-Support DEPTH_TEXTURE in GLES2, fixes #25106
-Fix use of transparent framebuffers in GLES2 -Fix use of ambient color clearing in GLES2 when no environment exists.
This commit is contained in:
parent
8b9ec8bc88
commit
aab8f443f9
7 changed files with 48 additions and 33 deletions
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@ -115,12 +115,10 @@ void RasterizerCanvasGLES2::canvas_begin() {
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state.using_transparent_rt = false;
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state.using_transparent_rt = false;
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if (storage->frame.current_rt) {
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if (storage->frame.current_rt) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glColorMask(1, 1, 1, 1);
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state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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state.using_transparent_rt = storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
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}
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}
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if (storage->frame.clear_request) {
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if (storage->frame.clear_request) {
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glColorMask(true, true, true, true);
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glClearColor(storage->frame.clear_request_color.r,
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glClearColor(storage->frame.clear_request_color.r,
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storage->frame.clear_request_color.g,
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storage->frame.clear_request_color.g,
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storage->frame.clear_request_color.b,
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storage->frame.clear_request_color.b,
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@ -129,8 +127,6 @@ void RasterizerCanvasGLES2::canvas_begin() {
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storage->frame.clear_request = false;
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storage->frame.clear_request = false;
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}
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}
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glColorMask(1, 1, 1, state.using_transparent_rt ? 1 : 0);
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/*
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/*
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if (storage->frame.current_rt) {
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if (storage->frame.current_rt) {
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo);
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@ -186,9 +182,6 @@ void RasterizerCanvasGLES2::canvas_end() {
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state.using_texture_rect = false;
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state.using_texture_rect = false;
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state.using_skeleton = false;
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state.using_skeleton = false;
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state.using_ninepatch = false;
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state.using_ninepatch = false;
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if (state.using_transparent_rt) {
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glColorMask(1, 1, 1, 1);
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}
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state.using_transparent_rt = false;
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state.using_transparent_rt = false;
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}
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}
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@ -1182,10 +1175,6 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
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ERR_FAIL();
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ERR_FAIL();
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}
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}
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if (state.using_transparent_rt) {
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glColorMask(1, 1, 1, 1);
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}
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
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Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
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@ -1229,10 +1218,6 @@ void RasterizerCanvasGLES2::_copy_screen(const Rect2 &p_rect) {
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
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storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_NO_ALPHA, false);
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if (state.using_transparent_rt) {
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glColorMask(1, 1, 1, 0);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
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glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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}
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}
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@ -1183,9 +1183,14 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color);
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}
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}
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if (p_material->shader->spatial.uses_depth_texture && storage->frame.current_rt) {
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glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
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}
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bool shader_rebind = state.scene_shader.bind();
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bool shader_rebind = state.scene_shader.bind();
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if (p_material->shader->spatial.no_depth_test) {
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if (p_material->shader->spatial.no_depth_test || p_material->shader->spatial.uses_depth_texture) {
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_DEPTH_TEST);
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} else {
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} else {
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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@ -1195,10 +1200,10 @@ bool RasterizerSceneGLES2::_setup_material(RasterizerStorageGLES2::Material *p_m
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS:
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_OPAQUE: {
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glDepthMask(!p_alpha_pass);
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glDepthMask(!p_alpha_pass && !p_material->shader->spatial.uses_depth_texture);
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} break;
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} break;
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALWAYS: {
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE && !p_material->shader->spatial.uses_depth_texture);
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} break;
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} break;
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_NEVER: {
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case RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_NEVER: {
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glDepthMask(GL_FALSE);
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glDepthMask(GL_FALSE);
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@ -2359,7 +2364,7 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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} else {
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} else {
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state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::BG_ENERGY, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_SKY_CONTRIBUTION, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, Color(1.0, 1.0, 1.0, 1.0));
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_COLOR, state.default_ambient);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
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state.scene_shader.set_uniform(SceneShaderGLES2::AMBIENT_ENERGY, 1.0);
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}
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}
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@ -2471,7 +2476,6 @@ void RasterizerSceneGLES2::_draw_sky(RasterizerStorageGLES2::Sky *p_sky, const C
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glDisable(GL_CULL_FACE);
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_BLEND);
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glDepthFunc(GL_LEQUAL);
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glDepthFunc(GL_LEQUAL);
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glColorMask(1, 1, 1, 1);
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// Camera
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// Camera
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CameraMatrix camera;
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CameraMatrix camera;
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@ -2673,7 +2677,7 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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// clear color
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// clear color
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Color clear_color(0, 0, 0, 0);
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Color clear_color(0, 0, 0, 1);
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if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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if (storage->frame.current_rt && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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clear_color = Color(0, 0, 0, 0);
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clear_color = Color(0, 0, 0, 0);
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@ -2694,6 +2698,8 @@ void RasterizerSceneGLES2::render_scene(const Transform &p_cam_transform, const
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glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
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glClearColor(clear_color.r, clear_color.g, clear_color.b, clear_color.a);
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}
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}
