Jelajahi Sumber

Merge pull request #80311 from darksylinc/matias-fullscreen-tri

Use fullscreen tri instead of quad
Rémi Verschelde 2 tahun lalu
induk
melakukan
40ca09364d

+ 6 - 12
servers/rendering/renderer_rd/effects/bokeh_dof.cpp

@@ -359,11 +359,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
 			RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
 			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[BOKEH_GEN_BLUR_SIZE].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_depth_texture), 0);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
-			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 			RD::get_singleton()->draw_list_end();
 		}
 
@@ -393,11 +392,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
 			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
-			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 			RD::get_singleton()->draw_list_end();
 
 			// Pass 2
@@ -418,11 +416,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
 			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, texture), 0);
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, weight), 1);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
-			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 			RD::get_singleton()->draw_list_end();
 
 			if (bokeh.push_constant.half_size) {
@@ -438,11 +435,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture1), 0);
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture3), 1);
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
-				RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 				RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
-				RD::get_singleton()->draw_list_draw(draw_list, true);
+				RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 				RD::get_singleton()->draw_list_end();
 			}
 
@@ -471,11 +467,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
 			RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, bokeh.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer)));
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_base_texture), 0);
 			RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture0), 1);
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 			RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
-			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 			RD::get_singleton()->draw_list_end();
 
 			if (bokeh.push_constant.half_size) {
@@ -491,11 +486,10 @@ void BokehDOF::bokeh_dof_raster(const BokehBuffers &p_buffers, RID p_camera_attr
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture0), 0);
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_weight_texture2), 1);
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_weight_texture0), 2);
-				RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 				RD::get_singleton()->draw_list_set_push_constant(draw_list, &bokeh.push_constant, sizeof(BokehPushConstant));
 
-				RD::get_singleton()->draw_list_draw(draw_list, true);
+				RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 				RD::get_singleton()->draw_list_end();
 			} else {
 				CopyEffects::get_singleton()->copy_raster(p_buffers.secondary_texture, p_buffers.base_fb);

+ 7 - 15
servers/rendering/renderer_rd/effects/copy_effects.cpp

@@ -696,11 +696,9 @@ void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_textu
 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
 
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
-
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 
@@ -803,12 +801,11 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_textu
 		RD::Uniform u_auto_exposure(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_auto_exposure }));
 		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
 	}
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	blur_raster.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 
 	blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
@@ -820,12 +817,11 @@ void CopyEffects::gaussian_glow_raster(RID p_source_rd_texture, RID p_half_textu
 	draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_half_texture), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	blur_raster.push_constant.flags = base_flags;
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 
@@ -1055,11 +1051,10 @@ void CopyEffects::cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_fra
 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cubemap_downsampler.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &cubemap_downsampler.push_constant, sizeof(CubemapDownsamplerPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 
@@ -1136,11 +1131,10 @@ void CopyEffects::cubemap_filter_raster(RID p_source_cubemap, RID p_dest_framebu
 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, filter.raster_pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_cubemap), 0);
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, filter.uniform_set, 1);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CubemapFilterRasterPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 
@@ -1214,11 +1208,10 @@ void CopyEffects::cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_f
 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, roughness.raster_pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &roughness.push_constant, sizeof(CubemapRoughnessPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 
@@ -1269,8 +1262,7 @@ void CopyEffects::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_b
 		RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_reflection), 1);
 	}
 
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 
 	RD::get_singleton()->draw_command_end_label();

+ 1 - 2
servers/rendering/renderer_rd/effects/luminance.cpp

@@ -191,11 +191,10 @@ void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_
 				RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current }));
 				RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1);
 			}
-			RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 			RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant));
 
-			RD::get_singleton()->draw_list_draw(draw_list, true);
+			RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 			RD::get_singleton()->draw_list_end();
 		}
 	} else {

+ 2 - 4
servers/rendering/renderer_rd/effects/tone_mapper.cpp

@@ -170,10 +170,9 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 
@@ -250,8 +249,7 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
 	RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
 	RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
 	RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
-	RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
 
 	RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
-	RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
+	RD::get_singleton()->draw_list_draw(p_subpass_draw_list, false, 1u, 0u);
 }

+ 1 - 2
servers/rendering/renderer_rd/effects/vrs.cpp

@@ -85,9 +85,8 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
 	RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
 	RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
 	RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
 	// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 	RD::get_singleton()->draw_list_end();
 }
 

+ 1 - 22
servers/rendering/renderer_rd/environment/sky.cpp

@@ -249,11 +249,9 @@ void SkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineC
 		}
 	}
 
-	RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
-
 	RD::get_singleton()->draw_list_set_push_constant(draw_list, &sky_push_constant, sizeof(SkyPushConstant));
 
