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authorJuan Linietsky <reduzio@gmail.com>2017-07-05 22:36:13 -0300
committerJuan Linietsky <reduzio@gmail.com>2017-07-05 22:36:13 -0300
commit1a857c514961eff16f0848a5a8b819618053e0df (patch)
tree1e678be7c900fe6c520d3465dec2854f865981b3
parent12a8fedfe604c7b944030ba772093ac0e2a85c78 (diff)
Fixed bug regarding to strange black shapes appearing in ice from material tester demo
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp16
-rw-r--r--drivers/gles3/shaders/scene.glsl4
2 files changed, 17 insertions, 3 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index f8ed7956a2..3b3ce73264 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3981,7 +3981,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} else {
- use_mrt = env && (state.used_screen_texture || state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
+ use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
//effects disabled and transparency also prevent using MRTs
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT];
use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS];
@@ -4157,6 +4157,20 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
if (use_mrt) {
_render_mrts(env, p_cam_projection);
+ } else {
+ //FIXME: check that this is possible to use
+ if (state.used_screen_texture) {
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glReadBuffer(GL_COLOR_ATTACHMENT0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+ _blur_effect_buffer();
+ //restored framebuffer
+ glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+ glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+ }
}
if (state.used_screen_texture) {
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 247d1468c3..29623a6296 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -968,12 +968,12 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
float light_length = length( light_rel_vec );
float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w;
- vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), spot_lights[idx].light_direction_attenuation.w ));
+ vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w ));
vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
float spot_cutoff=spot_lights[idx].light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
- light_attenuation *= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x);
+ light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x);
if (spot_lights[idx].light_params.w>0.5) {
//there is a shadowmap