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Vulkan: Move thirdparty code out of drivers, style fixes

- `vk_enum_string_helper.h` is a generated file taken from the SDK
  (Vulkan-ValidationLayers).
- `vk_mem_alloc.h` is a library from GPUOpen:
  https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
Rémi Verschelde 5 lat temu
rodzic
commit
db81928e08
100 zmienionych plików z 428 dodań i 381 usunięć
  1. 9 3
      COPYRIGHT.txt
  2. 2 2
      core/math/vector3i.cpp
  3. 2 2
      core/math/vector3i.h
  4. 2 2
      core/rid_owner.cpp
  5. 2 2
      core/rid_owner.h
  6. 2 2
      core/spin_lock.h
  7. 2 2
      core/thread_work_pool.cpp
  8. 2 2
      core/thread_work_pool.h
  9. 3 1
      drivers/vulkan/SCsub
  10. 2 2
      drivers/vulkan/rendering_device_vulkan.cpp
  11. 2 2
      drivers/vulkan/rendering_device_vulkan.h
  12. 0 37
      drivers/vulkan/vk_mem_alloc.cpp
  13. 2 2
      drivers/vulkan/vulkan_context.cpp
  14. 2 2
      drivers/vulkan/vulkan_context.h
  15. 2 2
      editor/editor_visual_profiler.cpp
  16. 2 2
      editor/editor_visual_profiler.h
  17. 2 2
      editor/import/resource_importer_layered_texture.h
  18. 2 2
      editor/script_editor_debugger.cpp
  19. 2 2
      modules/basis_universal/register_types.cpp
  20. 2 2
      modules/basis_universal/register_types.h
  21. 2 2
      modules/basis_universal/texture_basisu.cpp
  22. 2 2
      modules/basis_universal/texture_basisu.h
  23. 1 1
      modules/gdnavigation/gd_navigation_server.cpp
  24. 1 1
      modules/gdnavigation/gd_navigation_server.h
  25. 2 2
      modules/gdnavigation/nav_map.cpp
  26. 2 2
      modules/gdnavigation/nav_map.h
  27. 2 2
      modules/gdnavigation/nav_region.cpp
  28. 2 2
      modules/gdnavigation/nav_region.h
  29. 2 2
      modules/gdnavigation/nav_rid.h
  30. 2 2
      modules/gdnavigation/nav_utils.h
  31. 1 1
      modules/gdnavigation/rvo_agent.cpp
  32. 1 1
      modules/gdnavigation/rvo_agent.h
  33. 2 2
      modules/glslang/register_types.cpp
  34. 2 2
      modules/glslang/register_types.h
  35. 2 2
      platform/osx/context_gl_osx.h
  36. 2 2
      platform/osx/context_gl_osx.mm
  37. 2 2
      platform/osx/vulkan_context_osx.h
  38. 2 2
      platform/osx/vulkan_context_osx.mm
  39. 2 2
      platform/windows/vulkan_context_win.cpp
  40. 2 2
      platform/windows/vulkan_context_win.h
  41. 2 2
      platform/x11/vulkan_context_x11.cpp
  42. 2 2
      platform/x11/vulkan_context_x11.h
  43. 1 1
      scene/2d/navigation_agent_2d.cpp
  44. 1 1
      scene/2d/navigation_agent_2d.h
  45. 2 2
      scene/2d/navigation_obstacle_2d.cpp
  46. 2 2
      scene/2d/navigation_obstacle_2d.h
  47. 1 1
      scene/3d/navigation_agent.cpp
  48. 1 1
      scene/3d/navigation_agent.h
  49. 1 1
      scene/3d/navigation_mesh_instance.cpp
  50. 1 1
      scene/3d/navigation_mesh_instance.h
  51. 1 1
      scene/3d/navigation_obstacle.cpp
  52. 1 1
      scene/3d/navigation_obstacle.h
  53. 2 2
      scene/3d/voxelizer.cpp
  54. 1 1
      servers/navigation_2d_server.cpp
  55. 1 1
      servers/navigation_2d_server.h
  56. 1 1
      servers/navigation_server.cpp
  57. 1 1
      servers/navigation_server.h
  58. 30 0
      servers/visual/rasterizer_rd/light_cluster_builder.cpp
  59. 30 0
      servers/visual/rasterizer_rd/light_cluster_builder.h
  60. 2 2
      servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp
  61. 2 2
      servers/visual/rasterizer_rd/rasterizer_canvas_rd.h
  62. 2 2
      servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp
  63. 2 2
      servers/visual/rasterizer_rd/rasterizer_effects_rd.h
  64. 2 2
      servers/visual/rasterizer_rd/rasterizer_rd.cpp
  65. 2 2
      servers/visual/rasterizer_rd/rasterizer_rd.h
  66. 3 3
      servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
  67. 3 3
      servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h
  68. 2 2
      servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp
  69. 2 2
      servers/visual/rasterizer_rd/rasterizer_scene_rd.h
  70. 2 2
      servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp
  71. 2 2
      servers/visual/rasterizer_rd/rasterizer_storage_rd.h
  72. 2 2
      servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
  73. 2 2
      servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h
  74. 2 2
      servers/visual/rasterizer_rd/shader_compiler_rd.cpp
  75. 2 2
      servers/visual/rasterizer_rd/shader_compiler_rd.h
  76. 2 2
      servers/visual/rasterizer_rd/shader_rd.cpp
  77. 2 2
      servers/visual/rasterizer_rd/shader_rd.h
  78. 18 18
      servers/visual/rasterizer_rd/shaders/blur.glsl
  79. 2 1
      servers/visual/rasterizer_rd/shaders/blur_inc.glsl
  80. 49 57
      servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl
  81. 2 1
      servers/visual/rasterizer_rd/shaders/canvas_occlusion.glsl
  82. 8 4
      servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl
  83. 2 1
      servers/visual/rasterizer_rd/shaders/copy.glsl
  84. 2 1
      servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl
  85. 12 6
      servers/visual/rasterizer_rd/shaders/giprobe.glsl
  86. 4 2
      servers/visual/rasterizer_rd/shaders/giprobe_debug.glsl
  87. 6 3
      servers/visual/rasterizer_rd/shaders/giprobe_sdf.glsl
  88. 10 5
      servers/visual/rasterizer_rd/shaders/giprobe_write.glsl
  89. 18 18
      servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl
  90. 12 12
      servers/visual/rasterizer_rd/shaders/roughness_limiter.glsl
  91. 18 21
      servers/visual/rasterizer_rd/shaders/scene_high_end.glsl
  92. 18 10
      servers/visual/rasterizer_rd/shaders/scene_high_end_inc.glsl
  93. 4 2
      servers/visual/rasterizer_rd/shaders/sky.glsl
  94. 9 14
      servers/visual/rasterizer_rd/shaders/ssao.glsl
  95. 13 19
      servers/visual/rasterizer_rd/shaders/ssao_blur.glsl
  96. 7 8
      servers/visual/rasterizer_rd/shaders/ssao_minify.glsl
  97. 3 3
      servers/visual/rasterizer_rd/shaders/tonemap.glsl
  98. 2 2
      servers/visual/rendering_device.cpp
  99. 2 2
      servers/visual/rendering_device.h
  100. 5 0
      thirdparty/README.md

+ 9 - 3
COPYRIGHT.txt

@@ -367,11 +367,17 @@ License: BSD-3-clause
 
 
 Files: ./thirdparty/vulkan/
 Files: ./thirdparty/vulkan/
 Comment: Vulkan Ecosystem Components (Vulkan ICD loader and headers)
 Comment: Vulkan Ecosystem Components (Vulkan ICD loader and headers)
-Copyright: 2015-2016, The Khronos Group Inc.
-  2015-2016, Valve Corporation
-  2015-2016, LunarG, Inc.
+Copyright: 2014-2019, The Khronos Group Inc.
+  2014-2019, Valve Corporation
+  2014-2019, LunarG, Inc.
+  2015-2019, Google Inc.
 License: Apache-2.0
 License: Apache-2.0
 
 
+Files: ./thirdparty/vulkan/vk_mem_alloc.h
+Comment: Vulkan Memory Allocator
+Copyright: 2017-2019, Advanced Micro Devices, Inc.
+License: Expat
+
 Files: ./thirdparty/wslay/
 Files: ./thirdparty/wslay/
 Comment: Wslay
 Comment: Wslay
 Copyright: 2011-2015, Tatsuhiro Tsujikawa
 Copyright: 2011-2015, Tatsuhiro Tsujikawa

+ 2 - 2
core/math/vector3i.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
core/math/vector3i.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
core/rid_owner.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
core/rid_owner.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
core/spin_lock.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
core/thread_work_pool.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
core/thread_work_pool.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 3 - 1
drivers/vulkan/SCsub

@@ -7,7 +7,7 @@ env.add_source_files(env.drivers_sources, "*.cpp")
 if env['builtin_vulkan']:
 if env['builtin_vulkan']:
     # Use bundled Vulkan headers
     # Use bundled Vulkan headers
     thirdparty_dir = "#thirdparty/vulkan"
     thirdparty_dir = "#thirdparty/vulkan"
-    env.Prepend(CPPPATH=[thirdparty_dir + "/include", thirdparty_dir + "/loader"])
+    env.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "/include", thirdparty_dir + "/loader"])
 
