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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-12-13 23:31:43 +0100
committerGitHub <noreply@github.com>2022-12-13 23:31:43 +0100
commitfc517e6c899f4e5b1a016bf5eb0e5014a1b44017 (patch)
treee9431adcb272f31e069887f884031f1ad2defae0 /servers/rendering/renderer_rd/shaders
parentc7c561ffd5d0e46cd1db3dbb583c6ca3841ab894 (diff)
parentbdd4001ef012c9e7a95b501225c3f6540a0299f3 (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.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl2
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;