Dario
e7d3a7c2aa
Improve visual feedback when using the motion vectors debug view option.
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Replaces the current method of showing the raw values of the motion vectors buffer to display a grid of lines instead with a new shader.
2023-08-28 10:14:21 -03:00
Dario
f14c944c21
Flip convention of motion vector to point from current pixel to the previous pixel.
2023-08-28 09:30:20 -03:00
Bastiaan Olij
8449331f13
Fix missing decal mask in mobile renderer
2023-08-23 11:14:10 +10:00
Dario
e2984af013
Add motion vector support for animated surfaces like skeletons or blend shapes.
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Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 -03:00
Rémi Verschelde
1163dac9e3
Merge pull request #80215 from clayjohn/HDR-2D
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Add option to enable HDR rendering in 2D
2023-08-08 16:57:33 +02:00
Rémi Verschelde
40ca09364d
Merge pull request #80311 from darksylinc/matias-fullscreen-tri
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Use fullscreen tri instead of quad
2023-08-07 14:54:21 +02:00
Rémi Verschelde
faaf27f284
Fix various typos with codespell
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Also includes typo fixes from #79993 , #80068 , #80276 , and #80303 .
Co-authored-by: betalars <contact@betalars.de>
Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com>
Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
2023-08-07 13:09:47 +02:00
clayjohn
57eb762bae
Add option to enable HDR rendering in 2D
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This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Matias N. Goldberg
79c9edab3b
Draw sky as a fullscreen triangle
2023-08-05 17:55:43 -03:00
Matias N. Goldberg
6e7d87fb25
Use fullscreen tri instead of quad
2023-08-05 17:09:06 -03:00
Clay
7c812cd7e9
Fix use of discard in shaders
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discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +02:00
mandryskowski
33e46aac13
Revert the change of the limit for interpolation of R0 with respect to metallic and SSR
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Commit 2c000cb72f
changed the interpolation limits from (0.04, 1.0) to (0.04, 0.37). This is incorrect, as we want to have an F0 of 0.04 for dielectrics (materials with metalness of 0.0) and an F0 of 1.0 for metals.
The Schlick approximation uses an F0 of 0.04 for all dielectrics and it's good enough.
Having it lower than 1.0 leads to an incorrect application of the Fresnel effect for metals and leads to bugs like #79549
2023-07-18 19:18:19 +02:00
Yuri Sizov
0fa808ba5e
Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum
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Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-07-12 21:02:25 +02:00
Yuri Sizov
bb15241e06
Merge pull request #77740 from ChibiDenDen/simplify_vulkan
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Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +02:00
ChibiDenDen
35715e510f
replace sampler arrays with constant sampler elements
2023-06-22 01:11:57 +03:00
Bastiaan Olij
952b4b3f38
Apply reprojection in multiview for our cluster lookup
2023-06-21 11:17:01 +10:00
Bastiaan Olij
66272ea26e
Fix volumetric fog in stereo by projection vertex in combined space
2023-06-20 14:36:14 +10:00
Bastiaan Olij
d9eb9665da
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-06-11 11:48:11 +10:00
Rémi Verschelde
9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
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Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +02:00
Manuel Dun
e2321c21db
Enable the use of all builtins on the light shader
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When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 -04:00
Yuri Sizov
f6dcd7f51a
Merge pull request #75181 from dalexeev/fix-light-only-mode
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Fix "Light Only" mode of `CanvasItemMaterial`
2023-05-27 17:28:29 +02:00
Rémi Verschelde
852740a627
Merge pull request #76053 from MightiestGoat/fix-sky-auto-exposure
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Fix the grainy sky while using debanding.
