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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;
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