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Merge pull request #86219 from clayjohn/RD-samplers-hotfix
Reduce the number of samplers used by the scene shaders
This commit is contained in:
commit
2d0ee20ff3
@ -2972,7 +2972,13 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
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uniforms.push_back(u);
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}
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uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(14));
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{
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RD::Uniform u;
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u.binding = 14;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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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));
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uniforms.push_back(u);
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}
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render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
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}
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@ -1641,7 +1641,14 @@ void RenderForwardMobile::_update_render_base_uniform_set() {
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u.append_id(RendererRD::MaterialStorage::get_singleton()->global_shader_uniforms_get_storage_buffer());
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uniforms.push_back(u);
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}
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uniforms.append_array(RendererRD::MaterialStorage::get_singleton()->samplers_rd_get_default().get_uniforms(13));
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{
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RD::Uniform u;
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u.binding = 13;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
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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));
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uniforms.push_back(u);
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}
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render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
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}
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@ -802,7 +802,7 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
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fog_pos.z = pow(fog_pos.z, implementation_data.volumetric_fog_detail_spread);
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}
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return texture(sampler3D(volumetric_fog_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), fog_pos);
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return texture(sampler3D(volumetric_fog_texture, SAMPLER_LINEAR_CLAMP), fog_pos);
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}
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vec4 fog_process(vec3 vertex) {
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@ -1379,10 +1379,10 @@ void fragment_shader(in SceneData scene_data) {
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if (uses_sh) {
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uvw.z *= 4.0; //SH textures use 4 times more data
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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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;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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float en = lightmaps.data[ofs].exposure_normalization;
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@ -1399,7 +1399,7 @@ void fragment_shader(in SceneData scene_data) {
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}
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} else {
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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}
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}
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#else
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@ -1519,18 +1519,18 @@ void fragment_shader(in SceneData scene_data) {
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vec2 base_coord = screen_uv;
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vec2 closest_coord = base_coord;
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#ifdef USE_MULTIVIEW
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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);
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float closest_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(base_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
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#else // USE_MULTIVIEW
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float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
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float closest_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), base_coord, 0.0).xyz * 2.0 - 1.0);
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#endif // USE_MULTIVIEW
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for (int i = 0; i < 4; i++) {
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const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
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vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
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#ifdef USE_MULTIVIEW
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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);
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float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
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#else // USE_MULTIVIEW
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float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
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float neighbour_ang = dot(normal, textureLod(sampler2D(normal_roughness_buffer, SAMPLER_LINEAR_CLAMP), neighbour_coord, 0.0).xyz * 2.0 - 1.0);
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#endif // USE_MULTIVIEW
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if (neighbour_ang > closest_ang) {
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closest_ang = neighbour_ang;
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@ -1545,11 +1545,11 @@ void fragment_shader(in SceneData scene_data) {
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}
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#ifdef USE_MULTIVIEW
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vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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vec4 buffer_ambient = textureLod(sampler2DArray(ambient_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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vec4 buffer_reflection = textureLod(sampler2DArray(reflection_buffer, SAMPLER_LINEAR_CLAMP), vec3(coord, ViewIndex), 0.0);
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#else // USE_MULTIVIEW
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vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0);
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vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), coord, 0.0);
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vec4 buffer_ambient = textureLod(sampler2D(ambient_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0);
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vec4 buffer_reflection = textureLod(sampler2D(reflection_buffer, SAMPLER_LINEAR_CLAMP), coord, 0.0);
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#endif // USE_MULTIVIEW
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ambient_light = mix(ambient_light, buffer_ambient.rgb, buffer_ambient.a);
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@ -1559,9 +1559,9 @@ void fragment_shader(in SceneData scene_data) {
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if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) {
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#ifdef USE_MULTIVIEW
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float ssao = texture(sampler2DArray(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r;
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float ssao = texture(sampler2DArray(ao_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex)).r;
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#else
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float ssao = texture(sampler2D(ao_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv).r;
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float ssao = texture(sampler2D(ao_buffer, SAMPLER_LINEAR_CLAMP), screen_uv).r;
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#endif
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ao = min(ao, ssao);
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ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect);
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@ -1646,9 +1646,9 @@ void fragment_shader(in SceneData scene_data) {
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if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) {
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#ifdef USE_MULTIVIEW
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vec4 ssil = textureLod(sampler2DArray(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0);
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vec4 ssil = textureLod(sampler2DArray(ssil_buffer, SAMPLER_LINEAR_CLAMP), vec3(screen_uv, ViewIndex), 0.0);
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#else
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vec4 ssil = textureLod(sampler2D(ssil_buffer, DEFAULT_SAMPLER_LINEAR_CLAMP), screen_uv, 0.0);
