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DOCUMENTATION.md

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Coding Standards

These standards must be kept in order to keep the code format consistent and readable.

  • Minimizing resources and maximizing performance is top priority. Quality is secondary.
  • Follow the rules of code formatting. See CONTRIBUTION.md for more information.
  • Document and explain your code if possible.

GLSL Version

The shader version used for this pipeline is GLSL 3.3 compatibility. There is an exception however for the program gbuffers_line where it uses GLSL 3.3 core.

For more information of the specifications of this version see this documentation provided by Khronos.

Used Buffers

Current shader pipeline uses 6 framebuffers to minimize resources used and maximize performance. Their usages are listed in order of what's written first separated by forward slashes and channels separated by commas.

Buffers Format Usage
gcolor R11F_G11F_B10F Main HDR (RGB) / Vanilla skybox (RGB)
colortex1 RGB16_SNORM Normals (RGB)
colortex2 RGBA8 Albedo (RGB), SSAO (A)
colortex3 RGB8 Metal (R), Smooth (G), Glow (B) / Main LDR (RGB) / FXAA (RGB)
colortex4 R11F_G11F_B10F Clouds (RG) / Bloom (RGB)
colortex5 RGBA16F TAA (RGB) / Previous frame (RGB), Auto exposure (A)

Custom Defined Macros

This shader uses custom defined macros in every program and .glsl file for each world folders all connected to the main programs in the main folder. This is to keep the workflow minimized and understandable, and to identify what folder/program the shader is being used.

Dimension Macros

Found in all world.glsl files. Dimension macros define the world's lighting properties. These are not finalized and are still a work in progress as they tend to be inconsistent thus the reason of it being not available to the common user.

Dimension Macros Type Usage
WORLD_ID int World ID
WORLD_LIGHT defined World enabled shadows
WORLD_SUN_MOON int World light source type
WORLD_SUN_MOON_SIZE float World light source size

Program Macros

Found in their respective programs in .fsh and .vsh files. The following are the listed common program macros. These macros typically only defines the program.

Program Macros Type
SHADOW defined
GBUFFERS defined
DEFERRED defined
DEFERRED(1-99) defined
COMPOSITE defined
COMPOSITE(1-99) defined
FINAL defined

This along with the GBUFFERS macro, are used to identify the quirks in the current program for the shader to detect.

Complex Programs

List of programs with complex lighting. Common complex processes are in these programs. They compute complex processes such as PBR and vertex displacement for animations and tend to be very expensive.

Program Macros Type
TERRAIN defined
WATER defined
BLOCK defined
ENTITIES_GLOWING defined
ENTITIES defined
HAND defined
HAND_WATER defined

Basic Programs

List of programs with basic lighting. Common basic processes are in these programs. They compute basic processes that complex programs have, but with removed features that the program doesn't necessarily need.

Program Macros Type
BASIC defined
CLOUDS defined
TEXTURED defined

Simple programs

List of programs with simpler shading. Common simple processes are in these programs. As the name suggests, they compute very simple and fast processes. The reason is usually because they don't need additional features as they tend to slow GPU performance.

Program Macros Type
ARMOR_GLINT defined
BEACON_BEAM defined
SPIDER_EYES defined
DAMAGED_BLOCK defined
WEATHER defined
SKY_TEXTURED defined
LINE defined

Disabled programs

List of discarded and disabled programs. They typically have no other purposes other than disabling a program by using discard; + return;. This method is used to conveniently disable programs without using shaders.properties to disable the program per world.

Program Macros Type
SKY_BASIC defined

TO DO (for Eldeston)

  • Refactor uniform usage and remove unecessary ones

  • Optimize DOF calculations with noise

  • Create a custom shadow model view

  • Fix transparency issues with CTM

  • Optimize albedo alpha testing

  • Optimize block ids in block.properties

  • Document the shader pipeline

  • Separate iPBR for gbuffers

  • Implement cloud absorption

  • Improve water absorption