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-rw-r--r--.github/workflows/linux_builds.yml36
-rw-r--r--core/os/keyboard.cpp4
-rw-r--r--doc/classes/Node.xml3
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h2
-rw-r--r--drivers/gles3/shaders/canvas.glsl6
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl4
-rw-r--r--drivers/gles3/shaders/scene.glsl40
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp6
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp4
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp18
-rw-r--r--modules/mono/editor/bindings_generator.cpp9
-rw-r--r--platform/windows/display_server_windows.cpp1
-rw-r--r--scene/resources/material.cpp24
-rw-r--r--scene/resources/visual_shader.cpp34
-rw-r--r--scene/resources/visual_shader_nodes.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h4
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp8
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl46
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl38
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl4
-rw-r--r--servers/rendering/shader_types.cpp24
29 files changed, 187 insertions, 178 deletions
diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml
index 04b2452a9a..0776dc77eb 100644
--- a/.github/workflows/linux_builds.yml
+++ b/.github/workflows/linux_builds.yml
@@ -18,16 +18,16 @@ jobs:
fail-fast: false
matrix:
include:
-# - name: Editor w/ Mono (target=release_debug, tools=yes, tests=yes)
-# cache-name: linux-editor-mono
-# target: release_debug
-# tools: true
-# tests: false # Disabled due freeze caused by mix Mono build and CI
-# sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no
-# doc-test: true
-# bin: "./bin/godot.linuxbsd.opt.tools.64.mono"
-# build-mono: true
-# artifact: true
+ - name: Editor w/ Mono (target=release_debug, tools=yes, tests=yes)
+ cache-name: linux-editor-mono
+ target: release_debug
+ tools: true
+ tests: false # Disabled due freeze caused by mix Mono build and CI
+ sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no
+ doc-test: true
+ bin: "./bin/godot.linuxbsd.opt.tools.64.mono"
+ build-mono: true
+ artifact: true
- name: Editor with doubles and sanitizers (target=debug, tools=yes, float=64, tests=yes, use_asan=yes, use_ubsan=yes)
cache-name: linux-editor-double-sanitizers
@@ -42,14 +42,14 @@ jobs:
# Skip 2GiB artifact speeding up action.
artifact: false
-# - name: Template w/ Mono (target=release, tools=no)
-# cache-name: linux-template-mono
-# target: release
-# tools: false
-# tests: false
-# sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no debug_symbols=no
-# build-mono: false
-# artifact: true
+ - name: Template w/ Mono (target=release, tools=no)
+ cache-name: linux-template-mono
+ target: release
+ tools: false
+ tests: false
+ sconsflags: module_mono_enabled=yes mono_static=yes mono_glue=no debug_symbols=no
+ build-mono: false
+ artifact: true
- name: Minimal Template (target=release, tools=no, everything disabled)
cache-name: linux-template-minimal
diff --git a/core/os/keyboard.cpp b/core/os/keyboard.cpp
index 3a03c0a10b..24907d34c8 100644
--- a/core/os/keyboard.cpp
+++ b/core/os/keyboard.cpp
@@ -41,8 +41,8 @@ static const _KeyCodeText _keycodes[] = {
/* clang-format off */
{Key::ESCAPE ,"Escape"},
{Key::TAB ,"Tab"},
- {Key::BACKTAB ,"BackTab"},
- {Key::BACKSPACE ,"BackSpace"},
+ {Key::BACKTAB ,"Backtab"},
+ {Key::BACKSPACE ,"Backspace"},
{Key::ENTER ,"Enter"},
{Key::KP_ENTER ,"Kp Enter"},
{Key::INSERT ,"Insert"},
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index 5291ecab08..28b104e276 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -133,7 +133,7 @@
[/csharp]
[/codeblocks]
If you need the child node to be added below a specific node in the list of children, use [method add_sibling] instead of this method.
- [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=https://godot.readthedocs.io/en/latest/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=https://godot.readthedocs.io/en/latest/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
+ [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</description>
</method>
<method name="add_sibling">
@@ -717,6 +717,7 @@
</member>
<member name="owner" type="Node" setter="set_owner" getter="get_owner">
The node owner. A node can have any other node as owner (as long as it is a valid parent, grandparent, etc. ascending in the tree). When saving a node (using [PackedScene]), all the nodes it owns will be saved with it. This allows for the creation of complex [SceneTree]s, with instancing and subinstancing.
+ [b]Note:[/b] If you want a child to be persisted to a [PackedScene], you must set [member owner] in addition to calling [method add_child]. This is typically relevant for [url=$DOCS_URL/tutorials/misc/running_code_in_the_editor.html]tool scripts[/url] and [url=$DOCS_URL/tutorials/plugins/editor/index.html]editor plugins[/url]. If [method add_child] is called without setting [member owner], the newly added [Node] will not be visible in the scene tree, though it will be visible in the 2D/3D view.
</member>
<member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="Node.ProcessMode" default="0">
Can be used to pause or unpause the node, or make the node paused based on the [SceneTree], or make it inherit the process mode from its parent (default).
