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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-05-24 23:34:41 +0200 |
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committer | GitHub <noreply@github.com> | 2022-05-24 23:34:41 +0200 |
commit | 12ddaa36a6408912a9747d95bb089bf6931f4fd1 (patch) | |
tree | 75c9923e2ba71a68dc81d6a536312e1eb9a609b7 /servers | |
parent | a19e02e8d8a44eca900783921f5f859b2c071772 (diff) | |
parent | 4f82b1bd208b0559f21f574aff83feb925a092bb (diff) |
Merge pull request #60641 from clayjohn/Sky-ign
Use IGN instead of white noise for sky dithering
Diffstat (limited to 'servers')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp | 1 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 1 |
2 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index 14a5f02eee..7adc5a23f2 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -846,6 +846,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { actions.renames["POSITION"] = "params.position_multiplier.xyz"; actions.renames["SKY_COORDS"] = "panorama_coords"; actions.renames["SCREEN_UV"] = "uv"; + actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["TIME"] = "params.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index e0dd417758..5772179d68 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -422,6 +422,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["EYEDIR"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["SKY_COORDS"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["HALF_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["QUARTER_RES_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); |