 
     # Build Vulkan loader library
     # Build Vulkan loader library
     env_thirdparty = env.Clone()
     env_thirdparty = env.Clone()
@@ -25,6 +25,7 @@ if env['builtin_vulkan']:
         "wsi.c",
         "wsi.c",
         "extension_manual.c",
         "extension_manual.c",
     ]
     ]
+    vma_sources = [thirdparty_dir + "/vk_mem_alloc.cpp"]
 
 
     if env['platform'] == "windows":
     if env['platform'] == "windows":
         loader_sources.append("dirent_on_windows.c")
         loader_sources.append("dirent_on_windows.c")
@@ -59,3 +60,4 @@ if env['builtin_vulkan']:
 
 
     loader_sources = [thirdparty_dir + "/loader/" + file for file in loader_sources]
     loader_sources = [thirdparty_dir + "/loader/" + file for file in loader_sources]
     env_thirdparty.add_source_files(env.drivers_sources, loader_sources)
     env_thirdparty.add_source_files(env.drivers_sources, loader_sources)
+    env_thirdparty.add_source_files(env.drivers_sources, vma_sources)

+ 2 - 2
drivers/vulkan/rendering_device_vulkan.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
drivers/vulkan/rendering_device_vulkan.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 0 - 37
drivers/vulkan/vk_mem_alloc.cpp

@@ -1,37 +0,0 @@
-/*************************************************************************/
-/*  vk_mem_alloc.cpp                                                     */
-/*************************************************************************/
-/*                       This file is part of:                           */
-/*                           GODOT ENGINE                                */
-/*                      https://godotengine.org                          */
-/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
-/*                                                                       */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the       */
-/* "Software"), to deal in the Software without restriction, including   */
-/* without limitation the rights to use, copy, modify, merge, publish,   */
-/* distribute, sublicense, and/or sell copies of the Software, and to    */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions:                                             */
-/*                                                                       */
-/* The above copyright notice and this permission notice shall be        */
-/* included in all copies or substantial portions of the Software.       */
-/*                                                                       */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
-/*************************************************************************/
-
-#define VMA_IMPLEMENTATION
-#ifdef DEBUG_ENABLED
-#ifndef _MSC_VER
-#define _DEBUG
-#endif
-#endif
-#include "vk_mem_alloc.h"

+ 2 - 2
drivers/vulkan/vulkan_context.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
drivers/vulkan/vulkan_context.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
editor/editor_visual_profiler.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
editor/editor_visual_profiler.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
editor/import/resource_importer_layered_texture.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
editor/script_editor_debugger.cpp

@@ -33,11 +33,11 @@
 #include "core/io/marshalls.h"
 #include "core/io/marshalls.h"
 #include "core/project_settings.h"
 #include "core/project_settings.h"
 #include "core/ustring.h"
 #include "core/ustring.h"
-#include "editor/plugins/canvas_item_editor_plugin.h"
-#include "editor/plugins/spatial_editor_plugin.h"
 #include "editor/editor_log.h"
 #include "editor/editor_log.h"
 #include "editor/editor_network_profiler.h"
 #include "editor/editor_network_profiler.h"
 #include "editor/editor_visual_profiler.h"
 #include "editor/editor_visual_profiler.h"
+#include "editor/plugins/canvas_item_editor_plugin.h"
+#include "editor/plugins/spatial_editor_plugin.h"
 #include "editor_node.h"
 #include "editor_node.h"
 #include "editor_profiler.h"
 #include "editor_profiler.h"
 #include "editor_scale.h"
 #include "editor_scale.h"

+ 2 - 2
modules/basis_universal/register_types.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/basis_universal/register_types.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/basis_universal/texture_basisu.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/basis_universal/texture_basisu.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
modules/gdnavigation/gd_navigation_server.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
modules/gdnavigation/gd_navigation_server.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/gdnavigation/nav_map.cpp

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  rvo_space.cpp                                                        */
+/*  nav_map.cpp                                                          */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/gdnavigation/nav_map.h

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  rvo_space.h                                                          */
+/*  nav_map.h                                                            */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/gdnavigation/nav_region.cpp

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  nav_region.h                                                         */
+/*  nav_region.cpp                                                       */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/gdnavigation/nav_region.h

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  nav_region.cpp                                                       */
+/*  nav_region.h                                                         */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/gdnavigation/nav_rid.h

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  rvo_rid.h                                                            */
+/*  nav_rid.h                                                            */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/gdnavigation/nav_utils.h

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  utils.h                                                              */
+/*  nav_utils.h                                                          */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
modules/gdnavigation/rvo_agent.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
modules/gdnavigation/rvo_agent.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/glslang/register_types.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
modules/glslang/register_types.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/osx/context_gl_osx.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/osx/context_gl_osx.mm

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/osx/vulkan_context_osx.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/osx/vulkan_context_osx.mm

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/windows/vulkan_context_win.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/windows/vulkan_context_win.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/x11/vulkan_context_x11.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
platform/x11/vulkan_context_x11.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
scene/2d/navigation_agent_2d.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
scene/2d/navigation_agent_2d.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
scene/2d/navigation_obstacle_2d.cpp

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  navigation_obstacle.cpp                                              */
+/*  navigation_obstacle_2d.cpp                                           */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
scene/2d/navigation_obstacle_2d.h

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  navigation_obstacle.h                                                */
+/*  navigation_obstacle_2d.h                                             */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
scene/3d/navigation_agent.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
scene/3d/navigation_agent.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
scene/3d/navigation_mesh_instance.cpp

@@ -1,5 +1,5 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  navigation_mesh.cpp                                                  */
+/*  navigation_mesh_instance.cpp                                         */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */

+ 1 - 1
scene/3d/navigation_mesh_instance.h

@@ -1,5 +1,5 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  navigation_mesh.h                                                    */
+/*  navigation_mesh_instance.h                                           */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */

+ 1 - 1
scene/3d/navigation_obstacle.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
scene/3d/navigation_obstacle.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
scene/3d/voxelizer.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
servers/navigation_2d_server.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
servers/navigation_2d_server.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
servers/navigation_server.cpp

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 1 - 1
servers/navigation_server.h

@@ -6,7 +6,7 @@
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
 /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 30 - 0
servers/visual/rasterizer_rd/light_cluster_builder.cpp

@@ -1,3 +1,33 @@
+/*************************************************************************/
+/*  light_cluster_builder.cpp                                            */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
 #include "light_cluster_builder.h"
 #include "light_cluster_builder.h"
 
 
 void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection) {
 void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraMatrix &p_cam_projection) {

+ 30 - 0
servers/visual/rasterizer_rd/light_cluster_builder.h

@@ -1,3 +1,33 @@
+/*************************************************************************/
+/*  light_cluster_builder.h                                              */
+/*************************************************************************/
+/*                       This file is part of:                           */
+/*                           GODOT ENGINE                                */
+/*                      https://godotengine.org                          */
+/*************************************************************************/
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
+/*                                                                       */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the       */
+/* "Software"), to deal in the Software without restriction, including   */
+/* without limitation the rights to use, copy, modify, merge, publish,   */
+/* distribute, sublicense, and/or sell copies of the Software, and to    */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions:                                             */
+/*                                                                       */
+/* The above copyright notice and this permission notice shall be        */
+/* included in all copies or substantial portions of the Software.       */
+/*                                                                       */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
+/*************************************************************************/
+
 #ifndef LIGHT_CLUSTER_BUILDER_H
 #ifndef LIGHT_CLUSTER_BUILDER_H
 #define LIGHT_CLUSTER_BUILDER_H
 #define LIGHT_CLUSTER_BUILDER_H
 
 

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_canvas_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_canvas_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_effects_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_effects_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 3 - 3
servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.cpp

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  rasterizer_scene_forward_rd.cpp                                      */
+/*  rasterizer_scene_high_end_rd.cpp                                     */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 3 - 3
servers/visual/rasterizer_rd/rasterizer_scene_high_end_rd.h

@@ -1,12 +1,12 @@
 /*************************************************************************/
 /*************************************************************************/
-/*  rasterizer_scene_forward_rd.h                                        */
+/*  rasterizer_scene_high_end_rd.h                                       */
 /*************************************************************************/
 /*************************************************************************/
 /*                       This file is part of:                           */
 /*                       This file is part of:                           */
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_scene_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_scene_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_storage_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/rasterizer_storage_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/shader_compiler_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/shader_compiler_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/shader_rd.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rasterizer_rd/shader_rd.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 18 - 18
servers/visual/rasterizer_rd/shaders/blur.glsl

@@ -125,14 +125,14 @@ void main() {
 
 
 	//Glow uses larger sigma 1 for a more rounded blur effect
 	//Glow uses larger sigma 1 for a more rounded blur effect
 