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index e28a40ba9b..158b96ef27 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -175,7 +175,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
p_shader->canvas_item.uses_color = false;
p_shader->canvas_item.uses_vertex = false;
- p_shader->canvas_item.uses_world_matrix = false;
+ p_shader->canvas_item.uses_model_matrix = false;
p_shader->canvas_item.uses_extra_matrix = false;
p_shader->canvas_item.uses_projection_matrix = false;
p_shader->canvas_item.uses_instance_custom = false;
@@ -198,7 +198,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
shaders.actions_canvas.usage_flag_pointers["VERTEX"] = &p_shader->canvas_item.uses_vertex;
- shaders.actions_canvas.usage_flag_pointers["WORLD_MATRIX"] = &p_shader->canvas_item.uses_world_matrix;
+ shaders.actions_canvas.usage_flag_pointers["MODEL_MATRIX"] = &p_shader->canvas_item.uses_model_matrix;
shaders.actions_canvas.usage_flag_pointers["EXTRA_MATRIX"] = &p_shader->canvas_item.uses_extra_matrix;
shaders.actions_canvas.usage_flag_pointers["PROJECTION_MATRIX"] = &p_shader->canvas_item.uses_projection_matrix;
shaders.actions_canvas.usage_flag_pointers["INSTANCE_CUSTOM"] = &p_shader->canvas_item.uses_instance_custom;
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 96daed581b..83b81293c4 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -202,7 +202,7 @@ public:
bool uses_vertex;
// all these should disable item joining if used in a custom shader
- bool uses_world_matrix;
+ bool uses_model_matrix;
bool uses_extra_matrix;
bool uses_projection_matrix;
bool uses_instance_custom;
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a18c451858..8812447f6e 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -96,7 +96,7 @@ void main() {
#endif
- mat4 world_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
+ mat4 model_matrix = mat4(vec4(draw_data[draw_data_instance].world_x, 0.0, 0.0), vec4(draw_data[draw_data_instance].world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data[draw_data_instance].world_ofs, 0.0, 1.0));
// MultiMeshes don't batch, so always read from draw_data[0]
uint instancing = draw_data[0].flags & FLAGS_INSTANCING_MASK;
@@ -169,7 +169,7 @@ void main() {
}
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
+ model_matrix = model_matrix * matrix;
}
}
*/
@@ -192,7 +192,7 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
color_interp = color;
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 65389c211a..94485abd11 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -15,13 +15,13 @@ layout(location = 0) in highp vec3 vertex;
uniform highp mat4 projection_matrix;
/* clang-format on */
uniform highp mat4 light_matrix;
-uniform highp mat4 world_matrix;
+uniform highp mat4 model_matrix;
uniform highp float distance_norm;
out highp vec4 position_interp;
void main() {
- gl_Position = projection_matrix * (light_matrix * (world_matrix * vec4(vertex, 1.0)));
+ gl_Position = projection_matrix * (light_matrix * (model_matrix * vec4(vertex, 1.0)));
position_interp = gl_Position;
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 2d504cd052..ebb00e81d0 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -73,8 +73,8 @@ layout(location = 12) in highp vec4 instance_custom_data;
// uniforms
//
-uniform highp mat4 camera_matrix;
-uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 inv_view_matrix;
+uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;
@@ -314,7 +314,7 @@ uniform mediump float fog_height_curve;
void main() {
highp vec4 vertex = vertex_attrib;
- mat4 world_matrix = world_transform;
+ mat4 model_matrix = world_transform;
#ifdef USE_INSTANCING
{
@@ -323,7 +323,7 @@ void main() {
instance_xform_row_1,
instance_xform_row_2,
vec4(0.0, 0.0, 0.0, 1.0));
- world_matrix = world_matrix * transpose(m);
+ model_matrix = model_matrix * transpose(m);
}
#endif
@@ -356,12 +356,12 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = world_matrix * vertex;
- normal = normalize((world_matrix * vec4(normal, 0.0)).xyz);
+ vertex = model_matrix * vertex;
+ normal = normalize((model_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((world_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((world_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((model_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((model_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -395,7 +395,7 @@ void main() {
#endif
- world_matrix = world_matrix * bone_transform;
+ model_matrix = model_matrix * bone_transform;
#endif
@@ -408,11 +408,11 @@ void main() {
mat4 local_projection_matrix = projection_matrix;
- mat4 modelview = camera_inverse_matrix * world_matrix;
+ mat4 modelview = view_matrix * model_matrix;
float roughness = 1.0;
#define projection_matrix local_projection_matrix
-#define world_transform world_matrix
+#define world_transform model_matrix
float point_size = 1.0;
@@ -439,11 +439,11 @@ VERTEX_SHADER_CODE
#endif
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = camera_inverse_matrix * vertex;
- normal = normalize((camera_inverse_matrix * vec4(normal, 0.0)).xyz);
+ vertex = view_matrix * vertex;
+ normal = normalize((view_matrix * vec4(normal, 0.0)).xyz);
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
- tangent = normalize((camera_inverse_matrix * vec4(tangent, 0.0)).xyz);
- binormal = normalize((camera_inverse_matrix * vec4(binormal, 0.0)).xyz);
+ tangent = normalize((view_matrix * vec4(tangent, 0.0)).xyz);
+ binormal = normalize((view_matrix * vec4(binormal, 0.0)).xyz);
#endif
#endif
@@ -635,7 +635,7 @@ VERTEX_SHADER_CODE
#ifdef FOG_HEIGHT_ENABLED
{
- float y = (camera_matrix * vec4(vertex_interp, 1.0)).y;
