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https://github.com/godotengine/godot-demo-projects.git
synced 2025-12-16 13:30:07 +01:00
Modify shader example to show using built-in includes (#1086)
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -20,4 +20,3 @@ Shader effect: %s
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"Enabled" if compositor.compositor_effects[0].enabled else "Disabled",
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"Enabled" if compositor.compositor_effects[1].enabled else "Disabled",
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]
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@@ -35,8 +35,13 @@ effect_callback_type = 4
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needs_motion_vectors = false
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needs_normal_roughness = false
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script = ExtResource("1_rkpno")
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shader_code = " // Invert color.
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color.rgb = vec3(1.0 - color.r, 1.0 - color.g, 1.0 - color.b);
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shader_code = "// Unproject
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vec4 unproj = vec4(uv_norm * 2.0 - 1.0, depth, 1.0);
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mat4 inv_projection_matrix = scene_data_block.data.inv_projection_matrix_view[view];
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vec4 vertex = inv_projection_matrix * unproj;
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vertex.xyz = vertex.xyz / vertex.w;
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color.rgb = clamp(vec3(vertex.x/20.0, vertex.y/20.0, -vertex.z/20.0), 0.0, 1.0);
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"
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[sub_resource type="Compositor" id="Compositor_xxhi4"]
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@@ -18,6 +18,8 @@ dest_files=["res://.godot/imported/pattern.png-888ea151ee9fa7a079d3252596260765.
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compress/mode=0
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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@@ -25,6 +27,10 @@ mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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@@ -2,30 +2,46 @@
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class_name PostProcessShader
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extends CompositorEffect
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const template_shader := """#version 450
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const TEMPLATE_SHADER: String = """#version 450
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#define MAX_VIEWS 2
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#include "godot/scene_data_inc.glsl"
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// Invocations in the (x, y, z) dimension.
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layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
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layout(rgba16f, set = 0, binding = 0) uniform image2D color_image;
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layout(set = 0, binding = 0, std140) uniform SceneDataBlock {
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SceneData data;
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SceneData prev_data;
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}
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scene_data_block;
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layout(rgba16f, set = 0, binding = 1) uniform image2D color_image;
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layout(set = 0, binding = 2) uniform sampler2D depth_texture;
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// Our push constant.
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// Must be aligned to 16 bytes, just like the push constant we passed from the script.
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layout(push_constant, std430) uniform Params {
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vec2 raster_size;
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vec2 pad;
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float view;
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float pad;
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} params;
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// The code we want to execute in each invocation.
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void main() {
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ivec2 uv = ivec2(gl_GlobalInvocationID.xy);
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ivec2 size = ivec2(params.raster_size);
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int view = int(params.view);
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if (uv.x >= size.x || uv.y >= size.y) {
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return;
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}
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vec2 uv_norm = vec2(uv) / params.raster_size;
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vec4 color = imageLoad(color_image, uv);
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float depth = texture(depth_texture, uv_norm).r;
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#COMPUTE_CODE
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@@ -42,9 +58,10 @@ void main() {
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var rd: RenderingDevice
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var shader: RID
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var pipeline: RID
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var nearest_sampler: RID
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var mutex := Mutex.new()
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var shader_is_dirty := true
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var shader_is_dirty: bool = true
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func _init() -> void:
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@@ -58,7 +75,9 @@ func _notification(what: int) -> void:
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if what == NOTIFICATION_PREDELETE:
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if shader.is_valid():
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# Freeing our shader will also free any dependents such as the pipeline!
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rd.free_rid(shader)
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RenderingServer.free_rid(shader)
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if nearest_sampler.is_valid():
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rd.free_rid(nearest_sampler)
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#region Code in this region runs on the rendering thread.
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@@ -67,7 +86,7 @@ func _check_shader() -> bool:
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if not rd:
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return false
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var new_shader_code := ""
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var new_shader_code: String = ""
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# Check if our shader is dirty.
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mutex.lock()
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@@ -81,7 +100,7 @@ func _check_shader() -> bool:
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return pipeline.is_valid()
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# Apply template.
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new_shader_code = template_shader.replace("#COMPUTE_CODE", new_shader_code);
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new_shader_code = TEMPLATE_SHADER.replace("#COMPUTE_CODE", new_shader_code);
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# Out with the old.
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if shader.is_valid():
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@@ -93,7 +112,7 @@ func _check_shader() -> bool:
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var shader_source := RDShaderSource.new()
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shader_source.language = RenderingDevice.SHADER_LANGUAGE_GLSL
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shader_source.source_compute = new_shader_code
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var shader_spirv : RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
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var shader_spirv: RDShaderSPIRV = rd.shader_compile_spirv_from_source(shader_source)
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if shader_spirv.compile_error_compute != "":
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push_error(shader_spirv.compile_error_compute)
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@@ -114,8 +133,9 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
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if rd and p_effect_callback_type == EFFECT_CALLBACK_TYPE_POST_TRANSPARENT and _check_shader():
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# Get our render scene buffers object, this gives us access to our render buffers.
