diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 4b25f516594ed..a84eebc208f60 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1451,6 +1451,11 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo RD::get_singleton()->barrier(RD::BARRIER_MASK_ALL_BARRIERS, RD::BARRIER_MASK_ALL_BARRIERS); if (current_cluster_builder) { + // Note: when rendering stereoscopic (multiview) we are using our combined frustum projection to create + // our cluster data. We use reprojection in the shader to adjust for our left/right eye. + // This only works as we don't filter our cluster by depth buffer. + // If we ever make this optimisation we should make it optional and only use it in mono. + // What we win by filtering out a few lights, we loose by having to do the work double for stereo. current_cluster_builder->begin(p_render_data->scene_data->cam_transform, p_render_data->scene_data->cam_projection, !p_render_data->reflection_probe.is_valid()); } diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index dd78e7a90f6fd..b38f0629c0787 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -735,6 +735,10 @@ void fragment_shader(in SceneData scene_data) { #ifdef USE_MULTIVIEW vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; vec3 view = -normalize(vertex_interp - eye_offset); + + // UV in our combined frustum space is used for certain screen uv processes where it's + // overkill to render separate left and right eye views + vec2 combined_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5; #else vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); @@ -921,8 +925,7 @@ void fragment_shader(in SceneData scene_data) { if (implementation_data.volumetric_fog_enabled) { #ifdef USE_MULTIVIEW - vec2 center_uv = (combined_projected.xy / combined_projected.w) * 0.5 + 0.5; - vec4 volumetric_fog = volumetric_fog_process(center_uv, -vertex.z); + vec4 volumetric_fog = volumetric_fog_process(combined_uv, -vertex.z); #else vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z); #endif @@ -952,7 +955,11 @@ void fragment_shader(in SceneData scene_data) { #ifndef MODE_RENDER_DEPTH +#ifdef USE_MULTIVIEW + uvec2 cluster_pos = uvec2(combined_uv.xy / scene_data.screen_pixel_size) >> implementation_data.cluster_shift; +#else uvec2 cluster_pos = uvec2(gl_FragCoord.xy) >> implementation_data.cluster_shift; +#endif uint cluster_offset = (implementation_data.cluster_width * cluster_pos.y + cluster_pos.x) * (implementation_data.max_cluster_element_count_div_32 + 32); uint cluster_z = uint(clamp((-vertex.z / scene_data.z_far) * 32.0, 0.0, 31.0));