At least some adreno compilers don't like returning an element of a
UBO array that is a structure in the vertex shader.
To work this around we have to copy the each of the structure fields.
Fixes#6355
WebGL complained about:
Precisions of uniform block 'ShadowUniforms' member
'ShadowUniforms.shadows.texelSizeAtOneMeter' differ between VERTEX and
FRAGMENT shaders.
this field didn't have a precision qualifier, this might be specific to
WebGL or a Chrome bug, unsure. Either we fix it by specifying all
qualifiers.
All shadow maps need a 1-px border for different reasons.
The directional shadow needs a "not in shadow" border because it uses
the intersection of receivers and casters in light-space.
Other shadow types need a border because of bilinear access at the
edges. Until now, the spot/point shadow border was handled with the
sampler's CLAMP.
Instead, now, we always generate a border and in one case we fill it
with "not in shadow" (by not rendering into it), in the other cases we
render the 2px larger shadowmap so we get completely correct bilinear
filter.
Additionally, for PCF, DPCF and PCSS we use a large filter kernel which
accesses data outside the texture, until now this was handled with CLAMP,
but that failed (2 of the edges were not handled in the same way) when
the shadowmap was smaller than the texture.
We fix this by clamping manually the texture coordinates.
The real motivation for these changes is to allow the use of a
shadow Atlas later.
point light shadows are not sampled just like spotlight shadows, the
only difference is that we're calculating the face first to access the
corresponding shadowmap data (including the light transform).
- the layer is now stored in the shadow ubo
- we now have one shadow ubo per face
- ShadowMap holds UBO index even for cascades
- move some shadow "view" uniforms into the shadow UBO
This basically adds two settings:
- highPrecision at the View level, which controls the bit depth
of the vsm shadow texture used. This affects all shadowmaps.
- elvsm per shadowmap, which enables Exponential Layered VSM.
the main change in the shaders is that we now always output the
"negative" EVSM, even when it's not enabled. If no shadowmap uses
ELVSM, then the texture is stil an RG texture and the calculation is
lost (with some luck culled by the shader compiler), either way it's
not a lot of math and it's done only once per shadow texel.
During the color pass, on the other hand, we compute the "negative"
EVSM only if enabled.
* minimal backend support for compute
- added api to dispatch a compute shader
- added api to create and bind a ssbo
- added api to read back a buffer
Only implemented in the gl backend
* Add a backend compute test suite
* basic support for compute shaders in matc
this is still very much work-in-progress.
We're not supporting images nor ssbo for now.
* rename UniformInterfaceBlock to BufferInterfaceBlock
* augment BufferInterfaceBlock to support ssbo features
- add support for std430
- add support for ssbo
- add support for variable-size array
- add support for memory qualifiers
* reformat MaterialBuilder
* material format: move subpasses outside of parameters
subpasses now are their own json property instead of being a
"parameter".
* refactor parameter() methods to match Buffer/SamplerInterfaceBlock
We're just shuffling the arguments.
* add support for buffers in .mat files
* filamat now generates buffer blocks (ssbo)
* take feature level into consideration when optimizing shaders
* don't store the 'uniform binding' chunk for level 2 materials
this includes some refactoring/cleanups of MaterialParser
* matinfo: fixes for compute
- separate subpasses from parameters
- don't attempt to print material properties
* Begin Sorting SubProjects into Folders
* Add more subprojects to folders
* Add even more subprojects to folders
* Add further subprojects to folders
* Move the last two projects
* Move Resources to a Resources subfolder
* Remove spaces to be stylistically coherent
* Revert Improper CMake Modifications
* Revert erroneous line removals
* Only specify sdl2's folder on WIN32
* Add the shader subprojects to a Generated folder
* Move shaders to Filament/Shaders
With VERTEX_DOMAIN_DEVICE the vertex shader doesn't apply the
projection (since the vertices are already in clip space), however,
both TAA and guard bands need to jitter/offset the clip space, and
it is done at the projection level.
We now store the clip space offset separately so that it can be applied
to VERTEX_DOMAIN_DEVICE vertices.
We also introduce a new material parameter, vertexDomainDeviceJittered,
a boolean that controls whether clip space offset (above) is applied.
This is because a VERTEX_DOMAIN_DEVICE material that uses the built-in
projection matrices generally ends-up with the jitter already applied,
this is the case with the Skybox for instance.