 
-#define GLOW_ADD( m_ofs, m_mult )\
-	{\
-		vec2 ofs = uv_interp + m_ofs * pix_size;\
-		vec4 c = texture(source_color, ofs ) * m_mult; \
-		if (any(lessThan(ofs,vec2(0.0))) || any(greaterThan(ofs,vec2(1.0)))) {\
-			c*=0.0;\
-		}\
-		color+=c;\
+#define GLOW_ADD(m_ofs, m_mult)                                                  \
+	{                                                                            \
+		vec2 ofs = uv_interp + m_ofs * pix_size;                                 \
+		vec4 c = texture(source_color, ofs) * m_mult;                            \
+		if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
+			c *= 0.0;                                                            \
+		}                                                                        \
+		color += c;                                                              \
 	}
 	}
 
 
 	if (bool(blur.flags & FLAG_HORIZONTAL)) {
 	if (bool(blur.flags & FLAG_HORIZONTAL)) {
@@ -140,22 +140,22 @@ void main() {
 		vec2 pix_size = blur.pixel_size;
 		vec2 pix_size = blur.pixel_size;
 		pix_size *= 0.5; //reading from larger buffer, so use more samples
 		pix_size *= 0.5; //reading from larger buffer, so use more samples
 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
-		GLOW_ADD(vec2(1.0, 0.0),0.165569);
-		GLOW_ADD(vec2(2.0, 0.0),0.140367);
+		GLOW_ADD(vec2(1.0, 0.0), 0.165569);
+		GLOW_ADD(vec2(2.0, 0.0), 0.140367);
 		GLOW_ADD(vec2(3.0, 0.0), 0.106595);
 		GLOW_ADD(vec2(3.0, 0.0), 0.106595);
-		GLOW_ADD(vec2(-1.0, 0.0),0.165569);
-		GLOW_ADD(vec2(-2.0, 0.0),0.140367);
-		GLOW_ADD(vec2(-3.0, 0.0),0.106595);
+		GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
+		GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
+		GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
 		color *= blur.glow_strength;
 		color *= blur.glow_strength;
 		frag_color = color;
 		frag_color = color;
 	} else {
 	} else {
 
 
 		vec2 pix_size = blur.pixel_size;
 		vec2 pix_size = blur.pixel_size;
 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
 		vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
-		GLOW_ADD(vec2(0.0, 1.0),0.233062);
-		GLOW_ADD(vec2(0.0, 2.0),0.122581);
-		GLOW_ADD(vec2(0.0, -1.0),0.233062);
-		GLOW_ADD(vec2(0.0, -2.0),0.122581);
+		GLOW_ADD(vec2(0.0, 1.0), 0.233062);
+		GLOW_ADD(vec2(0.0, 2.0), 0.122581);
+		GLOW_ADD(vec2(0.0, -1.0), 0.233062);
+		GLOW_ADD(vec2(0.0, -2.0), 0.122581);
 		color *= blur.glow_strength;
 		color *= blur.glow_strength;
 		frag_color = color;
 		frag_color = color;
 	}
 	}
@@ -280,7 +280,7 @@ void main() {
 #ifdef MODE_SIMPLE_COPY
 #ifdef MODE_SIMPLE_COPY
 	vec4 color = texture(source_color, uv_interp, 0.0);
 	vec4 color = texture(source_color, uv_interp, 0.0);
 	if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
 	if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
-		color.rgb = vec3(max(max(color.r,color.g),color.b));
+		color.rgb = vec3(max(max(color.r, color.g), color.b));
 	}
 	}
 	frag_color = color;
 	frag_color = color;
 #endif
 #endif

+ 2 - 1
servers/visual/rasterizer_rd/shaders/blur_inc.glsl

@@ -31,4 +31,5 @@ layout(push_constant, binding = 1, std430) uniform Blur {
 	float camera_z_near;
 	float camera_z_near;
 
 
 	vec4 ssao_color;
 	vec4 ssao_color;
-} blur;
+}
+blur;

+ 49 - 57
servers/visual/rasterizer_rd/shaders/bokeh_dof.glsl

@@ -1,6 +1,6 @@
 /* clang-format off */
 /* clang-format off */
 [compute]
 [compute]
-/* clang-format on */
+
 #version 450
 #version 450
 
 
 VERSION_DEFINES
 VERSION_DEFINES
@@ -8,7 +8,7 @@ VERSION_DEFINES
 #define BLOCK_SIZE 8
 #define BLOCK_SIZE 8
 
 
 layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
 layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
-
+/* clang-format on */
 
 
 #ifdef MODE_GEN_BLUR_SIZE
 #ifdef MODE_GEN_BLUR_SIZE
 layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
 layout(rgba16f, set = 0, binding = 0) uniform restrict image2D color_image;
@@ -27,7 +27,6 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
 
 
 // based on https://www.shadertoy.com/view/Xd3GDl
 // based on https://www.shadertoy.com/view/Xd3GDl
 
 
-
 layout(push_constant, binding = 1, std430) uniform Params {
 layout(push_constant, binding = 1, std430) uniform Params {
 	ivec2 size;
 	ivec2 size;
 	float z_far;
 	float z_far;
@@ -51,7 +50,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	bool use_jitter;
 	bool use_jitter;
 	float jitter_seed;
 	float jitter_seed;
 	uint pad[2];
 	uint pad[2];
-} params;
+}
+params;
 
 
 //used to work around downsampling filter
 //used to work around downsampling filter
 #define DEPTH_GAP 0.0
 #define DEPTH_GAP 0.0
@@ -59,7 +59,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
 #ifdef MODE_GEN_BLUR_SIZE
 #ifdef MODE_GEN_BLUR_SIZE
 
 
 float get_depth_at_pos(vec2 uv) {
 float get_depth_at_pos(vec2 uv) {
-	float depth = textureLod(source_depth,uv,0.0).x;
+	float depth = textureLod(source_depth, uv, 0.0).x;
 	if (params.orthogonal) {
 	if (params.orthogonal) {
 		depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
 		depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
 	} else {
 	} else {
@@ -68,15 +68,14 @@ float get_depth_at_pos(vec2 uv) {
 	return depth;
 	return depth;
 }
 }
 
 
-
 float get_blur_size(float depth) {
 float get_blur_size(float depth) {
 
 
 	if (params.blur_near_active && depth < params.blur_near_begin) {
 	if (params.blur_near_active && depth < params.blur_near_begin) {
-		return - (1.0 - smoothstep(params.blur_near_end,params.blur_near_begin,depth) ) * params.blur_size - DEPTH_GAP; //near blur is negative
+		return -(1.0 - smoothstep(params.blur_near_end, params.blur_near_begin, depth)) * params.blur_size - DEPTH_GAP; //near blur is negative
 	}
 	}
 
 
 	if (params.blur_far_active && depth > params.blur_far_begin) {
 	if (params.blur_far_active && depth > params.blur_far_begin) {
-		return smoothstep(params.blur_far_begin,params.blur_far_end,depth) * params.blur_size + DEPTH_GAP;
+		return smoothstep(params.blur_far_begin, params.blur_far_end, depth) * params.blur_size + DEPTH_GAP;
 	}
 	}
 
 
 	return 0.0;
 	return 0.0;
@@ -86,10 +85,9 @@ float get_blur_size(float depth) {
 
 
 const float GOLDEN_ANGLE = 2.39996323;
 const float GOLDEN_ANGLE = 2.39996323;
 
 
-
 //note: uniform pdf rand [0;1[
 //note: uniform pdf rand [0;1[
 float hash12n(vec2 p) {
 float hash12n(vec2 p) {
-	p  = fract(p * vec2(5.3987, 5.4421));
+	p = fract(p * vec2(5.3987, 5.4421));
 	p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
 	p += dot(p.yx, p.xy + vec2(21.5351, 14.3137));
 	return fract(p.x * p.y * 95.4307);
 	return fract(p.x * p.y * 95.4307);
 }
 }
@@ -99,20 +97,20 @@ float hash12n(vec2 p) {
 vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
 vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
 
 
 	dir *= pixel_size;
 	dir *= pixel_size;
-	vec4 color = texture(color_texture,uv);
+	vec4 color = texture(color_texture, uv);
 
 
 	vec4 accum = color;
 	vec4 accum = color;
 	float total = 1.0;
 	float total = 1.0;
 
 
-	float blur_scale = params.blur_size/float(params.blur_steps);
+	float blur_scale = params.blur_size / float(params.blur_steps);
 
 
 	if (params.use_jitter) {
 	if (params.use_jitter) {
-		uv += dir * (hash12n(uv+params.jitter_seed) - 0.5);
+		uv += dir * (hash12n(uv + params.jitter_seed) - 0.5);
 	}
 	}
 
 
-	for(int i=-params.blur_steps;i<=params.blur_steps;i++) {
+	for (int i = -params.blur_steps; i <= params.blur_steps; i++) {
 
 
-		if (i==0) {
+		if (i == 0) {
 			continue;
 			continue;
 		}
 		}
 		float radius = float(i) * blur_scale;
 		float radius = float(i) * blur_scale;
@@ -130,12 +128,11 @@ vec4 weighted_filter_dir(vec2 dir, vec2 uv, vec2 pixel_size) {
 
 
 		limit -= DEPTH_GAP;
 		limit -= DEPTH_GAP;
 
 
-		float m = smoothstep(radius-0.5, radius+0.5, limit);
+		float m = smoothstep(radius - 0.5, radius + 0.5, limit);
 
 
-		accum += mix(color, sample_color, m );
+		accum += mix(color, sample_color, m);
 
 
 		total += 1.0;
 		total += 1.0;
-
 	}
 	}
 
 
 	return accum / total;
 	return accum / total;
@@ -147,80 +144,76 @@ void main() {
 
 
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 
 
-	if (any(greaterThan(pos,params.size))) { //too large, do nothing
+	if (any(greaterThan(pos, params.size))) { //too large, do nothing
 		return;
 		return;
 	}
 	}
 
 
-	vec2 pixel_size = 1.0/vec2(params.size);
+	vec2 pixel_size = 1.0 / vec2(params.size);
 	vec2 uv = vec2(pos) / vec2(params.size);
 	vec2 uv = vec2(pos) / vec2(params.size);
 
 
 #ifdef MODE_GEN_BLUR_SIZE
 #ifdef MODE_GEN_BLUR_SIZE
-	uv+=pixel_size * 0.5;
+	uv += pixel_size * 0.5;
 	//precompute size in alpha channel
 	//precompute size in alpha channel
 	float depth = get_depth_at_pos(uv);
 	float depth = get_depth_at_pos(uv);
 	float size = get_blur_size(depth);
 	float size = get_blur_size(depth);
 
 
-	vec4 color = imageLoad(color_image,pos);
+	vec4 color = imageLoad(color_image, pos);
 	color.a = size;
 	color.a = size;
-	imageStore(color_image,pos,color);
+	imageStore(color_image, pos, color);
 #endif
 #endif
 
