draw primitives are cached within it
layout(set = 0, binding = 1, std140) uniform CanvasData {
mat4 canvas_transform;
mat4 screen_transform;
mat4 canvas_normal_transform;
vec4 canvas_modulation;
vec2 screen_pixel_size;
float time;
bool use_pixel_snap;
vec4 sdf_to_tex;
vec2 screen_to_sdf;
vec2 sdf_to_screen;
uint directional_light_count;
float tex_to_sdf;
uint flags;
uint pad2;
}
canvas_data;
#define LIGHT_FLAGS_BLEND_MASK (3 << 16)
#define LIGHT_FLAGS_BLEND_MODE_ADD (0 << 16)
#define LIGHT_FLAGS_BLEND_MODE_SUB (1 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MIX (2 << 16)
#define LIGHT_FLAGS_BLEND_MODE_MASK (3 << 16)
#define LIGHT_FLAGS_HAS_SHADOW (1 << 20)
#define LIGHT_FLAGS_FILTER_SHIFT 22
#define LIGHT_FLAGS_FILTER_MASK (3 << 22)
#define LIGHT_FLAGS_SHADOW_NEAREST (0 << 22)
#define LIGHT_FLAGS_SHADOW_PCF5 (1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 (2 << 22)
struct Light {
mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
vec4 color;
uint shadow_color; // packed
uint flags; //index to light texture
float shadow_pixel_size;
float height;
vec2 position;
float shadow_zfar_inv;
float shadow_y_ofs;
vec4 atlas_rect;
};
layout(set = 0, binding = 2, std140) uniform LightData {
Light data[MAX_LIGHTS];
}
light_array;
layout(set = 0, binding = 3) uniform texture2D atlas_texture;
layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture;
layout(set = 0, binding = 5) uniform sampler shadow_sampler;
layout(set = 0, binding = 6) uniform texture2D color_buffer;
layout(set = 0, binding = 7) uniform texture2D sdf_texture;
#include "samplers_inc.glsl"
layout(set = 0, binding = 9, std430) restrict readonly buffer GlobalShaderUniformData {
vec4 data[];
}
global_shader_uniforms;
/* SET1: Is reserved for the material */
//
/* SET2: Instancing and Skeleton */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
/* SET3: Texture */
layout(set = 3, binding = 0) uniform texture2D color_texture;
layout(set = 3, binding = 1) uniform texture2D normal_texture;
layout(set = 3, binding = 2) uniform texture2D specular_texture;
layout(set = 3, binding = 3) uniform sampler texture_sampler;
layout(set = 3, binding = 4, std430) restrict readonly buffer DrawData {
InstanceData data[];
}
instances;