Fixes#5917
We no longer use the hardcoded objectUniform UBO name, instead, we
access the object uniforms through the new getObjectUniforms().
Because it's not possible to return a "Uniform Block" from a function
in GLSL, a large part of this change, is to replace the interface block
by a structure.
Note: getObjectUniforms() is not public, but it is used by gltfio to
access the userData field, which is also not public at the moment.
This boolean parameter is used with materials that need to access
`getInstanceIndex()` (filament's equivalent to `gl_InstanceIndex`).
It is false by default, and getInstanceIndex() is not accessible.
This is intended to be used in concert with
`RenderableManager::Builder::instances()`.
Our `morphNormal` GLSL function treats each normal target as a
displacement from the base normal (similar to the glTF spec) but the
normal that is extracted from the tangent frame is actually an absolute
normal.
In other words, if b is the base normal, we were doing:
b = b + w0 * n0 + w1 * n1 + ...
This is obviously wrong, since the base normal has an overpowering
influence.
The fixed math looks like this:
b = b + w0 * (n0 - b) + w1 * (n1 - b) + ...
Fixes#5584.
The most important change here is that we no longer apply the
backend (e.g. Metal/Vulkan) UV transformation before calling the
user's vertex shader. This is an API change for post-process materials
(but they're not public).
Now the user is responsible for using uvToRenderTargetUV() in their
shaders (either in the fragment or vertex as appropriate).
This makes it easier to handle offsets/transforms with all APIs.
Conceptually, the only thing that is needed is to call
uvToRenderTargetUV() just before making a texture call.
This fixes a couple of issues:
- some image shifting in metal/vk
- flare in metal/vk was upside down
We also simplify the DoF code quite a bit now that we can rely on the
rendertargets begin multiple of 16.
We also "fix" SSAO that was working by accident on metal/vk. The UV
correction was applied 3 times 2 of which were canceling each other.
- rename common_math and common_shadowing from .fs to .glsl
because they were both included in both vertex and fragment
shaders
- add getFragCoord() which always returns coordinates in the
glsl convention. This is useful when used with RNGs to get
consistant results accross backends.
this is because this uniform is not well defined -- it's unclear if
it is set to the viewport or the buffer size.
also, it's not needed, and removes a couple multiplies from the shader.
it made it actually more confusing to have two version of the uv
(normalized and not). Also the unnormalized version was computed from
frameUniforms which is not great in the case of post-processing
(it just happened to work).
With this change we are now generating refraction and reflections
buffer into their own layer of a 2D array -- so they can coexist.
This change doesn't actually enable both at the same time yet.
There are downsides to this approach:
- a 2d array of 2 layers is created even if only one of reflection or
refraction is active. This could be fixed at the cost of more
complexity.
- if reflections are active then refraction must use a RGBA16F texture
instead of RGB_11_11_10, because they share the texture
The existing behavior was surprising for users who draw opaque objects
into a semitransparent views, and this was especially evident with
the labels in `TextureLinearInterpolationTest`.
We now disable blending for MASKED, which is what our existing materials
documentation already says. We also now set the fragment alpha to 1 when
the fragment is not discarded, which prevents the "punch through"
effect. This is consistent with ThreeJS.
Fixes#4576.
We now have a single varyings.glsl containing our varyings for both
the vertex and fragment shader. This file is included with the right
definition of VARYING as `in` or `out`.
inputs.vs is now renamed attributes.vs
We can now specify an "instance count" per renderable during creation.
This instance count applies to all render primitives in the
Renderable.
This will simply draw the renderable "instance count" times. A new
method available to vertex shaders, getInstanceIndex(), allows the
material to discriminate the instances and adjust the position/transform
accordingly.
Typically this is used for particle systems.
The main change here is that for screen-space reflections, the lod
calculation takes the camera distance into account.
We also now correctly take into account that we blur each lod
successively which increases the standard deviation by 10%. This applies
to both refraction and reflection.
This works by first generating a reflection buffer which gets blurred,
then the color pass samples from this buffer according to the roughness
of the surface being rendered.
A lot of the changes here involve utilizing "reserved" variants for
the new "SSR" pass and all the fallout from that.
- Rename projectToPixelMatrix to uvFromViewMatrix, this match our
existing style better.
- slightly more efficient direction transform
- limit roughness to 0.1 instead of 0.01, because in a lot of cases,
the roughness increases with the LOD, for instance if it comes from
a texture (to combat aliasing).