Fix "Light Only" mode of CanvasItemMaterial
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c64afeb017
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43b0702a02
4 changed files with 26 additions and 6 deletions
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@ -175,7 +175,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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state.light_uniforms[index].color[i] = l->color[i];
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}
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state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
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state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
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if (state.shadow_fb != 0) {
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state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
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@ -238,7 +238,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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state.light_uniforms[index].color[i] = l->color[i];
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}
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state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
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state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
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if (state.shadow_fb != 0) {
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state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
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@ -648,7 +648,7 @@ void main() {
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vec4 base_color = color;
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#ifdef MODE_LIGHT_ONLY
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color = vec4(0.0);
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float light_only_alpha = 0.0;
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#elif !defined(MODE_UNSHADED)
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color *= canvas_modulation;
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#endif
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@ -691,6 +691,9 @@ void main() {
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}
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light_blend_compute(light_base, light_color, color.rgb);
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#ifdef MODE_LIGHT_ONLY
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light_only_alpha += light_color.a;
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#endif
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}
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// Positional Lights
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@ -788,8 +791,15 @@ void main() {
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}
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light_blend_compute(light_base, light_color, color.rgb);
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#ifdef MODE_LIGHT_ONLY
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light_only_alpha += light_color.a;
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#endif
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}
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#endif
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#ifdef MODE_LIGHT_ONLY
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color.a *= light_only_alpha;
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#endif
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frag_color = color;
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}
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@ -1202,7 +1202,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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state.light_uniforms[index].color[i] = l->color[i];
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}
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state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
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state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
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if (state.shadow_fb.is_valid()) {
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state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
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@ -1264,7 +1264,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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state.light_uniforms[index].color[i] = l->color[i];
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}
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state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
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state.light_uniforms[index].color[3] *= l->energy; //use alpha for energy, so base color can go separate
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if (state.shadow_fb.is_valid()) {
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state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
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@ -568,7 +568,7 @@ void main() {
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}
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#ifdef MODE_LIGHT_ONLY
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color = vec4(0.0);
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float light_only_alpha = 0.0;
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#elif !defined(MODE_UNSHADED)
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color *= canvas_data.canvas_modulation;
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#endif
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@ -611,6 +611,9 @@ void main() {
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}
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light_blend_compute(light_base, light_color, color.rgb);
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#ifdef MODE_LIGHT_ONLY
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light_only_alpha += light_color.a;
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#endif
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}
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// Positional Lights
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@ -695,8 +698,15 @@ void main() {
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}
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light_blend_compute(light_base, light_color, color.rgb);
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#ifdef MODE_LIGHT_ONLY
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light_only_alpha += light_color.a;
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#endif
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}
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#endif
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#ifdef MODE_LIGHT_ONLY
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color.a *= light_only_alpha;
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#endif
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frag_color = color;
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}
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