diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 702f4f1a09e..14995d0156c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -2972,7 +2972,13 @@ void RenderForwardClustered::_update_render_base_uniform_set() { uniforms.push_back(u); } - uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(14)); + { + RD::Uniform u; + u.binding = 14; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index fd834f785ba..b7d7105daa0 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1641,7 +1641,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() { u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer()); uniforms.push_back(u); } - uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(13)); + + { + RD::Uniform u; + u.binding = 13; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.append_id(RendererRD::MaterialStorage::get_singleton()->sampler_rd_get_default(RS::CanvasItemTextureFilter::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); + uniforms.push_back(u); + } render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET); } diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 604e623005a..004fe26b855 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -802,7 +802,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) { fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread); } - return texture(sampler3D(volumetric_fog_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), fog_pos); + return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos); } vec4 fog_process(vec3 vertex) { @@ -1379,10 +1379,10 @@ void fragment_shader(in SceneData scene_data) { if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); float en = lightmaps.data[ofs].exposure_normalization; @@ -1399,7 +1399,7 @@ void fragment_shader(in SceneData scene_data) { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } #else @@ -1519,18 +1519,18 @@ void fragment_shader(in SceneData scene_data) { vec2 base_coord = screen_uv; vec2 closest_coord = base_coord; #ifdef USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); #else // USE_MULTIVIEW - float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); + float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0); #endif // USE_MULTIVIEW for (int i = 0; i < 4; i++) { const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size; #ifdef USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); #else // USE_MULTIVIEW - float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); + float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0); #endif // USE_MULTIVIEW if (neighbour_ang > closest_ang) { closest_ang = neighbour_ang; @@ -1545,11 +1545,11 @@ void fragment_shader(in SceneData scene_data) { } #ifdef USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); - vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); + vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); + vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0); #else // USE_MULTIVIEW - vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0); - vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0); + vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0); + vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0); #endif // USE_MULTIVIEW ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a); @@ -1559,9 +1559,9 @@ void fragment_shader(in SceneData scene_data) { if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { #ifdef USE_MULTIVIEW - float ssao = texture(sampler2DArray(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r; + float ssao = texture(sampler2DArray(ao_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r; #else - float ssao = texture(sampler2D(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv).r; + float ssao = texture(sampler2D(ao_buffer, SAMPLER_LINEAR_CLAMP), screen_uv).r; #endif ao = min(ao, ssao); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect); @@ -1646,9 +1646,9 @@ void fragment_shader(in SceneData scene_data) { if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { #ifdef USE_MULTIVIEW - vec4 ssil = textureLod(sampler2DArray(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0); + vec4 ssil = textureLod(sampler2DArray(ssil_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0); #else - vec4 ssil = textureLod(sampler2D(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv, 0.0); + vec4 ssil = textureLod(sampler2D(ssil_buffer, SAMPLER_LINEAR_CLAMP), screen_uv, 0.0); #endif // USE_MULTIVIEW ambient_light *= 1.0 - ssil.a; ambient_light += ssil.rgb * albedo.rgb; @@ -1932,7 +1932,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.x; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x; @@ -1942,7 +1942,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.y; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y; @@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.z; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z; @@ -1963,7 +1963,7 @@ void fragment_shader(in SceneData scene_data) { vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex; trans_coord /= trans_coord.w; - float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r; shadow_z *= directional_lights.data[i].shadow_z_range.w; float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w; diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 78d7f152679..5cde975f949 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -161,18 +161,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI { } sdfgi; -layout(set = 0, binding = 14 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP; -layout(set = 0, binding = 14 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP; -layout(set = 0, binding = 14 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 14 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 14 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 14 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 14 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT; -layout(set = 0, binding = 14 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT; -layout(set = 0, binding = 14 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 14 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 14 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; -layout(set = 0, binding = 14 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 0, binding = 14) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; /* Set 1: Render Pass (changes per render pass) */ diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index a3774f0f1c0..d620e21cb1b 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1160,10 +1160,10 @@ void main() { if (uses_sh) { uvw.z *= 4.0; //SH textures use 4 times more data - vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; - vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; - vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; - vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; + vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb; + vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb; + vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb; + vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb; vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal); float exposure_normalization = lightmaps.data[ofs].exposure_normalization; @@ -1180,7 +1180,7 @@ void main() { } } else { - ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; + ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization; } } diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index 116b0c8fbc4..cc3e5f6a143 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -101,18 +101,7 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUnifo } global_shader_uniforms; -layout(set = 0, binding = 13 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP; -layout(set = 0, binding = 13 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP; -layout(set = 0, binding = 13 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 13 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; -layout(set = 0, binding = 13 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 13 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP; -layout(set = 0, binding = 13 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT; -layout(set = 0, binding = 13 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT; -layout(set = 0, binding = 13 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 13 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT; -layout(set = 0, binding = 13 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT; -layout(set = 0, binding = 13 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT; +layout(set = 0, binding = 13) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP; /* Set 1: Render Pass (changes per render pass) */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl index 1602e3ae764..1f618eb34e4 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl @@ -176,7 +176,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal } occ_pos *= sdfgi.occlusion_renormalize; - float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, DEFAULT_SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask); + float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask); weight *= max(occlusion, 0.01); } @@ -187,7 +187,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal vec3 pos_uvw = diffuse_posf; pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; - diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb; + diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb; diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight); @@ -197,10 +197,10 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy; pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z; if (roughness < 0.99) { - specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; + specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb; } if (roughness > 0.5) { - specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); + specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0); } specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 880b7a77cab..e9722bad1f6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -374,7 +374,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { vec2 suv = pssm_coord.xy + (disk_rotation * scene_data_block.data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; - float d = textureLod(sampler2D(shadow, DEFAULT_SAMPLER_LINEAR_CLAMP), suv, 0.0).r; + float d = textureLod(sampler2D(shadow, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; if (d < pssm_coord.z) { blocker_average += d; blocker_count += 1.0; @@ -478,7 +478,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { pos.xy = pos.xy * 0.5 + 0.5; pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; - float d = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r; + float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), pos.xy, 0.0).r; if (d < z_norm) { blocker_average += d; blocker_count += 1.0; @@ -605,7 +605,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v // splane.xy = clamp(splane.xy,clamp_rect.xy + scene_data_block.data.shadow_atlas_pixel_size,clamp_rect.xy + clamp_rect.zw - scene_data_block.data.shadow_atlas_pixel_size ); splane.w = 1.0; //needed? i think it should be 1 already - float shadow_z = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius; } #endif @@ -734,7 +734,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 suv = shadow_uv + (disk_rotation * scene_data_block.data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); - float d = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), suv, 0.0).r; + float d = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), suv, 0.0).r; if (d < splane.z) { blocker_average += d; blocker_count += 1.0; @@ -838,7 +838,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v splane /= splane.w; splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy; - float shadow_z = textureLod(sampler2D(shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; + float shadow_z = textureLod(sampler2D(shadow_atlas, SAMPLER_LINEAR_CLAMP), splane.xy, 0.0).r; shadow_z = shadow_z * 2.0 - 1.0; float z_far = 1.0 / spot_lights.data[idx].inv_radius;