 
 #ifdef MODE_BOKEH_BOX
 #ifdef MODE_BOKEH_BOX
 
 
 	//pixel_size*=0.5; //resolution is doubled
 	//pixel_size*=0.5; //resolution is doubled
 	if (params.second_pass || !params.half_size) {
 	if (params.second_pass || !params.half_size) {
-		uv+=pixel_size * 0.5; //half pixel to read centers
+		uv += pixel_size * 0.5; //half pixel to read centers
 	} else {
 	} else {
-		uv+=pixel_size * 0.25; //half pixel to read centers from full res
+		uv += pixel_size * 0.25; //half pixel to read centers from full res
 	}
 	}
 
 
-	vec2 dir = (params.second_pass ? vec2(0.0,1.0) : vec2(1.0,0.0));
+	vec2 dir = (params.second_pass ? vec2(0.0, 1.0) : vec2(1.0, 0.0));
 
 
-	vec4 color = weighted_filter_dir(dir,uv,pixel_size);
+	vec4 color = weighted_filter_dir(dir, uv, pixel_size);
 
 
-	imageStore(bokeh_image,pos,color);
+	imageStore(bokeh_image, pos, color);
 
 
 #endif
 #endif
 
 
 #ifdef MODE_BOKEH_HEXAGONAL
 #ifdef MODE_BOKEH_HEXAGONAL
 
 
-
 	//pixel_size*=0.5; //resolution is doubled
 	//pixel_size*=0.5; //resolution is doubled
 	if (params.second_pass || !params.half_size) {
 	if (params.second_pass || !params.half_size) {
-		uv+=pixel_size * 0.5; //half pixel to read centers
+		uv += pixel_size * 0.5; //half pixel to read centers
 	} else {
 	} else {
-		uv+=pixel_size * 0.25; //half pixel to read centers from full res
+		uv += pixel_size * 0.25; //half pixel to read centers from full res
 	}
 	}
 
 
-	vec2 dir = (params.second_pass ? normalize(vec2( 1.0, 0.577350269189626 )) : vec2(0.0,1.0));
+	vec2 dir = (params.second_pass ? normalize(vec2(1.0, 0.577350269189626)) : vec2(0.0, 1.0));
 
 
-	vec4 color = weighted_filter_dir(dir,uv,pixel_size);
+	vec4 color = weighted_filter_dir(dir, uv, pixel_size);
 
 
 	if (params.second_pass) {
 	if (params.second_pass) {
-		dir = normalize(vec2( -1.0, 0.577350269189626 ));
+		dir = normalize(vec2(-1.0, 0.577350269189626));
 
 
-		vec4 color2 = weighted_filter_dir(dir,uv,pixel_size);
+		vec4 color2 = weighted_filter_dir(dir, uv, pixel_size);
 
 
-		color.rgb = min(color.rgb,color2.rgb);
+		color.rgb = min(color.rgb, color2.rgb);
 		color.a = (color.a + color2.a) * 0.5;
 		color.a = (color.a + color2.a) * 0.5;
 	}
 	}
 
 
-	imageStore(bokeh_image,pos,color);
-
-
+	imageStore(bokeh_image, pos, color);
 
 
 #endif
 #endif
 
 
-
 #ifdef MODE_BOKEH_CIRCULAR
 #ifdef MODE_BOKEH_CIRCULAR
 
 
 	if (params.half_size) {
 	if (params.half_size) {
-		pixel_size*=0.5; //resolution is doubled
+		pixel_size *= 0.5; //resolution is doubled
 	}
 	}
 
 
-	uv+=pixel_size * 0.5; //half pixel to read centers
+	uv += pixel_size * 0.5; //half pixel to read centers
 
 
-	vec4 color = texture(color_texture,uv);
+	vec4 color = texture(color_texture, uv);
 	float accum = 1.0;
 	float accum = 1.0;
 	float radius = params.blur_scale;
 	float radius = params.blur_scale;
 
 
@@ -230,37 +223,36 @@ void main() {
 		vec4 sample_color = texture(color_texture, suv);
 		vec4 sample_color = texture(color_texture, suv);
 		float sample_size = abs(sample_color.a);
 		float sample_size = abs(sample_color.a);
 		if (sample_color.a > color.a) {
 		if (sample_color.a > color.a) {
-			sample_size = clamp(sample_size, 0.0, abs(color.a)*2.0);
+			sample_size = clamp(sample_size, 0.0, abs(color.a) * 2.0);
 		}
 		}
 
 
-		float m = smoothstep(radius-0.5, radius+0.5, sample_size);
-		color += mix(color/accum, sample_color, m);
+		float m = smoothstep(radius - 0.5, radius + 0.5, sample_size);
+		color += mix(color / accum, sample_color, m);
 		accum += 1.0;
 		accum += 1.0;
-		radius += params.blur_scale/radius;
+		radius += params.blur_scale / radius;
 	}
 	}
 
 
 	color /= accum;
 	color /= accum;
 
 
-	imageStore(bokeh_image,pos,color);
+	imageStore(bokeh_image, pos, color);
 #endif
 #endif
 
 
 #ifdef MODE_COMPOSITE_BOKEH
 #ifdef MODE_COMPOSITE_BOKEH
 
 
-	uv+=pixel_size * 0.5;
-	vec4 color = imageLoad(color_image,pos);
-	vec4 bokeh = texture(source_bokeh,uv);
+	uv += pixel_size * 0.5;
+	vec4 color = imageLoad(color_image, pos);
+	vec4 bokeh = texture(source_bokeh, uv);
 
 
 	float mix_amount;
 	float mix_amount;
 	if (bokeh.a < color.a) {
 	if (bokeh.a < color.a) {
-		mix_amount = min(1.0,max(0.0,max(abs(color.a),abs(bokeh.a))-DEPTH_GAP));
+		mix_amount = min(1.0, max(0.0, max(abs(color.a), abs(bokeh.a)) - DEPTH_GAP));
 	} else {
 	} else {
-		mix_amount = min(1.0,max(0.0,abs(color.a)-DEPTH_GAP));
+		mix_amount = min(1.0, max(0.0, abs(color.a) - DEPTH_GAP));
 	}
 	}
 
 
-	color.rgb = mix(color.rgb,bokeh.rgb,mix_amount); //blend between hires and lowres
+	color.rgb = mix(color.rgb, bokeh.rgb, mix_amount); //blend between hires and lowres
 
 
-	color.a=0; //reset alpha
-	imageStore(color_image,pos,color);
+	color.a = 0; //reset alpha
+	imageStore(color_image, pos, color);
 #endif
 #endif
-
 }
 }

+ 2 - 1
servers/visual/rasterizer_rd/shaders/canvas_occlusion.glsl

@@ -12,7 +12,8 @@ layout(push_constant, binding = 0, std430) uniform Constants {
 	mat2x4 modelview;
 	mat2x4 modelview;
 	vec2 direction;
 	vec2 direction;
 	vec2 pad;
 	vec2 pad;
-} constants;
+}
+constants;
 
 
 layout(location = 0) out highp float depth;
 layout(location = 0) out highp float depth;
 
 

+ 8 - 4
servers/visual/rasterizer_rd/shaders/canvas_uniforms_inc.glsl

@@ -50,7 +50,8 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
 #endif
 #endif
 	vec2 color_texture_pixel_size;
 	vec2 color_texture_pixel_size;
 	uint lights[4];
 	uint lights[4];
-} draw_data;
+}
+draw_data;
 
 
 // The values passed per draw primitives are cached within it
 // The values passed per draw primitives are cached within it
 
 
@@ -80,14 +81,16 @@ layout(set = 2, binding = 0, std140) uniform CanvasData {
 	float time;
 	float time;
 	float time_pad;
 	float time_pad;
 	//uint light_count;
 	//uint light_count;
-} canvas_data;
+}
+canvas_data;
 
 
 layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
 layout(set = 2, binding = 1) uniform textureBuffer skeleton_buffer;
 
 
 layout(set = 2, binding = 2, std140) uniform SkeletonData {
 layout(set = 2, binding = 2, std140) uniform SkeletonData {
 	mat4 skeleton_transform; //in world coordinates
 	mat4 skeleton_transform; //in world coordinates
 	mat4 skeleton_transform_inverse;
 	mat4 skeleton_transform_inverse;
-} skeleton_data;
+}
+skeleton_data;
 
 
 #ifdef USE_LIGHTING
 #ifdef USE_LIGHTING
 
 
@@ -119,7 +122,8 @@ struct Light {
 
 
 layout(set = 2, binding = 3, std140) uniform LightData {
 layout(set = 2, binding = 3, std140) uniform LightData {
 	Light data[MAX_LIGHTS];
 	Light data[MAX_LIGHTS];
-} light_array;
+}
+light_array;
 
 
 layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
 layout(set = 2, binding = 4) uniform texture2D light_textures[MAX_LIGHT_TEXTURES];
 layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];
 layout(set = 2, binding = 5) uniform texture2D shadow_textures[MAX_LIGHT_TEXTURES];

+ 2 - 1
servers/visual/rasterizer_rd/shaders/copy.glsl

@@ -35,7 +35,8 @@ layout(push_constant, binding = 0, std430) uniform Params {
 	float z_far;
 	float z_far;
 	float z_near;
 	float z_near;
 	bool z_flip;
 	bool z_flip;
-} params;
+}
+params;
 
 
 layout(location = 0) out float depth_buffer;
 layout(location = 0) out float depth_buffer;
 
 

