diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-05 00:05:39 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-12-05 00:05:39 +0100 |
commit | 5efa25496480aa521f4803821e215bfc9a24149a (patch) | |
tree | 4b5a73d3b8dfb13b830f36ca215b2725f7def140 /drivers/gles3/shaders | |
parent | 92b5e616ae3ad30d34854f9525275530d0559f0f (diff) | |
parent | 1b09fd5410d313a422fa37ce7eff53daea7bf6a3 (diff) |
Merge pull request #67387 from NumbuhFour/cam_vis_layers_shader_var
Implement CAMERA_VISIBLE_LAYERS as built-in shader variable
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 16 |
1 files changed, 12 insertions, 4 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index adb4562750..32557d3314 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -129,7 +129,7 @@ layout(std140) uniform SceneData { // ubo:2 mediump float ambient_color_sky_mix; bool material_uv2_mode; - float pad2; + float emissive_exposure_normalization; bool use_ambient_light; bool use_ambient_cubemap; bool use_reflection_cubemap; @@ -142,7 +142,7 @@ layout(std140) uniform SceneData { // ubo:2 uint directional_light_count; float z_far; float z_near; - float pad; + float IBL_exposure_normalization; bool fog_enabled; float fog_density; @@ -151,6 +151,10 @@ layout(std140) uniform SceneData { // ubo:2 vec3 fog_light_color; float fog_sun_scatter; + uint camera_visible_layers; + uint pad3; + uint pad4; + uint pad5; } scene_data; @@ -455,7 +459,7 @@ layout(std140) uniform SceneData { // ubo:2 mediump float ambient_color_sky_mix; bool material_uv2_mode; - float pad2; + float emissive_exposure_normalization; bool use_ambient_light; bool use_ambient_cubemap; bool use_reflection_cubemap; @@ -468,7 +472,7 @@ layout(std140) uniform SceneData { // ubo:2 uint directional_light_count; float z_far; float z_near; - float pad; + float IBL_exposure_normalization; bool fog_enabled; float fog_density; @@ -477,6 +481,10 @@ layout(std140) uniform SceneData { // ubo:2 vec3 fog_light_color; float fog_sun_scatter; + uint camera_visible_layers; + uint pad3; + uint pad4; + uint pad5; } scene_data; |