Merge pull request #91399 from QbieShay/qbe/fix-pmul-name
Revert premul alpha to spell without the T
This commit is contained in:
commit
f91db3dc58
8 changed files with 27 additions and 27 deletions
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@ -610,7 +610,7 @@
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The color of the object is multiplied by the background.
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</constant>
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<constant name="BLEND_MODE_PREMULT_ALPHA" value="4" enum="BlendMode">
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The color of the object is added to the background and the alpha channel is used to mask out the background. This is effectively a hybrid of the blend mix and add modes, useful for FX like fire where you want the flame to add but the smoke to mix. By default, this works with unshaded materials using premultiplied textures. For shaded materials, use the PREMUL_ALPHA_FACTOR built-in so that lighting can be modulated as well.
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The color of the object is added to the background and the alpha channel is used to mask out the background. This is effectively a hybrid of the blend mix and add modes, useful for effects like fire where you want the flame to add but the smoke to mix. By default, this works with unshaded materials using premultiplied textures. For shaded materials, use the [code]PREMUL_ALPHA_FACTOR[/code] built-in so that lighting can be modulated as well.
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</constant>
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<constant name="ALPHA_ANTIALIASING_OFF" value="0" enum="AlphaAntiAliasing">
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Disables Alpha AntiAliasing for the material.
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@ -1442,9 +1442,9 @@ void main() {
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float clearcoat_roughness = 0.0;
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float anisotropy = 0.0;
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vec2 anisotropy_flow = vec2(1.0, 0.0);
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#ifdef PREMULT_ALPHA_USED
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float premult_alpha = 1.0;
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#endif
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#ifdef PREMUL_ALPHA_USED
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float premul_alpha = 1.0;
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#endif PREMUL_ALPHA_USED
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#ifndef FOG_DISABLED
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vec4 fog = vec4(0.0);
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#endif // !FOG_DISABLED
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@ -2149,7 +2149,7 @@ void main() {
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#endif // !RENDER_MATERIAL
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#endif // !MODE_RENDER_DEPTH
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#ifdef PREMULT_ALPHA_USED
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frag_color.rgb *= premult_alpha;
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#endif
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#ifdef PREMUL_ALPHA_USED
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frag_color.rgb *= premul_alpha;
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#endif PREMUL_ALPHA_USED
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}
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@ -1243,7 +1243,7 @@ MaterialStorage::MaterialStorage() {
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMULT_ALPHA_FACTOR"] = "premult_alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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actions.renames["METALLIC"] = "metallic";
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actions.renames["SPECULAR"] = "specular";
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actions.renames["ROUGHNESS"] = "roughness";
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@ -2906,7 +2906,7 @@ void SceneShaderData::set_code(const String &p_code) {
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_modei, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_modei, BLEND_MODE_MUL);
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actions.render_mode_values["blend_premult_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_modei, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_modei, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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@ -90,7 +90,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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actions.render_mode_values["blend_premult_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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@ -604,7 +604,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMULT_ALPHA_FACTOR"] = "premult_alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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actions.renames["METALLIC"] = "metallic";
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actions.renames["SPECULAR"] = "specular";
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actions.renames["ROUGHNESS"] = "roughness";
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@ -684,7 +684,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
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actions.usage_defines["LIGHT_VERTEX"] = "#define LIGHT_VERTEX_USED\n";
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actions.usage_defines["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED\n";
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actions.usage_defines["PREMUL_ALPHA_FACTOR"] = "#define PREMUL_ALPHA_USED\n";
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actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
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actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
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@ -91,7 +91,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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actions.render_mode_values["blend_premult_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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@ -508,7 +508,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMULT_ALPHA_FACTOR"] = "premult_alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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actions.renames["METALLIC"] = "metallic";
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actions.renames["SPECULAR"] = "specular";
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actions.renames["ROUGHNESS"] = "roughness";
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@ -593,7 +593,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
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actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
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actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
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actions.usage_defines["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED";
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actions.usage_defines["PREMUL_ALPHA_FACTOR"] = "#define PREMUL_ALPHA_USED";
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actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
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@ -914,9 +914,9 @@ vec3 encode24(vec3 v) {
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void fragment_shader(in SceneData scene_data) {
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uint instance_index = instance_index_interp;
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#ifdef PREMULT_ALPHA_USED
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float premult_alpha = 1.0;
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#endif // PREMULT_ALPHA_USED
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#ifdef PREMUL_ALPHA_USED
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float premul_alpha = 1.0;
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#endif // PREMUL_ALPHA_USED
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//lay out everything, whatever is unused is optimized away anyway
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vec3 vertex = vertex_interp;
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#ifdef USE_MULTIVIEW
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@ -2462,9 +2462,9 @@ void fragment_shader(in SceneData scene_data) {
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motion_vector = prev_position_uv - position_uv;
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#endif
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#if defined(PREMULT_ALPHA_USED) && !defined(MODE_RENDER_DEPTH)
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frag_color.rgb *= premult_alpha;
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#endif //PREMULT_ALPHA_USED
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#if defined(PREMUL_ALPHA_USED) && !defined(MODE_RENDER_DEPTH)
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frag_color.rgb *= premul_alpha;
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#endif //PREMUL_ALPHA_USED
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}
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void main() {
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@ -749,8 +749,8 @@ void main() {
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float clearcoat_roughness = 0.0;
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float anisotropy = 0.0;
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vec2 anisotropy_flow = vec2(1.0, 0.0);
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#ifdef PREMULT_ALPHA_USED
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float premult_alpha = 1.0;
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#ifdef PREMUL_ALPHA_USED
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float premul_alpha = 1.0;
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#endif
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#ifndef FOG_DISABLED
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vec4 fog = vec4(0.0);
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@ -1849,8 +1849,8 @@ void main() {
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// On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
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// We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
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frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
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#ifdef PREMULT_ALPHA_USED
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frag_color.rgb *= premult_alpha;
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#ifdef PREMUL_ALPHA_USED
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frag_color.rgb *= premul_alpha;
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#endif
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#endif //MODE_MULTIPLE_RENDER_TARGETS
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@ -124,7 +124,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PREMULT_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PREMUL_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
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@ -209,7 +209,7 @@ ShaderTypes::ShaderTypes() {
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// spatial render modes
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{
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premult_alpha" });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premul_alpha" });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_draw"), "opaque", "always", "never" });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_prepass_alpha") });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_test_disabled") });
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