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authorHein-Pieter van Braam <hp@tmm.cx>2019-02-24 23:55:37 +0100
committerHein-Pieter van Braam <hp@tmm.cx>2019-02-24 23:35:10 +0000
commita83e77fdedb235a5c3dea91530f9e2bd2cc23a56 (patch)
tree7f61ccefc60ad9d8cc6563ccb23907d8482dfefc
parent69c0d32b93fc8ec3a3f6c08de2b3c518e38d8a56 (diff)
Explicitly use floating point numbers in the our shaders
We need to be explicit about using floating point numbers in our shaders for compatibility with mobile GLES drivers.
-rw-r--r--drivers/gles2/shaders/canvas.glsl2
-rw-r--r--drivers/gles2/shaders/canvas_shadow.glsl2
-rw-r--r--drivers/gles2/shaders/scene.glsl8
-rw-r--r--drivers/gles3/shaders/canvas.glsl4
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl30
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl2
-rw-r--r--scene/resources/material.cpp10
-rw-r--r--scene/resources/particles_material.cpp6
9 files changed, 33 insertions, 33 deletions
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index e74c7d7166..605b6a0134 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -480,7 +480,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
#else
diff --git a/drivers/gles2/shaders/canvas_shadow.glsl b/drivers/gles2/shaders/canvas_shadow.glsl
index d39212826e..01b2c59325 100644
--- a/drivers/gles2/shaders/canvas_shadow.glsl
+++ b/drivers/gles2/shaders/canvas_shadow.glsl
@@ -48,7 +48,7 @@ void main() {
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
gl_FragColor = comp;
#else
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index faf88cf33d..f90c6a6651 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -1598,14 +1598,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 88368516c1..6c1806a657 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -495,7 +495,7 @@ FRAGMENT_SHADER_CODE
#endif
}
#ifdef DEBUG_ENCODED_32
- highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
+ highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0));
color = vec4(vec3(enc32), 1.0);
#endif
@@ -589,7 +589,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
#else
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 68d0713385..13fff7f4d1 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -36,7 +36,7 @@ void main() {
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
distance_buf = comp;
#else
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 125faa4eac..3b06b08dec 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -400,7 +400,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
@@ -409,7 +409,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
@@ -418,7 +418,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
@@ -427,7 +427,7 @@ void main() {
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
- vec4(0.0,0.0,0.0,1.0)) *
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
world_matrix = transpose(m) * world_matrix;
@@ -1521,8 +1521,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
@@ -1536,10 +1536,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0, 0.707107),
- vec3(0, 0.707107, 0.707107),
- vec3(-0.707107, 0, 0.707107),
- vec3(0, -0.707107, 0.707107));
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
@@ -1575,7 +1575,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
@@ -1963,14 +1963,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 86546319a0..39f1ea6155 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -77,7 +77,7 @@ void main() {
return;
}
//ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
- //ray_dir = normalize(vec3(1, 1, -1));
+ //ray_dir = normalize(vec3(1.0, 1.0, -1.0));
////////////////
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 9a52e9a6bb..78bc9bd15b 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -607,17 +607,17 @@ void SpatialMaterial::_update_shader() {
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n";
+ code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
}
} break;
case BILLBOARD_FIXED_Y: {
- code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n";
+ code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,1,0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n";
+ code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
} else {
- code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1,0,0,0),vec4(0,1.0/length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
+ code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n";
}
} break;
case BILLBOARD_PARTICLES: {
@@ -625,7 +625,7 @@ void SpatialMaterial::_update_shader() {
//make billboard
code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
//rotate by rotation
- code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n";
+ code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
//set modelview
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 59fde7787e..ef67e6ea80 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -311,8 +311,8 @@ void ParticlesMaterial::_update_shader() {
//initiate velocity spread in 3D
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
- code += " vec3 direction_xz = vec3(sin(angle1_rad), 0, cos(angle1_rad));\n";
- code += " vec3 direction_yz = vec3(0, sin(angle2_rad), cos(angle2_rad));\n";
+ code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
+ code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
code += " vec3 direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
code += " direction = normalize(direction);\n";
@@ -347,7 +347,7 @@ void ParticlesMaterial::_update_shader() {
code += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
} else {
code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
- code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0, 1.0, 0.0);\n";
+ code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
code += " vec3 tangent = normalize(cross(v0, normal));\n";
code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
code += " VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";