2023-05-24 08:46:28 +02:00
Rémi Verschelde
9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
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Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +02:00
Danil Alexeev
43b0702a02
Fix "Light Only" mode of CanvasItemMaterial
2023-05-13 09:06:09 +03:00
Pedro J. Estébanez
6465432570
Save cluster render shader from being optimized out entirely
2023-05-08 18:39:49 +02:00
clayjohn
fb77021559
Use proper UV in cubemap downsampler raster
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This removes bias in cubemap downsampling shader that resulted in the bottom of cubemaps being over represented
2023-05-03 01:06:34 -07:00
clayjohn
ca23d06a31
Re-implement the PSSM_SPLITS debug option
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This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 -07:00
Pedro J. Estébanez
09aa1bbdb3
Fix unsupported sampler filter used for voxel GI
2023-04-26 20:54:06 +02:00
Johan Aires Rastén
14a8124ffe
Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders
2023-04-20 14:33:30 +02:00
clayjohn
ab603e347f
Clamp normal when calculating 2D lighting to avoid artifacts
2023-04-18 17:26:17 -07:00
mightygoat
69f634ac78
Fix the grainy sky while using debanding
2023-04-15 10:43:46 +05:30
Rémi Verschelde
34a842b5d1
Merge pull request #75462 from joao-pedro-braz/use_modelview_for_vertex_transform_when_double_precision_is_enabled
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Use MODELVIEW_MATRIX when on double precision
2023-04-13 09:53:54 +02:00
Erik Johnson
6229c2a1f9
Translate inactive particles to -INF
2023-04-12 19:32:39 -04:00
RandomCatDude
c118314fe8
Apply sky fog after luminance multiplier
2023-04-08 12:52:33 +05:00
mightygoat
2c000cb72f
Fix the limit for interpolation of R0 with respect to metallic and SSR
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Shlick term
2023-04-06 23:14:47 +05:30
João Pedro Braz
63c6f0b93c
Use MODELVIEW_MATRIX for vertex transform when double precision is enabled
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This commit updates the double precision vertex transform code from
using the MODEL_MATRIX to now use the MODELVIEW_MATRIX instead.
This can be made possible by transforming the MODELVIEW_MATRIX
back into model space (ie, same space as the MODEL_MATRIX) and then using it as if it were the MODEL_MATRIX.
With this in place we now properly handle VERTEX transformations that
a Material Shader might do, such as billboard-ing.
2023-03-29 10:37:30 -03:00
Rémi Verschelde
0511da260f
Merge pull request #74019 from BastiaanOlij/split_last_effects
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Move roughness limiter and sort into their own classes
2023-03-10 14:02:14 +01:00
Bastiaan Olij
a8ec72cf94
Move roughness limiter and sort into their own classes
2023-03-09 21:58:55 +11:00
RandomCatDude
59c31004f8
fix spotlight shadows in volumetric fog
2023-02-25 16:28:06 +05:00
clayjohn
db9dfb7233
Increase SSAO and SSIL bias to account for variance in mipmap generation
2023-02-21 10:25:33 -08:00
clayjohn
c9c14410e9
Fix sampling bug when SSAO is using half size
2023-02-16 00:37:12 -08:00
Bastiaan Olij
694c8ec273
Add render buffer support to screen space effects
2023-02-10 10:27:59 +11:00
Rémi Verschelde
ab4d8df163
Merge pull request #72485 from BastiaanOlij/add_eye_matrix_access
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Expose EYE_OFFSET to gdshader code
2023-02-01 07:33:18 +01:00
Rémi Verschelde
3eb1ac9fd2
Merge pull request #72075 from Maran23/extents-to-size
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
2023-02-01 07:30:09 +01:00
Bastiaan Olij
8c77aea9ab
Expose EYE_OFFSET to gdshader code
2023-02-01 12:39:13 +11:00
Marius Hanl
a59819630d
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility
Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31 20:04:11 +01:00
clayjohn
eb9c2b878a
Automatically transform Skeleton2D calculations so pivots are not needed
2023-01-27 14:55:22 -08:00
Rémi Verschelde
4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
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Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +01:00
Bastiaan Olij
85c478e170
Make screen texture and depth texture work in Multiview
2023-01-25 13:35:01 +11:00
Rémi Verschelde
a6042b649a
Merge pull request #71832 from Geometror/fix-spotlight-artifacts
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Fix some `SpotLight3D` issues (clustering artifacts, leaking light, AABB)
2023-01-24 09:15:26 +01:00
Hendrik Brucker
4bd01a93dc