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# Note that implementation differs per renderer hence the need for the cast.
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var render_scene_buffers := p_render_data.get_render_scene_buffers()
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if render_scene_buffers:
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var render_scene_buffers: RenderSceneBuffers = p_render_data.get_render_scene_buffers()
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var scene_data: RenderSceneData = p_render_data.get_render_scene_data()
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if render_scene_buffers and scene_data:
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# Get our render size, this is the 3D render resolution!
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var size: Vector2i = render_scene_buffers.get_internal_size()
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if size.x == 0 and size.y == 0:
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@@ -123,10 +143,10 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
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# We can use a compute shader here.
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@warning_ignore("integer_division")
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var x_groups := (size.x - 1) / 8 + 1
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var x_groups: int = (size.x - 1) / 8 + 1
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@warning_ignore("integer_division")
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var y_groups := (size.y - 1) / 8 + 1
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var z_groups := 1
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var y_groups: int = (size.y - 1) / 8 + 1
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var z_groups: int = 1
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# Create push constant.
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# Must be aligned to 16 bytes and be in the same order as defined in the shader.
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@@ -137,23 +157,48 @@ func _render_callback(p_effect_callback_type: EffectCallbackType, p_render_data:
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0.0,
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])
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# Make sure we have a sampler.
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if not nearest_sampler.is_valid():
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var sampler_state: RDSamplerState = RDSamplerState.new()
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sampler_state.min_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
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sampler_state.mag_filter = RenderingDevice.SAMPLER_FILTER_NEAREST
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nearest_sampler = rd.sampler_create(sampler_state)
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# Loop through views just in case we're doing stereo rendering. No extra cost if this is mono.
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var view_count: int = render_scene_buffers.get_view_count()
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for view in view_count:
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# Get the RID for our scene data buffer.
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var scene_data_buffers: RID = scene_data.get_uniform_buffer()
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# Get the RID for our color image, we will be reading from and writing to it.
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var input_image: RID = render_scene_buffers.get_color_layer(view)
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var color_image: RID = render_scene_buffers.get_color_layer(view)
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# Get the RID for our depth image, we will be reading from it.
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var depth_image: RID = render_scene_buffers.get_depth_layer(view)
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# Create a uniform set, this will be cached, the cache will be cleared if our viewports configuration is changed.
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var uniform := RDUniform.new()
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uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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uniform.binding = 0
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uniform.add_id(input_image)
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var uniform_set := UniformSetCacheRD.get_cache(shader, 0, [uniform])
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var scene_data_uniform := RDUniform.new()
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scene_data_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_UNIFORM_BUFFER
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scene_data_uniform.binding = 0
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scene_data_uniform.add_id(scene_data_buffers)
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var color_uniform := RDUniform.new()
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color_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_IMAGE
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color_uniform.binding = 1
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color_uniform.add_id(color_image)
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var depth_uniform := RDUniform.new()
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depth_uniform.uniform_type = RenderingDevice.UNIFORM_TYPE_SAMPLER_WITH_TEXTURE
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depth_uniform.binding = 2
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depth_uniform.add_id(nearest_sampler)
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depth_uniform.add_id(depth_image)
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var uniform_set_rid: RID = UniformSetCacheRD.get_cache(shader, 0, [scene_data_uniform, color_uniform, depth_uniform])
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# Set our view.
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push_constant[2] = view
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# Run our compute shader.
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var compute_list := rd.compute_list_begin()
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var compute_list: int = rd.compute_list_begin()
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rd.compute_list_bind_compute_pipeline(compute_list, pipeline)
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rd.compute_list_bind_uniform_set(compute_list, uniform_set, 0)
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rd.compute_list_bind_uniform_set(compute_list, uniform_set_rid, 0)
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rd.compute_list_set_push_constant(compute_list, push_constant.to_byte_array(), push_constant.size() * 4)
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rd.compute_list_dispatch(compute_list, x_groups, y_groups, z_groups)
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rd.compute_list_end()
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@@ -12,7 +12,7 @@ config_version=5
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config/name="Compositor Effects (Post-Processing)"
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run/main_scene="res://main.tscn"
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/features=PackedStringArray("4.5", "Forward Plus")
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config/icon="res://icon.svg"
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[debug]
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@@ -28,12 +28,12 @@ window/stretch/aspect="expand"
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toggle_grayscale_effect={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":71,"physical_keycode":0,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
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]
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}
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toggle_shader_effect={
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"deadzone": 0.5,
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":83,"physical_keycode":0,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
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]
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}
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