Merge pull request #23932 from muiroc/es2_viewport_size_builtin

GLES2 implemented VIEWPORT_SIZE builtin for spatial shader
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Rémi Verschelde 2018-12-11 20:44:11 +01:00 committed by GitHub
commit 1b038bed94
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GPG key ID: 4AEE18F83AFDEB23
3 changed files with 17 additions and 4 deletions

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@ -2017,6 +2017,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
Vector2 viewport_size = state.viewport_size;
Vector2 screen_pixel_size = state.screen_pixel_size;
bool use_radiance_map = false;
@ -2335,6 +2337,8 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
state.scene_shader.set_uniform(SceneShaderGLES2::VIEWPORT_SIZE, viewport_size);
state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
}
@ -2506,8 +2510,6 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
}
current_fb = probe->fbo[p_reflection_probe_pass];
state.screen_pixel_size.x = 1.0 / probe->probe_ptr->resolution;
state.screen_pixel_size.y = 1.0 / probe->probe_ptr->resolution;
viewport_width = probe->probe_ptr->resolution;
viewport_height = probe->probe_ptr->resolution;
@ -2518,11 +2520,16 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
state.render_no_shadows = false;
current_fb = storage->frame.current_rt->fbo;
env = environment_owner.getornull(p_environment);
state.screen_pixel_size.x = 1.0 / storage->frame.current_rt->width;
state.screen_pixel_size.y = 1.0 / storage->frame.current_rt->height;
viewport_width = storage->frame.current_rt->width;
viewport_height = storage->frame.current_rt->height;
}
state.viewport_size.x = viewport_width;
state.viewport_size.y = viewport_height;
state.screen_pixel_size.x = 1.0 / viewport_width;
state.screen_pixel_size.y = 1.0 / viewport_height;
//push back the directional lights
if (p_light_cull_count) {

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@ -211,6 +211,8 @@ public:
bool render_no_shadows;
Vector2 viewport_size;
Vector2 screen_pixel_size;
} state;

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@ -84,6 +84,8 @@ uniform highp mat4 world_transform;
uniform highp float time;
uniform highp vec2 viewport_size;
#ifdef RENDER_DEPTH
uniform float light_bias;
uniform float light_normal_bias;
@ -677,6 +679,8 @@ uniform highp mat4 world_transform;
uniform highp float time;
uniform highp vec2 viewport_size;
#if defined(SCREEN_UV_USED)
uniform vec2 screen_pixel_size;
#endif