Fix some SpotLight3D issues (clustering artifacts, light leak)
2023-01-24 01:08:32 +01:00
Rémi Verschelde
260daf8a13
Merge pull request #71694 from clayjohn/VoxelGI-reflection
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Use proper space for forward GI reflections
2023-01-23 22:29:54 +01:00
Rémi Verschelde
5b1df48c6c
Convert en_GB spelling to en_US with codespell
2023-01-23 11:02:20 +01:00
Hugo Locurcio
d84c9523f7
Fix DirectionalLight3D shadow opacity on Forward Mobile rendering backend
2023-01-22 22:25:15 +01:00
clayjohn
2ccc69cd7d
Use proper space for forward GI reflections
2023-01-19 12:58:59 -08:00
clayjohn
faea9f5c10
Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
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in favour of texture hints
2023-01-18 19:52:47 -08:00
jainl28patel
390f83bf5a
fix normal map not flipping in sprite2D
2023-01-14 11:51:56 +05:30
Rémi Verschelde
0abd60b953
Merge pull request #71130 from clayjohn/RD-normal-roughness
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Fix multiple issues that make the normal roughness texture unusable
2023-01-12 01:01:24 +01:00
clayjohn
89766848de
Fix multiple issues that make the normal roughness texture unusable
2023-01-09 11:56:36 -08:00
Bastiaan Olij
9b549231e4
Move luminance effect into its own class and use new buffers system
2023-01-07 14:40:42 +11:00
Rémi Verschelde
d95794ec8a
One Copyright Update to rule them all
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As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.
It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).
We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).
Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
clayjohn
aaa9d626f3
Use proper indices for lights, decals, and reflection probes in mobile scene shader
2023-01-04 14:03:48 -08:00
Rémi Verschelde
f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
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Cleanup and improve sky render
2022-12-23 23:44:02 +01:00
Bastiaan Olij
e886a7af81
Cleanup and improve sky render
2022-12-23 19:45:19 +11:00
clayjohn
4d301ee21e
Check for disabled particle trail particle before initializing particle trail
2022-12-22 11:30:59 -07:00
clayjohn
eb10c71d6c
Disable particle trails particles when parent parent is not active.
2022-12-21 15:19:57 -07:00
Rémi Verschelde
2b2c372dbc
Merge pull request #70122 from clayjohn/VRS-r8uint
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Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-17 12:22:03 +01:00
clayjohn
5e90b90a97
Don't attempt to create or use an R8_UINT texture as storage if VRS is not supported
2022-12-16 09:53:12 -08:00
Rémi Verschelde
e1bcadd12d
Merge pull request #56804 from Calinou/ssr-add-max-roughness-cutoff
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Add maximum roughness cutoff to SSR to improve performance
2022-12-15 09:20:29 +01:00
Rémi Verschelde
465d4c1d95
Merge pull request #70009 from clayjohn/glow-hq
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Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 23:32:15 +01:00
Rémi Verschelde
fc517e6c89
Merge pull request #70003 from clayjohn/GLES3-cc
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Various fixes and documentation for CanvasGroup
2022-12-13 23:31:43 +01:00
clayjohn
bdd4001ef0
Various fixes and documentation for CanvasGroup
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Properly apply custom materials with CanvasGroups in the GLES3 backend
Properly blur backbuffer when using a partial rect in forward_plus and
gl_compatibility renderers
Properly set fit_margin when clear_margin is set
Fix shader error during backbuffer clear in mobile renderer
2022-12-13 10:22:18 -08:00
clayjohn
5b5cd2b98b
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13 10:15:45 -08:00
Rémi Verschelde
83281e7a42
Merge pull request #69985 from clayjohn/mobile-rim
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Ensure that rim lighting uses an exponent base greater than zero
2022-12-13 10:12:00 +01:00
clayjohn
a062798b76
Ensure that rim lighting uses a exponent base greater than zero
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This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12 13:41:28 -08:00
Hugo Locurcio
7745bd42a6
Add maximum roughness cutoff to SSR to improve performance
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In a test scene with mixed rough and non-rough materials, this saves
upwards of 0.15 ms of GPU time with very little visual artifacting
(GTX 1080, 2560×1440).
