diff options
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 7 |
2 files changed, 8 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index cfb30ef2f3..182aecd3be 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -621,7 +621,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin //builtins - actions.renames["TIME"] = "scene_data_block.data.time"; + actions.renames["TIME"] = "global_time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index b992e948c3..268e1dd7d0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -96,6 +96,8 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms } material; #endif +float global_time; + #ifdef MODE_DUAL_PARABOLOID layout(location = 9) out float dp_clip; @@ -386,9 +388,12 @@ void main() { mat4 model_matrix = instances.data[instance_index].transform; #if defined(MOTION_VECTORS) + global_time = scene_data_block.prev_data.time; vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); + global_time = scene_data_block.data.time; vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #else + global_time = scene_data_block.data.time; vec4 screen_position; vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #endif @@ -486,6 +491,8 @@ layout(location = 10) in flat uint instance_index_interp; #define inv_projection_matrix scene_data.inv_projection_matrix #endif +#define global_time scene_data_block.data.time + #if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE) //both required for transmittance to be enabled #define LIGHT_TRANSMITTANCE_USED |