+ 2 - 1
servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl

@@ -36,7 +36,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	uint sample_count;
 	uint sample_count;
 	float roughness;
 	float roughness;
 	bool use_direct_write;
 	bool use_direct_write;
-} params;
+}
+params;
 
 
 layout(location = 0) in vec2 uv_interp;
 layout(location = 0) in vec2 uv_interp;
 
 

+ 12 - 6
servers/visual/rasterizer_rd/shaders/giprobe.glsl

@@ -23,7 +23,8 @@ struct CellChildren {
 
 
 layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
 layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
 	CellChildren data[];
 	CellChildren data[];
-} cell_children;
+}
+cell_children;
 
 
 struct CellData {
 struct CellData {
 	uint position; // xyz 10 bits
 	uint position; // xyz 10 bits
@@ -34,7 +35,8 @@ struct CellData {
 
 
 layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
 layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
 	CellData data[];
 	CellData data[];
-} cell_data;
+}
+cell_data;
 
 
 #endif // MODE DYNAMIC
 #endif // MODE DYNAMIC
 
 
@@ -63,7 +65,8 @@ struct Light {
 
 
 layout(set = 0, binding = 3, std140) uniform Lights {
 layout(set = 0, binding = 3, std140) uniform Lights {
 	Light data[MAX_LIGHTS];
 	Light data[MAX_LIGHTS];
-} lights;
+}
+lights;
 
 
 #endif // MODE COMPUTE LIGHT
 #endif // MODE COMPUTE LIGHT
 
 
@@ -93,11 +96,13 @@ layout(push_constant, binding = 0, std430) uniform Params {
 	uint cell_count;
 	uint cell_count;
 	float aniso_strength;
 	float aniso_strength;
 	uint pad;
 	uint pad;
-} params;
+}
+params;
 
 
 layout(set = 0, binding = 4, std430) buffer Outputs {
 layout(set = 0, binding = 4, std430) buffer Outputs {
 	vec4 data[];
 	vec4 data[];
-} outputs;
+}
+outputs;
 
 
 #endif // MODE DYNAMIC
 #endif // MODE DYNAMIC
 
 
@@ -138,7 +143,8 @@ layout(push_constant, binding = 0, std430) uniform Params {
 	bool on_mipmap;
 	bool on_mipmap;
 	float propagation;
 	float propagation;
 	float pad[3];
 	float pad[3];
-} params;
+}
+params;
 
 
 #ifdef MODE_DYNAMIC_LIGHTING
 #ifdef MODE_DYNAMIC_LIGHTING
 
 

+ 4 - 2
servers/visual/rasterizer_rd/shaders/giprobe_debug.glsl

@@ -15,7 +15,8 @@ struct CellData {
 
 
 layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
 layout(set = 0, binding = 1, std140) buffer CellDataBuffer {
 	CellData data[];
 	CellData data[];
-} cell_data;
+}
+cell_data;
 
 
 layout(set = 0, binding = 2) uniform texture3D color_tex;
 layout(set = 0, binding = 2) uniform texture3D color_tex;
 
 
@@ -35,7 +36,8 @@ layout(push_constant, binding = 0, std430) uniform Params {
 	uint level;
 	uint level;
 	ivec3 bounds;
 	ivec3 bounds;
 	uint pad;
 	uint pad;
-} params;
+}
+params;
 
 
 layout(location = 0) out vec4 color_interp;
 layout(location = 0) out vec4 color_interp;
 
 

+ 6 - 3
servers/visual/rasterizer_rd/shaders/giprobe_sdf.glsl

@@ -19,7 +19,8 @@ struct CellChildren {
 
 
 layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
 layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
 	CellChildren data[];
 	CellChildren data[];
-} cell_children;
+}
+cell_children;
 
 
 struct CellData {
 struct CellData {
 	uint position; // xyz 10 bits
 	uint position; // xyz 10 bits
@@ -30,7 +31,8 @@ struct CellData {
 
 
 layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
 layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
 	CellData data[];
 	CellData data[];
-} cell_data;
+}
+cell_data;
 
 
 layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
 layout(r8ui, set = 0, binding = 3) uniform restrict writeonly uimage3D sdf_tex;
 
 
@@ -39,7 +41,8 @@ layout(push_constant, binding = 0, std430) uniform Params {
 	uint end;
 	uint end;
 	uint pad0;
 	uint pad0;
 	uint pad1;
 	uint pad1;
-} params;
+}
+params;
 
 
 void main() {
 void main() {
 
 

+ 10 - 5
servers/visual/rasterizer_rd/shaders/giprobe_write.glsl

@@ -17,7 +17,8 @@ struct CellChildren {
 
 
 layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
 layout(set = 0, binding = 1, std430) buffer CellChildrenBuffer {
 	CellChildren data[];
 	CellChildren data[];
-} cell_children;
+}
+cell_children;
 
 
 struct CellData {
 struct CellData {
 	uint position; // xyz 10 bits
 	uint position; // xyz 10 bits
@@ -28,7 +29,8 @@ struct CellData {
 
 
 layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
 layout(set = 0, binding = 2, std430) buffer CellDataBuffer {
 	CellData data[];
 	CellData data[];
-} cell_data;
+}
+cell_data;
 
 
 #define LIGHT_TYPE_DIRECTIONAL 0
 #define LIGHT_TYPE_DIRECTIONAL 0
 #define LIGHT_TYPE_OMNI 1
 #define LIGHT_TYPE_OMNI 1
@@ -54,7 +56,8 @@ struct Light {
 
 
 layout(set = 0, binding = 3, std140) uniform Lights {
 layout(set = 0, binding = 3, std140) uniform Lights {
 	Light data[MAX_LIGHTS];
 	Light data[MAX_LIGHTS];
-} lights;
+}
+lights;
 
 
 #endif
 #endif
 
 
@@ -70,11 +73,13 @@ layout(push_constant, binding = 0, std430) uniform Params {
 	uint cell_offset;
 	uint cell_offset;
 	uint cell_count;
 	uint cell_count;
 	uint pad[2];
 	uint pad[2];
-} params;
+}
+params;
 
 
 layout(set = 0, binding = 4, std140) uniform Outputs {
 layout(set = 0, binding = 4, std140) uniform Outputs {
 	vec4 data[];
 	vec4 data[];
-} output;
+}
+output;
 
 
 #ifdef MODE_COMPUTE_LIGHT
 #ifdef MODE_COMPUTE_LIGHT
 
 

+ 18 - 18
servers/visual/rasterizer_rd/shaders/luminance_reduce.glsl

@@ -1,6 +1,6 @@
 /* clang-format off */
 /* clang-format off */
 [compute]
 [compute]
-/* clang-format on */
+
 #version 450
 #version 450
 
 
 VERSION_DEFINES
 VERSION_DEFINES
@@ -8,9 +8,9 @@ VERSION_DEFINES
 #define BLOCK_SIZE 8
 #define BLOCK_SIZE 8
 
 
 layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
 layout(local_size_x = BLOCK_SIZE, local_size_y = BLOCK_SIZE, local_size_z = 1) in;
+/* clang-format on */
 
 
-shared float tmp_data[BLOCK_SIZE*BLOCK_SIZE];
-
+shared float tmp_data[BLOCK_SIZE * BLOCK_SIZE];
 
 
 #ifdef READ_TEXTURE
 #ifdef READ_TEXTURE
 
 
@@ -36,19 +36,19 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	float min_luminance;
 	float min_luminance;
 	float exposure_adjust;
 	float exposure_adjust;
 	float pad[3];
 	float pad[3];
-} params;
+}
+params;
 
 
 void main() {
 void main() {
 
 
-
 	uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
 	uint t = gl_LocalInvocationID.y * BLOCK_SIZE + gl_LocalInvocationID.x;
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 
 
-	if (any(lessThan(pos,params.source_size))) {
+	if (any(lessThan(pos, params.source_size))) {
 
 
 #ifdef READ_TEXTURE
 #ifdef READ_TEXTURE
-		vec3 v = texelFetch(source_texture,pos,0).rgb;
-		tmp_data[t] = max(v.r,max(v.g,v.b));
+		vec3 v = texelFetch(source_texture, pos, 0).rgb;
+		tmp_data[t] = max(v.r, max(v.g, v.b));
 #else
 #else
 		tmp_data[t] = imageLoad(source_luminance, pos).r;
 		tmp_data[t] = imageLoad(source_luminance, pos).r;
 #endif
 #endif
@@ -59,28 +59,28 @@ void main() {
 	groupMemoryBarrier();
 	groupMemoryBarrier();
 	barrier();
 	barrier();
 
 
-	uint size = (BLOCK_SIZE * BLOCK_SIZE)>>1;
+	uint size = (BLOCK_SIZE * BLOCK_SIZE) >> 1;
 
 
 	do {
 	do {
-		if (t<size) {
-			tmp_data[t]+=tmp_data[t+size];
+		if (t < size) {
+			tmp_data[t] += tmp_data[t + size];
 		}
 		}
 		groupMemoryBarrier();
 		groupMemoryBarrier();
 		barrier();
 		barrier();
 
 
-		size>>=1;
+		size >>= 1;
 
 
-	} while(size>=1);
+	} while (size >= 1);
 
