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authorclayjohn <claynjohn@gmail.com>2022-04-29 12:46:29 -0700
committerclayjohn <claynjohn@gmail.com>2022-05-24 10:57:07 -0700
commit4f82b1bd208b0559f21f574aff83feb925a092bb (patch)
tree10de3fc3569b742c36674c36aa8c24db165c7d37 /servers
parentdf9dae240860d2342044f39ba6fc0dc2ba468703 (diff)
Use IGN instead of white noise for sky dithering
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp1
-rw-r--r--servers/rendering/shader_types.cpp1
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);