Path: blob/master/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
10279 views
#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 instance_uniforms_ofs; #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; float shadow_pixel_size; uint flags; } 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, std430) restrict readonly buffer LightData { Light data[]; } 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;