Add a default POINT_SIZE
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269145a346
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676f647c74
6 changed files with 17 additions and 4 deletions
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@ -911,7 +911,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
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actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
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actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
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@ -986,7 +986,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
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actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
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actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
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// gl_InstanceID is not available in OpenGL ES 2.0
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
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@ -149,6 +149,8 @@ void main() {
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uv = uv_attrib;
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#endif
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float point_size = 1.0;
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{
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vec2 src_vtx = outvec.xy;
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/* clang-format off */
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@ -158,6 +160,8 @@ VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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#if !defined(SKIP_TRANSFORM_USED)
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outvec = extra_matrix_instance * outvec;
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outvec = modelview_matrix * outvec;
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@ -423,6 +423,8 @@ void main() {
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#define projection_matrix local_projection_matrix
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#define world_transform world_matrix
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float point_size = 1.0;
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{
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/* clang-format off */
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@ -431,6 +433,7 @@ VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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vec4 outvec = vertex;
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// use local coordinates
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@ -913,7 +913,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
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actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
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actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
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actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
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actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
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@ -970,7 +970,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
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actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
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actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
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actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
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actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
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//builtins
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@ -150,6 +150,7 @@ void main() {
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#define extra_matrix extra_matrix_instance
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float point_size = 1.0;
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//for compatibility with the fragment shader we need to use uv here
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vec2 uv = uv_interp;
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{
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@ -160,6 +161,7 @@ VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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uv_interp = uv;
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#ifdef USE_NINEPATCH
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@ -432,6 +432,8 @@ void main() {
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}
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#endif
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float point_size = 1.0;
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highp mat4 modelview = camera_inverse_matrix * world_matrix;
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{
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/* clang-format off */
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@ -441,6 +443,8 @@ VERTEX_SHADER_CODE
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/* clang-format on */
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}
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gl_PointSize = point_size;
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// using local coordinates (default)
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#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
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