 
-	if (t==0) {
+	if (t == 0) {
 		//compute rect size
 		//compute rect size
-		ivec2 rect_size = min(params.source_size - pos,ivec2(BLOCK_SIZE));
-		float avg = tmp_data[0] / float(rect_size.x*rect_size.y);
+		ivec2 rect_size = min(params.source_size - pos, ivec2(BLOCK_SIZE));
+		float avg = tmp_data[0] / float(rect_size.x * rect_size.y);
 		//float avg = tmp_data[0] / float(BLOCK_SIZE*BLOCK_SIZE);
 		//float avg = tmp_data[0] / float(BLOCK_SIZE*BLOCK_SIZE);
-		pos/=ivec2(BLOCK_SIZE);
+		pos /= ivec2(BLOCK_SIZE);
 #ifdef WRITE_LUMINANCE
 #ifdef WRITE_LUMINANCE
 		float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous exposure
 		float prev_lum = texelFetch(prev_luminance, ivec2(0, 0), 0).r; //1 pixel previous exposure
-		avg= clamp(prev_lum + (avg - prev_lum) * params.exposure_adjust, params.min_luminance, params.max_luminance);
+		avg = clamp(prev_lum + (avg - prev_lum) * params.exposure_adjust, params.min_luminance, params.max_luminance);
 #endif
 #endif
 		imageStore(dest_luminance, pos, vec4(avg));
 		imageStore(dest_luminance, pos, vec4(avg));
 	}
 	}

+ 12 - 12
servers/visual/rasterizer_rd/shaders/roughness_limiter.glsl

@@ -1,13 +1,12 @@
 /* clang-format off */
 /* clang-format off */
 [compute]
 [compute]
-/* clang-format on */
 
 
 #version 450
 #version 450
 
 
 VERSION_DEFINES
 VERSION_DEFINES
 
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
+/* clang-format on */
 
 
 layout(set = 0, binding = 0) uniform sampler2D source_normal;
 layout(set = 0, binding = 0) uniform sampler2D source_normal;
 layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
 layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_roughness;
@@ -16,7 +15,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	ivec2 screen_size;
 	ivec2 screen_size;
 	float curve;
 	float curve;
 	uint pad;
 	uint pad;
-} params;
+}
+params;
 
 
 #define HALF_PI 1.5707963267948966
 #define HALF_PI 1.5707963267948966
 
 
@@ -24,16 +24,16 @@ void main() {
 
 
 	// Pixel being shaded
 	// Pixel being shaded
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
-	if (any(greaterThan(pos,params.screen_size))) { //too large, do nothing
+	if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
 		return;
 		return;
 	}
 	}
 
 
 	vec3 normal_accum = vec3(0.0);
 	vec3 normal_accum = vec3(0.0);
 	float accum = 0.0;
 	float accum = 0.0;
-	for(int i=0;i<=1;i++) {
-		for(int j=0;j<=1;j++) {
-			normal_accum += normalize(texelFetch(source_normal,pos+ivec2(i,j),0).xyz * 2.0 - 1.0);
-			accum+=1.0;
+	for (int i = 0; i <= 1; i++) {
+		for (int j = 0; j <= 1; j++) {
+			normal_accum += normalize(texelFetch(source_normal, pos + ivec2(i, j), 0).xyz * 2.0 - 1.0);
+			accum += 1.0;
 		}
 		}
 	}
 	}
 
 
@@ -46,7 +46,7 @@ void main() {
 	if (r < 1.0) {
 	if (r < 1.0) {
 		float threshold = 0.4;
 		float threshold = 0.4;
 
 
-/*
+		/*
 		//Formula from Filament, does not make sense to me.
 		//Formula from Filament, does not make sense to me.
 
 
 		float r2 = r * r;
 		float r2 = r * r;
@@ -54,7 +54,7 @@ void main() {
 		float variance = 0.25f / kappa;
 		float variance = 0.25f / kappa;
 		limit = sqrt(min(2.0f * variance, threshold * threshold));
 		limit = sqrt(min(2.0f * variance, threshold * threshold));
 //*/
 //*/
-/*
+		/*
 		//Formula based on probability distribution graph
 		//Formula based on probability distribution graph
 
 
 		float width = acos(max(0.0,r)); // convert to angle (width)
 		float width = acos(max(0.0,r)); // convert to angle (width)
@@ -62,12 +62,12 @@ void main() {
 		limit = min(sqrt(roughness), threshold); //convert to perceptual roughness and apply threshold
 		limit = min(sqrt(roughness), threshold); //convert to perceptual roughness and apply threshold
 //*/
 //*/
 
 
-		limit = min(sqrt(pow(acos(max(0.0,r)) / HALF_PI ,params.curve)), threshold); //convert to perceptual roughness and apply threshold
+		limit = min(sqrt(pow(acos(max(0.0, r)) / HALF_PI, params.curve)), threshold); //convert to perceptual roughness and apply threshold
 
 
 		//limit = 0.5;
 		//limit = 0.5;
 	} else {
 	} else {
 		limit = 0.0;
 		limit = 0.0;
 	}
 	}
 
 
-	imageStore(dest_roughness,pos,vec4(limit));
+	imageStore(dest_roughness, pos, vec4(limit));
 }
 }

+ 18 - 21
servers/visual/rasterizer_rd/shaders/scene_high_end.glsl

@@ -1151,7 +1151,7 @@ void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
 
 
 		ao = 1.0 - min(1.0, ao);
 		ao = 1.0 - min(1.0, ao);
 
 
-		light = mix(scene_data.ao_color.rgb,light,mix(1.0, ao, gi_probes.data[index].ambient_occlusion));
+		light = mix(scene_data.ao_color.rgb, light, mix(1.0, ao, gi_probes.data[index].ambient_occlusion));
 	}
 	}
 
 
 	out_diff += vec4(light * blend, blend);
 	out_diff += vec4(light * blend, blend);
@@ -1272,7 +1272,6 @@ FRAGMENT_SHADER_CODE
 
 
 #endif // !USE_SHADOW_TO_OPACITY
 #endif // !USE_SHADOW_TO_OPACITY
 
 
-
 #if defined(NORMALMAP_USED)
 #if defined(NORMALMAP_USED)
 
 
 	normalmap.xy = normalmap.xy * 2.0 - 1.0;
 	normalmap.xy = normalmap.xy * 2.0 - 1.0;
@@ -1312,12 +1311,10 @@ FRAGMENT_SHADER_CODE
 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
 
 
 	if (scene_data.roughness_limiter_enabled) {
 	if (scene_data.roughness_limiter_enabled) {
-		float limit = texelFetch(sampler2D(roughness_buffer, material_samplers[SAMPLER_NEAREST_CLAMP]),ivec2(gl_FragCoord.xy),0).r;
-		roughness = max(roughness,limit);
-
+		float limit = texelFetch(sampler2D(roughness_buffer, material_samplers[SAMPLER_NEAREST_CLAMP]), ivec2(gl_FragCoord.xy), 0).r;
+		roughness = max(roughness, limit);
 	}
 	}
 
 
-
 	if (scene_data.use_reflection_cubemap) {
 	if (scene_data.use_reflection_cubemap) {
 
 
 		vec3 ref_vec = reflect(-view, normal);
 		vec3 ref_vec = reflect(-view, normal);
@@ -1407,7 +1404,7 @@ FRAGMENT_SHADER_CODE
 	}
 	}
 #endif
 #endif
 
 
-	uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]),vec3(screen_uv,(abs(vertex.z)-scene_data.z_near)/(scene_data.z_far-scene_data.z_near)));
+	uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
 
 
 	{ // process reflections
 	{ // process reflections
 
 
@@ -1544,7 +1541,7 @@ FRAGMENT_SHADER_CODE
 
 
 			uint light_index = cluster_data.indices[omni_light_pointer + i];
 			uint light_index = cluster_data.indices[omni_light_pointer + i];
 
 
-			if (!bool(lights.data[light_index].mask&instances.data[instance_index].layer_mask)) {
+			if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
 				continue; //not masked
 				continue; //not masked
 			}
 			}
 
 
@@ -1577,7 +1574,7 @@ FRAGMENT_SHADER_CODE
 
 
 			uint light_index = cluster_data.indices[spot_light_pointer + i];
 			uint light_index = cluster_data.indices[spot_light_pointer + i];
 
 
-			if (!bool(lights.data[light_index].mask&instances.data[instance_index].layer_mask)) {
+			if (!bool(lights.data[light_index].mask & instances.data[instance_index].layer_mask)) {
 				continue; //not masked
 				continue; //not masked
 			}
 			}
 
 
@@ -1648,7 +1645,7 @@ FRAGMENT_SHADER_CODE
 #endif
 #endif
 
 
 #ifdef MODE_RENDER_NORMAL
 #ifdef MODE_RENDER_NORMAL
-	normal_output_buffer = vec4(normal * 0.5 + 0.5,0.0);
+	normal_output_buffer = vec4(normal * 0.5 + 0.5, 0.0);
 #ifdef MODE_RENDER_ROUGHNESS
 #ifdef MODE_RENDER_ROUGHNESS
 	roughness_output_buffer = roughness;
 	roughness_output_buffer = roughness;
 #endif //MODE_RENDER_ROUGHNESS
 #endif //MODE_RENDER_ROUGHNESS
@@ -1664,24 +1661,24 @@ FRAGMENT_SHADER_CODE
 #if defined(AO_USED)
 #if defined(AO_USED)
 
 
 	if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
 	if (scene_data.ssao_enabled && scene_data.ssao_ao_affect > 0.0) {
-		float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]),screen_uv).r;
-		ao = mix(ao,min(ao,ssao),scene_data.ssao_ao_affect);
-		ao_light_affect = mix(ao_light_affect,max(ao_light_affect,scene_data.ssao_light_affect),scene_data.ssao_ao_affect);
+		float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
+		ao = mix(ao, min(ao, ssao), scene_data.ssao_ao_affect);
+		ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
 	}
 	}
 
 
-	ambient_light = mix(scene_data.ao_color.rgb,ambient_light,ao);
+	ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
 	ao_light_affect = mix(1.0, ao, ao_light_affect);
 	ao_light_affect = mix(1.0, ao, ao_light_affect);
-	specular_light = mix(scene_data.ao_color.rgb,specular_light,ao_light_affect);
-	diffuse_light = mix(scene_data.ao_color.rgb,diffuse_light,ao_light_affect);
+	specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
+	diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
 