-	RD::get_singleton()->draw_list_draw(draw_list, true);
+	RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
 }
 
 ////////////////////////////////////////////////////////////////////////////////
@@ -941,23 +939,6 @@ void sky() {
 
 		sky_scene_state.fog_only_texture_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_TEXTURES);
 	}
-
-	{ //create index array for copy shaders
-		Vector<uint8_t> pv;
-		pv.resize(6 * 4);
-		{
-			uint8_t *w = pv.ptrw();
-			int *p32 = (int *)w;
-			p32[0] = 0;
-			p32[1] = 1;
-			p32[2] = 2;
-			p32[3] = 0;
-			p32[4] = 2;
-			p32[5] = 3;
-		}
-		index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
-		index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
-	}
 }
 
 void SkyRD::set_texture_format(RD::DataFormat p_texture_format) {
@@ -990,8 +971,6 @@ SkyRD::~SkyRD() {
 	if (RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_only_texture_uniform_set)) {
 		RD::get_singleton()->free(sky_scene_state.fog_only_texture_uniform_set);
 	}
-
-	RD::get_singleton()->free(index_buffer); //array gets freed as dependency
 }
 
 void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, const PagedArray<RID> &p_lights, RID p_camera_attributes, uint32_t p_view_count, const Projection *p_view_projections, const Vector3 *p_view_eye_offsets, const Transform3D &p_cam_transform, const Projection &p_cam_projection, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render) {

+ 0 - 3
servers/rendering/renderer_rd/environment/sky.h

@@ -70,9 +70,6 @@ public:
 private:
 	RD::DataFormat texture_format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
 
-	RID index_buffer;
-	RID index_array;
-
 	enum SkyTextureSetVersion {
 		SKY_TEXTURE_SET_BACKGROUND,
 		SKY_TEXTURE_SET_HALF_RES,

+ 3 - 4
servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl

@@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex];
-
-	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */

+ 3 - 4
servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl

@@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex];
-
-	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */

+ 3 - 3
servers/rendering/renderer_rd/shaders/effects/cubemap_downsampler_raster.glsl

@@ -31,9 +31,9 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex] * float(params.face_size);
-	gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */

+ 3 - 3
servers/rendering/renderer_rd/shaders/effects/cubemap_filter_raster.glsl

@@ -35,9 +35,9 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex];
-	gl_Position = vec4(base_arr[gl_VertexIndex] * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */

+ 3 - 3
servers/rendering/renderer_rd/shaders/effects/cubemap_roughness_raster.glsl

@@ -11,9 +11,9 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex];
-	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */

+ 3 - 4
servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl

@@ -11,10 +11,9 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex];
-
-	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */

+ 5 - 10
servers/rendering/renderer_rd/shaders/effects/specular_merge.glsl

@@ -27,16 +27,11 @@ layout(location = 0) out vec2 uv_interp;
 #endif //USE_MULTIVIEW
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-
-#ifdef USE_MULTIVIEW
-	uv_interp = vec3(base_arr[gl_VertexIndex], ViewIndex);
-
-	gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
-#else
-	uv_interp = base_arr[gl_VertexIndex];
-
-	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
+#ifdef MULTIVIEW
+	uv_interp.z = ViewIndex;
 #endif
 }
 

+ 3 - 3
servers/rendering/renderer_rd/shaders/effects/tonemap.glsl

@@ -13,9 +13,9 @@
 layout(location = 0) out vec2 uv_interp;
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp = base_arr[gl_VertexIndex];
-	gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 #[fragment]

+ 3 - 4
servers/rendering/renderer_rd/shaders/effects/vrs.glsl

@@ -20,13 +20,12 @@ layout(location = 0) out vec2 uv_interp;
 #endif
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
-	uv_interp.xy = base_arr[gl_VertexIndex];
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	uv_interp.xy = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 #ifdef MULTIVIEW
 	uv_interp.z = ViewIndex;
 #endif
-
-	gl_Position = vec4(uv_interp.xy * 2.0 - 1.0, 0.0, 1.0);
 }
 
 #[fragment]

+ 1 - 1
servers/rendering/renderer_rd/shaders/environment/sky.glsl

@@ -23,7 +23,7 @@ layout(push_constant, std430) uniform Params {
 params;
 
 void main() {
-	vec2 base_arr[4] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 1.0), vec2(1.0, 1.0), vec2(1.0, -1.0));
+	vec2 base_arr[3] = vec2[](vec2(-1.0, -3.0), vec2(-1.0, 1.0), vec2(3.0, 1.0));
 	uv_interp = base_arr[gl_VertexIndex];
 	gl_Position = vec4(uv_interp, 1.0, 1.0);
 }