2022-12-10 17:35:18 +01:00
clayjohn
e6f8c8517c
Fade out SSR with roughness so that it doesn't show at high roughness amounts
2022-12-09 12:59:51 -08:00
NumbuhFour
1b09fd5410
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
2022-12-03 22:41:27 -08:00
Rémi Verschelde
daf168f4c8
Merge pull request #69522 from clayjohn/IBL-black-metal
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Allow black metallic materials to reflect IBL
2022-12-03 12:46:30 +01:00
clayjohn
1e05dd3504
Allow black metallic materials to reflect IBL
2022-12-02 19:54:59 -08:00
clayjohn
b2b89d7294
Properly remap roughness when reading from radiance map
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This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-12-02 15:39:20 -08:00
Rémi Verschelde
3a43d44656
Merge pull request #68830 from Ayush-singla27/issuebranch
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fixed incorrect mesh normals in shaders
2022-11-20 11:35:52 +01:00
clayjohn
0e5a98cdd8
Fix drawing of 2D skeletons in the RD renderer.
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Also clean up skeleton code in preparation for adding them to GLES3
Properly update Mesh2D AABBs when skeleton is updated
2022-11-18 23:36:40 -08:00
Ayush Singla
75ba0a7957
fixed incorrect mesh normals in shaders
2022-11-19 11:06:03 +05:30
Rémi Verschelde
58cb11b396
Merge pull request #68710 from BastiaanOlij/fix_vrs
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Fix VRS issues
2022-11-18 16:19:22 +01:00
clayjohn
21ac6d7d8e
Finish implementing Canvas Background mode
2022-11-17 12:51:26 -08:00
Bastiaan Olij
616ba8745f
Fix VRS issues
2022-11-17 00:32:42 +11:00
Rémi Verschelde
245e6454a0
Merge pull request #68673 from clayjohn/RD-alpha-hash
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Fix alpha hash by correcting typos and doing calculations in object space
2022-11-15 10:28:59 +01:00
Rémi Verschelde
1e9a61cd40
Merge pull request #68487 from clayjohn/RD-mobile-raster
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Use raster versions of copy effects for 2D operations when using the mobile renderer
2022-11-15 10:27:43 +01:00
clayjohn
81d8b502cc
Fix alpha hash by correcting typos and doing calculations in object space
2022-11-14 17:57:49 -08:00
Rémi Verschelde
014fac8f28
Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvk
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Fix cluster_render.glsl failing on some Macs
2022-11-11 21:05:20 +01:00
Rémi Verschelde
c41b9c5f5b
Merge pull request #67972 from and-rad/vector-field-consistency
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Fix inconsistency between vector field texture and world space directions
2022-11-11 21:05:00 +01:00
clayjohn
8e41221404
Use raster versions of copy effects for 2D operations when using the mobile renderer
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This PR implements a few basic copy operations in raster that weren't available before
2022-11-10 12:47:26 -08:00
Rémi Verschelde
d147adc591
Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups
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Ensure vulkan subgroups are disabled for MoltenVK
2022-10-31 10:53:30 +01:00
clayjohn
31c1a06ab5
Fix ss_effects_flags uniform in clustered forward renderer
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This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
2022-10-27 15:37:38 -07:00
Clay John
0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
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Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -07:00
Andreas Raddau
a5828cd0e3
Improved consistency between vector field texture and world space
2022-10-27 15:43:24 +02:00
Gordon MacPherson
381d457a2a
Ensure vulkan subgroups are disabled for MoltenVK
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We found they don't work on intel macbooks properly at all.
Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
Anders Stenberg
bbb1f900dd
Fix cluster_render.glsl failing on some Macs
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Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
2022-10-22 12:27:13 +02:00
Markus Sauermann
b8031bb7d6
Code simplifications
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1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.
2. sqrt(a * a) = abs(a) for doubles
3. Simplify affine_inverse combination
4. Simplify calculation in shaders
2022-10-18 12:47:40 +02:00