 
 #else
 #else
 
 
 	if (scene_data.ssao_enabled) {
 	if (scene_data.ssao_enabled) {
-		float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]),screen_uv).r;
-		ambient_light = mix(scene_data.ao_color.rgb,ambient_light,ao);
-		float ao_light_affect = mix(1.0, ao,scene_data.ssao_light_affect);
-		specular_light = mix(scene_data.ao_color.rgb,specular_light,ao_light_affect);
-		diffuse_light = mix(scene_data.ao_color.rgb,diffuse_light,ao_light_affect);
+		float ao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
+		ambient_light = mix(scene_data.ao_color.rgb, ambient_light, ao);
+		float ao_light_affect = mix(1.0, ao, scene_data.ssao_light_affect);
+		specular_light = mix(scene_data.ao_color.rgb, specular_light, ao_light_affect);
+		diffuse_light = mix(scene_data.ao_color.rgb, diffuse_light, ao_light_affect);
 	}
 	}
 
 
 #endif // AO_USED
 #endif // AO_USED

+ 18 - 10
servers/visual/rasterizer_rd/shaders/scene_high_end_inc.glsl

@@ -4,7 +4,8 @@
 layout(push_constant, binding = 0, std430) uniform DrawCall {
 layout(push_constant, binding = 0, std430) uniform DrawCall {
 	uint instance_index;
 	uint instance_index;
 	uint pad[3]; //16 bits minimum size
 	uint pad[3]; //16 bits minimum size
-} draw_call;
+}
+draw_call;
 
 
 /* Set 0 Scene data that never changes, ever */
 /* Set 0 Scene data that never changes, ever */
 
 
@@ -101,7 +102,8 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
 	float fog_height_max;
 	float fog_height_max;
 	float fog_height_curve;
 	float fog_height_curve;
 #endif
 #endif
-} scene_data;
+}
+scene_data;
 
 
 #define INSTANCE_FLAGS_FORWARD_MASK 0x7
 #define INSTANCE_FLAGS_FORWARD_MASK 0x7
 #define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
 #define INSTANCE_FLAGS_FORWARD_OMNI_LIGHT_SHIFT 3
@@ -129,7 +131,8 @@ struct InstanceData {
 
 
 layout(set = 0, binding = 4, std430) buffer Instances {
 layout(set = 0, binding = 4, std430) buffer Instances {
 	InstanceData data[];
 	InstanceData data[];
-} instances;
+}
+instances;
 
 
 struct LightData { //this structure needs to be 128 bits
 struct LightData { //this structure needs to be 128 bits
 	vec3 position;
 	vec3 position;
@@ -146,7 +149,8 @@ struct LightData { //this structure needs to be 128 bits
 
 
 layout(set = 0, binding = 5, std140) uniform Lights {
 layout(set = 0, binding = 5, std140) uniform Lights {
 	LightData data[MAX_LIGHT_DATA_STRUCTS];
 	LightData data[MAX_LIGHT_DATA_STRUCTS];
-} lights;
+}
+lights;
 
 
 struct ReflectionData {
 struct ReflectionData {
 
 
@@ -162,7 +166,8 @@ struct ReflectionData {
 
 
 layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
 layout(set = 0, binding = 6, std140) uniform ReflectionProbeData {
 	ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
 	ReflectionData data[MAX_REFLECTION_DATA_STRUCTS];
-} reflections;
+}
+reflections;
 
 
 struct DirectionalLightData {
 struct DirectionalLightData {
 	vec3 direction;
 	vec3 direction;
@@ -184,7 +189,8 @@ struct DirectionalLightData {
 
 
 layout(set = 0, binding = 7, std140) uniform DirectionalLights {
 layout(set = 0, binding = 7, std140) uniform DirectionalLights {
 	DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
 	DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
-} directional_lights;
+}
+directional_lights;
 
 
 struct GIProbeData {
 struct GIProbeData {
 	mat4 xform;
 	mat4 xform;
@@ -204,7 +210,8 @@ struct GIProbeData {
 
 
 layout(set = 0, binding = 8, std140) uniform GIProbes {
 layout(set = 0, binding = 8, std140) uniform GIProbes {
 	GIProbeData data[MAX_GI_PROBES];
 	GIProbeData data[MAX_GI_PROBES];
-} gi_probes;
+}
+gi_probes;
 
 
 layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
 layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TEXTURES];
 
 
@@ -216,7 +223,8 @@ layout(set = 0, binding = 10) uniform utexture3D cluster_texture;
 
 
 layout(set = 0, binding = 11, std430) buffer ClusterData {
 layout(set = 0, binding = 11, std430) buffer ClusterData {
 	uint indices[];
 	uint indices[];
-} cluster_data;
+}
+cluster_data;
 
 
 layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
 layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
 
 
@@ -234,7 +242,6 @@ layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
 
 
 #endif
 #endif
 
 
-
 /* Set 2, Reflection and Shadow Atlases (view dependant) */
 /* Set 2, Reflection and Shadow Atlases (view dependant) */
 
 
 layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
 layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
@@ -253,6 +260,7 @@ layout(set = 3, binding = 4) uniform texture2D ao_buffer;
 
 
 layout(set = 4, binding = 0, std430) buffer Transforms {
 layout(set = 4, binding = 0, std430) buffer Transforms {
 	vec4 data[];
 	vec4 data[];
-} transforms;
+}
+transforms;
 
 
 /* Set 5 User Material */
 /* Set 5 User Material */

+ 4 - 2
servers/visual/rasterizer_rd/shaders/sky.glsl

@@ -15,7 +15,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	float alpha;
 	float alpha;
 	float depth;
 	float depth;
 	float pad;
 	float pad;
-} params;
+}
+params;
 
 
 void main() {
 void main() {
 
 
@@ -45,7 +46,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	float alpha;
 	float alpha;
 	float depth;
 	float depth;
 	float pad;
 	float pad;
-} params;
+}
+params;
 
 
 vec4 texturePanorama(sampler2D pano, vec3 normal) {
 vec4 texturePanorama(sampler2D pano, vec3 normal) {
 
 

+ 9 - 14
servers/visual/rasterizer_rd/shaders/ssao.glsl

@@ -1,11 +1,12 @@
 /* clang-format off */
 /* clang-format off */
 [compute]
 [compute]
-/* clang-format on */
+
 #version 450
 #version 450
 
 
 VERSION_DEFINES
 VERSION_DEFINES
 
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* clang-format on */
 
 
 #define TWO_PI 6.283185307179586476925286766559
 #define TWO_PI 6.283185307179586476925286766559
 
 
@@ -76,9 +77,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	vec2 pixel_size;
 	vec2 pixel_size;
 	float proj_scale;
 	float proj_scale;
 	uint pad;
 	uint pad;
-
-} params;
-
+}
+params;
 
 
 vec3 reconstructCSPosition(vec2 S, float z) {
 vec3 reconstructCSPosition(vec2 S, float z) {
 	if (params.orthogonal) {
 	if (params.orthogonal) {
@@ -157,7 +157,6 @@ vec3 getOffsetPosition(ivec2 ssP, float ssR) {
 	// Offset to pixel center
 	// Offset to pixel center
 	P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
 	P = reconstructCSPosition(vec2(ssP) + vec2(0.5), P.z);
 
 
-
 	return P;
 	return P;
 }
 }
 
 
@@ -178,7 +177,7 @@ float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in f
 
 
 	ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
 	ivec2 ssP = ivec2(ssR * unitOffset) + ssC;
 
 
-	if (any(lessThan(ssP,ivec2(0))) || any(greaterThanEqual(ssP,params.screen_size))) {
+	if (any(lessThan(ssP, ivec2(0))) || any(greaterThanEqual(ssP, params.screen_size))) {
 		return 0.0;
 		return 0.0;
 	}
 	}
 
 
@@ -213,25 +212,21 @@ float sampleAO(in ivec2 ssC, in vec3 C, in vec3 n_C, in float ssDiskRadius, in f
 void main() {
 void main() {
 	// Pixel being shaded
 	// Pixel being shaded
 	ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
 	ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
-	if (any(greaterThan(ssC,params.screen_size))) { //too large, do nothing
+	if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
 		return;
 		return;
 	}
 	}
 
 
 	// World space point being shaded
 	// World space point being shaded
 	vec3 C = getPosition(ssC);
 	vec3 C = getPosition(ssC);
 
 
-
-
 #ifdef USE_HALF_SIZE
 #ifdef USE_HALF_SIZE
-	vec3 n_C = texelFetch(source_normal,ssC<<1,0).xyz * 2.0 - 1.0;
+	vec3 n_C = texelFetch(source_normal, ssC << 1, 0).xyz * 2.0 - 1.0;
 #else
 #else
-	vec3 n_C = texelFetch(source_normal,ssC,0).xyz * 2.0 - 1.0;
+	vec3 n_C = texelFetch(source_normal, ssC, 0).xyz * 2.0 - 1.0;
 #endif
 #endif
 	n_C = normalize(n_C);
 	n_C = normalize(n_C);
 	n_C.y = -n_C.y; //because this code reads flipped
 	n_C.y = -n_C.y; //because this code reads flipped
 
 
-
-
 	// Hash function used in the HPG12 AlchemyAO paper
 	// Hash function used in the HPG12 AlchemyAO paper
 	float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
 	float randomPatternRotationAngle = mod(float((3 * ssC.x ^ ssC.y + ssC.x * ssC.y) * 10), TWO_PI);
 