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vec4 ssil = textureLod(sampler2D(ssil_buffer, SAMPLER_LINEAR_CLAMP), screen_uv, 0.0);
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#endif // USE_MULTIVIEW
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ambient_light *= 1.0 - ssil.a;
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ambient_light += ssil.rgb * albedo.rgb;
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@ -1932,7 +1932,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.x;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.x;
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@ -1942,7 +1942,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.y;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.y;
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@ -1952,7 +1952,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.z;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.z;
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@ -1963,7 +1963,7 @@ void fragment_shader(in SceneData scene_data) {
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vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
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trans_coord /= trans_coord.w;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, DEFAULT_SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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float shadow_z = textureLod(sampler2D(directional_shadow_atlas, SAMPLER_LINEAR_CLAMP), trans_coord.xy, 0.0).r;
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shadow_z *= directional_lights.data[i].shadow_z_range.w;
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float z = trans_coord.z * directional_lights.data[i].shadow_z_range.w;
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@ -161,18 +161,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
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}
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sdfgi;
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layout(set = 0, binding = 14 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP;
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layout(set = 0, binding = 14 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP;
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layout(set = 0, binding = 14 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 14 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 14 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
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layout(set = 0, binding = 14 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
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layout(set = 0, binding = 14 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT;
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layout(set = 0, binding = 14 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT;
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layout(set = 0, binding = 14 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT;
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layout(set = 0, binding = 14 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT;
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layout(set = 0, binding = 14 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
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layout(set = 0, binding = 14 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
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layout(set = 0, binding = 14) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
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/* Set 1: Render Pass (changes per render pass) */
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@ -1160,10 +1160,10 @@ void main() {
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if (uses_sh) {
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uvw.z *= 4.0; //SH textures use 4 times more data
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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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;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
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vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
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vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
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vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
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vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
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float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
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@ -1180,7 +1180,7 @@ void main() {
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}
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} else {
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], DEFAULT_SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
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}
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}
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@ -101,18 +101,7 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalShaderUnifo
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}
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global_shader_uniforms;
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layout(set = 0, binding = 13 + 0) uniform sampler DEFAULT_SAMPLER_NEAREST_CLAMP;
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layout(set = 0, binding = 13 + 1) uniform sampler DEFAULT_SAMPLER_LINEAR_CLAMP;
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layout(set = 0, binding = 13 + 2) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 13 + 3) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
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layout(set = 0, binding = 13 + 4) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
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layout(set = 0, binding = 13 + 5) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP;
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layout(set = 0, binding = 13 + 6) uniform sampler DEFAULT_SAMPLER_NEAREST_REPEAT;
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layout(set = 0, binding = 13 + 7) uniform sampler DEFAULT_SAMPLER_LINEAR_REPEAT;
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layout(set = 0, binding = 13 + 8) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT;
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layout(set = 0, binding = 13 + 9) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT;
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layout(set = 0, binding = 13 + 10) uniform sampler DEFAULT_SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
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layout(set = 0, binding = 13 + 11) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT;
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layout(set = 0, binding = 13) uniform sampler DEFAULT_SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP;
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/* Set 1: Render Pass (changes per render pass) */
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@ -176,7 +176,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
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}
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occ_pos *= sdfgi.occlusion_renormalize;
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float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, DEFAULT_SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask);
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float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, SAMPLER_LINEAR_CLAMP), occ_pos, 0.0), occ_mask);
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weight *= max(occlusion, 0.01);
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}
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@ -187,7 +187,7 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
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vec3 pos_uvw = diffuse_posf;
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pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
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pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
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diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb;
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diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw, 0.0).rgb;
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diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
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@ -197,10 +197,10 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
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pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
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||||
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
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||||
if (roughness < 0.99) {
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||||
specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, DEFAULT_SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
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||||
specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, SAMPLER_LINEAR_CLAMP), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
|
||||
}
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||||
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);
|
||||
}
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||||
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||||
specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
|
||||
|
@ -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;
|
||||
|
Loading…
Reference in New Issue
Block a user