This reverts commit 58f96be2c4.
This caused material files to increase in size significantly. It turns
out that glslang has to generate a copy for each parameter that is
passed to a function as a non-const parameter.
This revert will break IMG devices again, but that should be the case
only on debug builds. Release builds lose the const qualifier by
virtue of going through spirv. We'll try to address this some other
way later.
In some situation, functions with const parameter cause the shader
compilation to fail without an error message.
We remove all the `const` qualifiers on functions, assuming this
shouldn't impact code generation a lot.
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
* Add the ability to modify clip space coordinates in the vertex shader
This introduces MaterialVertexInputs.clipSpaceTransform, a mat4 that
is applied to gl_Position before exiting the vertex stage.
* Address code review comments
This replaces the previous "curvature to roughness" method. Both are related
and rely on the screen space variance of geometric normals but this new
solution offers more control (the screen space variance and the clamping
threshold can be controlled).