 
@@ -253,5 +248,5 @@ void main() {
 
 
 	float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
 	float A = max(0.0, 1.0 - sum * params.intensity_div_r6 * (5.0 / float(NUM_SAMPLES)));
 
 
-	imageStore(dest_image,ssC,vec4(A));
+	imageStore(dest_image, ssC, vec4(A));
 }
 }

+ 13 - 19
servers/visual/rasterizer_rd/shaders/ssao_blur.glsl

@@ -1,13 +1,12 @@
 /* clang-format off */
 /* clang-format off */
 [compute]
 [compute]
-/* clang-format on */
 
 
 #version 450
 #version 450
 
 
 VERSION_DEFINES
 VERSION_DEFINES
 
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
-
+/* clang-format on */
 
 
 layout(set = 0, binding = 0) uniform sampler2D source_ssao;
 layout(set = 0, binding = 0) uniform sampler2D source_ssao;
 layout(set = 1, binding = 0) uniform sampler2D source_depth;
 layout(set = 1, binding = 0) uniform sampler2D source_depth;
@@ -31,9 +30,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	uint pad2;
 	uint pad2;
 	ivec2 axis; /** (1, 0) or (0, 1) */
 	ivec2 axis; /** (1, 0) or (0, 1) */
 	ivec2 screen_size;
 	ivec2 screen_size;
-} params;
-
-
+}
+params;
 
 
 /** Filter radius in pixels. This will be multiplied by SCALE. */
 /** Filter radius in pixels. This will be multiplied by SCALE. */
 #define R (4)
 #define R (4)
@@ -47,14 +45,11 @@ const float gaussian[R + 1] =
 		float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
 		float[](0.153170, 0.144893, 0.122649, 0.092902, 0.062970); // stddev = 2.0
 //float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
 //float[](0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108); // stddev = 3.0
 
 
-
-
-
 void main() {
 void main() {
 
 
 	// Pixel being shaded
 	// Pixel being shaded
 	ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
 	ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
-	if (any(greaterThan(ssC,params.screen_size))) { //too large, do nothing
+	if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
 		return;
 		return;
 	}
 	}
 
 
@@ -73,22 +68,22 @@ void main() {
 	vec2 pixel_size = 1.0 / vec2(params.screen_size);
 	vec2 pixel_size = 1.0 / vec2(params.screen_size);
 	vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
 	vec2 closest_uv = vec2(ssC) * pixel_size + pixel_size * 0.5;
 	vec2 from_uv = closest_uv;
 	vec2 from_uv = closest_uv;
-	vec2 ps2 = pixel_size;// * 2.0;
+	vec2 ps2 = pixel_size; // * 2.0;
 
 
-	float closest_depth = abs(textureLod(source_depth_mipmaps,closest_uv,0.0).r-depth);
+	float closest_depth = abs(textureLod(source_depth_mipmaps, closest_uv, 0.0).r - depth);
 
 
-	vec2 offsets[4]=vec2[](vec2(ps2.x,0),vec2(-ps2.x,0),vec2(0,ps2.y),vec2(0,-ps2.y));
-	for(int i=0;i<4;i++) {
+	vec2 offsets[4] = vec2[](vec2(ps2.x, 0), vec2(-ps2.x, 0), vec2(0, ps2.y), vec2(0, -ps2.y));
+	for (int i = 0; i < 4; i++) {
 		vec2 neighbour = from_uv + offsets[i];
 		vec2 neighbour = from_uv + offsets[i];
-		float neighbour_depth = abs(textureLod(source_depth_mipmaps,neighbour,0.0).r-depth);
-		if (neighbour_depth < closest_depth ) {
+		float neighbour_depth = abs(textureLod(source_depth_mipmaps, neighbour, 0.0).r - depth);
+		if (neighbour_depth < closest_depth) {
 			closest_uv = neighbour;
 			closest_uv = neighbour;
 			closest_depth = neighbour_depth;
 			closest_depth = neighbour_depth;
 		}
 		}
 	}
 	}
 
 
-	float visibility = textureLod(source_ssao,closest_uv,0.0).r;
-	imageStore(dest_image,ssC,vec4(visibility));
+	float visibility = textureLod(source_ssao, closest_uv, 0.0).r;
+	imageStore(dest_image, ssC, vec4(visibility));
 #else
 #else
 
 
 	float depth = texelFetch(source_depth, ssC, 0).r;
 	float depth = texelFetch(source_depth, ssC, 0).r;
@@ -132,7 +127,6 @@ void main() {
 			float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
 			float value = texelFetch(source_ssao, clamp(ppos, ivec2(0), clamp_limit), 0).r;
 			ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
 			ivec2 rpos = clamp(ppos, ivec2(0), clamp_limit);
 
 
-
 			float temp_depth = texelFetch(source_depth, rpos, 0).r;
 			float temp_depth = texelFetch(source_depth, rpos, 0).r;
 #ifdef MODE_FULL_SIZE
 #ifdef MODE_FULL_SIZE
 			temp_depth = temp_depth * 2.0 - 1.0;
 			temp_depth = temp_depth * 2.0 - 1.0;
@@ -158,6 +152,6 @@ void main() {
 	const float epsilon = 0.0001;
 	const float epsilon = 0.0001;
 	float visibility = sum / (totalWeight + epsilon);
 	float visibility = sum / (totalWeight + epsilon);
 
 
-	imageStore(dest_image,ssC,vec4(visibility));
+	imageStore(dest_image, ssC, vec4(visibility));
 #endif
 #endif
 }
 }

+ 7 - 8
servers/visual/rasterizer_rd/shaders/ssao_minify.glsl

@@ -1,12 +1,12 @@
 /* clang-format off */
 /* clang-format off */
 [compute]
 [compute]
-/* clang-format on */
 
 
 #version 450
 #version 450
 
 
 VERSION_DEFINES
 VERSION_DEFINES
 
 
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
 layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* clang-format on */
 
 
 layout(push_constant, binding = 1, std430) uniform Params {
 layout(push_constant, binding = 1, std430) uniform Params {
 	vec2 pixel_size;
 	vec2 pixel_size;
@@ -15,8 +15,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	ivec2 source_size;
 	ivec2 source_size;
 	bool orthogonal;
 	bool orthogonal;
 	uint pad;
 	uint pad;
-} params;
-
+}
+params;
 
 
 #ifdef MINIFY_START
 #ifdef MINIFY_START
 layout(set = 0, binding = 0) uniform sampler2D source_texture;
 layout(set = 0, binding = 0) uniform sampler2D source_texture;
@@ -29,21 +29,20 @@ void main() {
 
 
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 	ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
 
 
-	if (any(greaterThan(pos,params.source_size>>1))) { //too large, do nothing
+	if (any(greaterThan(pos, params.source_size >> 1))) { //too large, do nothing
 		return;
 		return;
 	}
 	}
 
 
 #ifdef MINIFY_START
 #ifdef MINIFY_START
-	float depth = texelFetch(source_texture,pos<<1,0).r * 2.0 - 1.0;
+	float depth = texelFetch(source_texture, pos << 1, 0).r * 2.0 - 1.0;
 	if (params.orthogonal) {
 	if (params.orthogonal) {
 		depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
 		depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
 	} else {
 	} else {
 		depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
 		depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
 	}
 	}
 #else
 #else
-	float depth = imageLoad(source_image,pos<<1).r;
+	float depth = imageLoad(source_image, pos << 1).r;
 #endif
 #endif
 
 
-	imageStore(dest_image,pos,vec4(depth));
-
+	imageStore(dest_image, pos, vec4(depth));
 }
 }

+ 3 - 3
servers/visual/rasterizer_rd/shaders/tonemap.glsl

@@ -48,7 +48,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
 	float exposure;
 	float exposure;
 	float white;
 	float white;
 	float auto_exposure_grey;
 	float auto_exposure_grey;
-} params;
+}
+params;
 
 
 layout(location = 0) out vec4 frag_color;
 layout(location = 0) out vec4 frag_color;
 
 
@@ -270,8 +271,7 @@ void main() {
 	if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
 	if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
 
 
 		vec3 glow = gather_glow(source_glow, uv_interp);
 		vec3 glow = gather_glow(source_glow, uv_interp);
-		color.rgb = mix(color.rgb,glow,params.glow_intensity);
-
+		color.rgb = mix(color.rgb, glow, params.glow_intensity);
 	}
 	}
 
 
 	color = apply_tonemapping(color, params.white);
 	color = apply_tonemapping(color, params.white);

+ 2 - 2
servers/visual/rendering_device.cpp

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 2 - 2
servers/visual/rendering_device.h

@@ -5,8 +5,8 @@
 /*                           GODOT ENGINE                                */
 /*                           GODOT ENGINE                                */
 /*                      https://godotengine.org                          */
 /*                      https://godotengine.org                          */
 /*************************************************************************/
 /*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md)    */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur.                 */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md).   */
 /*                                                                       */
 /*                                                                       */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* Permission is hereby granted, free of charge, to any person obtaining */
 /* a copy of this software and associated documentation files (the       */
 /* a copy of this software and associated documentation files (the       */

+ 5 - 0
thirdparty/README.md

@@ -547,6 +547,11 @@ Files extracted from upstream source:
   `loader/` folder
   `loader/` folder
 - `LICENSE.txt`
 - `LICENSE.txt`
 
 
+`vk_enum_string_helper.h` is taken from the match `Vulkan-ValidationLayers` SDK
+release: https://github.com/KhronosGroup/Vulkan-Loader/tree/master/loader/generated
+
+`vk_mem_alloc.h` is taken from https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
+
 
 
 ## wslay
 ## wslay
 
 

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