diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index e4783e907be..9a514a92677 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -524,7 +524,11 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance glGenerateMipmap(GL_TEXTURE_CUBE_MAP); glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer +#ifdef JAVASCRIPT_ENABLED + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size); +#else glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size); +#endif for (int i = 0; i < 6; i++) { glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]); diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 0622a353df2..430b93bac86 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -4007,7 +4007,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glGenRenderbuffers(1, &rt->depth); glBindRenderbuffer(GL_RENDERBUFFER, rt->depth); +#ifdef JAVASCRIPT_ENABLED + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height); +#else glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height); +#endif glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -4218,7 +4222,11 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) { glGenRenderbuffers(1, &cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, cls->depth); - glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, cls->size, cls->height); +#ifdef JAVASCRIPT_ENABLED + glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height); +#else + glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height); +#endif glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth); glBindRenderbuffer(GL_RENDERBUFFER, 0); diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 06274a76984..f551cdb52b2 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -25,9 +25,17 @@ void main() { /* clang-format off */ [fragment] -#extension GL_ARB_shader_texture_lod : enable +#ifdef GL_EXT_shader_texture_lod +#extension GL_EXT_shader_texture_lod : enable +#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod) +#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod) +#endif -#ifndef GL_ARB_shader_texture_lod +#ifdef GL_ARB_shader_texture_lod +#extension GL_ARB_shader_texture_lod : enable +#endif + +#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod) #define texture2DLod(img, coord, lod) texture2D(img, coord) #define textureCubeLod(img, coord, lod) textureCube(img, coord) #endif @@ -118,7 +126,13 @@ vec3 texelCoordToVec(vec2 uv, int faceID) { faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face // out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2]. - vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2]; + vec3 result; + for (int i = 0; i < 6; i++) { + if (i == faceID) { + result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2]; + break; + } + } return normalize(result); }