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state.default_ambient = Color(clear_color.r, clear_color.g, clear_color.b, 1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1);
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@ -103,6 +103,7 @@ public:
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GLuint sky_verts;
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GLuint sky_verts;
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GLuint immediate_buffer;
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GLuint immediate_buffer;
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Color default_ambient;
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// ResolveShaderGLES3 resolve_shader;
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// ResolveShaderGLES3 resolve_shader;
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// ScreenSpaceReflectionShaderGLES3 ssr_shader;
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// ScreenSpaceReflectionShaderGLES3 ssr_shader;
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@ -1230,6 +1230,10 @@ void RasterizerStorageGLES2::_update_shader(Shader *p_shader) const {
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actions = &shaders.actions_scene;
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actions = &shaders.actions_scene;
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actions->uniforms = &p_shader->uniforms;
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actions->uniforms = &p_shader->uniforms;
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if (p_shader->spatial.uses_screen_texture && p_shader->spatial.uses_depth_texture) {
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WARN_PRINT("Using both SCREEN_TEXTURE and DEPTH_TEXTURE is not supported in GLES2");
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}
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} break;
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} break;
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default: {
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default: {
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@ -4200,7 +4204,12 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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glGenTextures(1, &rt->color);
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glGenTextures(1, &rt->color);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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glBindTexture(GL_TEXTURE_2D, rt->color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
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if (texture->flags & VS::TEXTURE_FLAG_FILTER) {
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@ -4218,20 +4227,26 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
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// depth
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// depth
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glGenRenderbuffers(1, &rt->depth);
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glGenTextures(1, &rt->depth);
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glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
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glBindTexture(GL_TEXTURE_2D, rt->depth);
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#ifdef JAVASCRIPT_ENABLED
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#ifdef JAVASCRIPT_ENABLED
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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#else
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#else
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glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
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glTexImage2D(GL_TEXTURE_2D, 0, _DEPTH_COMPONENT24_OES, rt->width, rt->height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
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#endif
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#endif
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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glDeleteRenderbuffers(1, &rt->fbo);
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glDeleteFramebuffers(1, &rt->fbo);
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glDeleteTextures(1, &rt->depth);
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glDeleteTextures(1, &rt->depth);
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glDeleteTextures(1, &rt->color);
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glDeleteTextures(1, &rt->color);
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rt->fbo = 0;
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rt->fbo = 0;
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glGenTextures(1, &rt->copy_screen_effect.color);
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glGenTextures(1, &rt->copy_screen_effect.color);
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glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
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glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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if (rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, rt->width, rt->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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} else {
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, rt->width, rt->height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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@ -4302,7 +4322,7 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
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}
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}
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if (rt->depth) {
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if (rt->depth) {
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glDeleteRenderbuffers(1, &rt->depth);
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glDeleteTextures(1, &rt->depth);
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rt->depth = 0;
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rt->depth = 0;
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}
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}
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@ -4313,7 +4333,6 @@ void RasterizerStorageGLES2::_render_target_clear(RenderTarget *rt) {
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tex->height = 0;
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tex->height = 0;
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tex->active = false;
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tex->active = false;
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// TODO hardcoded texscreen copy effect
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if (rt->copy_screen_effect.color) {
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if (rt->copy_screen_effect.color) {
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glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
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glDeleteFramebuffers(1, &rt->copy_screen_effect.fbo);
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rt->copy_screen_effect.fbo = 0;
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rt->copy_screen_effect.fbo = 0;
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@ -859,7 +859,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture";
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actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer";
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actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_texture";
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// Defined in GLES3, but not available in GLES2
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// Defined in GLES3, but not available in GLES2
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//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
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//actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth";
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actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
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actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor";
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actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["DEPTH_TEXTURE"] = "#define DEPTH_TEXTURE_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
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actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
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@ -724,6 +724,9 @@ uniform vec2 screen_pixel_size;
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#if defined(SCREEN_TEXTURE_USED)
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#if defined(SCREEN_TEXTURE_USED)
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uniform highp sampler2D screen_texture; //texunit:-4
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uniform highp sampler2D screen_texture; //texunit:-4
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||||||
#endif
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#endif
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||||||
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#if defined(DEPTH_TEXTURE_USED)
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||||||
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uniform highp sampler2D depth_texture; //texunit:-4
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||||||
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#endif
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||||||
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||||||
#ifdef USE_REFLECTION_PROBE1
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#ifdef USE_REFLECTION_PROBE1
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||||||
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||||||
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@ -830,7 +830,7 @@ void SpatialMaterial::_update_shader() {
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||||||
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
|
code += "\tALPHA = albedo.a * albedo_tex.a;\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!VisualServer::get_singleton()->is_low_end() && proximity_fade_enabled) {
|
if (proximity_fade_enabled) {
|
||||||
code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
|
code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n";
|
||||||
code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
|
code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n";
|
||||||
code += "\tworld_pos.xyz/=world_pos.w;\n";
|
code += "\tworld_pos.xyz/=world_pos.w;\n";
|
||||||
|
|
Loading…
Reference in a new issue