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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-12-13 23:31:43 +0100 |
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committer | GitHub <noreply@github.com> | 2022-12-13 23:31:43 +0100 |
commit | fc517e6c899f4e5b1a016bf5eb0e5014a1b44017 (patch) | |
tree | e9431adcb272f31e069887f884031f1ad2defae0 /servers/rendering/renderer_rd/shaders | |
parent | c7c561ffd5d0e46cd1db3dbb583c6ca3841ab894 (diff) | |
parent | bdd4001ef012c9e7a95b501225c3f6540a0299f3 (diff) |
Merge pull request #70003 from clayjohn/GLES3-cc
Various fixes and documentation for CanvasGroup
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/copy.glsl | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl | 2 |
2 files changed, 3 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl index 5cc2ed7622..f440a05f73 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl @@ -93,7 +93,7 @@ void main() { #ifdef MODE_GAUSSIAN_BLUR // First pass copy texture into 16x16 local memory for every 8x8 thread block - vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); + vec2 quad_center_uv = clamp(vec2(params.section.xy + gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw)); uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16; #ifdef MODE_GLOW diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 46bb99794d..6137224162 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -88,6 +88,7 @@ layout(push_constant, std430) uniform Params { } params; +#ifndef MODE_SET_COLOR #ifdef MULTIVIEW layout(location = 0) in vec3 uv_interp; #else @@ -106,6 +107,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_color; layout(set = 1, binding = 0) uniform sampler2D source_color2; #endif /* MODE_TWO_SOURCES */ #endif /* MULTIVIEW */ +#endif /* !SET_COLOR */ layout(location = 0) out vec4 frag_color; |