+ float y = (inv_view_matrix * vec4(vertex_interp, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
@@ -680,9 +680,9 @@ precision mediump int;
// uniforms
//
-uniform highp mat4 camera_matrix;
+uniform highp mat4 inv_view_matrix;
/* clang-format on */
-uniform highp mat4 camera_inverse_matrix;
+uniform highp mat4 view_matrix;
uniform highp mat4 projection_matrix;
uniform highp mat4 projection_inverse_matrix;
@@ -1644,7 +1644,7 @@ FRAGMENT_SHADER_CODE
cone_dirs[10] = vec3(-0.700629, -0.509037, -0.5);
cone_dirs[11] = vec3(0.267617, -0.823639, -0.5);
- vec3 local_normal = normalize(camera_matrix * vec4(normal, 0.0)).xyz;
+ vec3 local_normal = normalize(inv_view_matrix * vec4(normal, 0.0)).xyz;
vec4 captured = vec4(0.0);
float sum = 0.0;
for (int i = 0; i < 12; i++) {
@@ -2122,7 +2122,7 @@ FRAGMENT_SHADER_CODE
#ifdef FOG_HEIGHT_ENABLED
{
- float y = (camera_matrix * vec4(vertex, 1.0)).y;
+ float y = (inv_view_matrix * vec4(vertex, 1.0)).y;
fog_amount = max(fog_amount, pow(smoothstep(fog_height_min, fog_height_max, y), fog_height_curve));
}
#endif
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 39e2e0bc9b..52e60b606c 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -5935,9 +5935,9 @@ void fragment() {
float angle_fade = abs(dot(dir, NORMAL));
angle_fade = smoothstep(0.05, 0.2, angle_fade);
- vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz;
- vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz;
- vec3 camera_world_pos = CAMERA_MATRIX[3].xyz;
+ vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
+ vec3 world_normal = (INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz;
+ vec3 camera_world_pos = INV_VIEW_MATRIX[3].xyz;
vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal);
float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size);
dist_fade = smoothstep(0.02, 0.3, dist_fade);
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index aadc7a2e66..ef171e9115 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -811,7 +811,7 @@ void vertex() {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
- POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
+ POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.999);
POINT_SIZE = point_size;
}
@@ -1104,7 +1104,7 @@ void vertex() {
COLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );
}
VERTEX = VERTEX;
- POSITION=PROJECTION_MATRIX*INV_CAMERA_MATRIX*WORLD_MATRIX*vec4(VERTEX.xyz,1.0);
+ POSITION = PROJECTION_MATRIX * VIEW_MATRIX * MODEL_MATRIX * vec4(VERTEX.xyz, 1.0);
POSITION.z = mix(POSITION.z, 0, 0.998);
}
void fragment() {
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index d83cf17048..50773836db 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -4949,17 +4949,17 @@ VisualShaderEditor::VisualShaderEditor() {
// NODE3D-FOR-ALL
- add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "camera"), { "camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_camera"), { "inv_camera" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection"), { "inv_projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("InvProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_projection_matrix"), { "inv_projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("InvViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "inv_view_matrix"), { "inv_view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ModelMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "normal"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("OutputIsSRGB", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "output_is_srgb"), { "output_is_srgb" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection"), { "projection" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ProjectionMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "projection_matrix"), { "projection_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("UV2", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv2"), { "uv2" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ViewMatrix", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "view_matrix"), { "view_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "viewport_size"), { "viewport_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_SPATIAL));
// CANVASITEM-FOR-ALL
@@ -5012,7 +5012,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
- add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview"), { "modelview" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
+ add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL));
@@ -5053,15 +5053,15 @@ VisualShaderEditor::VisualShaderEditor() {
// CANVASITEM INPUTS
add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Canvas", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas"), { "canvas" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("Screen", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen"), { "screen" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
+ add_options.push_back(AddOption("ScreenMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "screen_matrix"), { "screen_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
- add_options.push_back(AddOption("World", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "world"), { "world" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM));
diff --git a/modules/mono/editor/bindings_generator.cpp b/modules/mono/editor/bindings_generator.cpp
index 272283432d..eea7ed89cc 100644
--- a/modules/mono/editor/bindings_generator.cpp
+++ b/modules/mono/editor/bindings_generator.cpp
@@ -100,6 +100,9 @@
#define BINDINGS_GENERATOR_VERSION UINT32_C(13)
+// Types that will be ignored by the generator and won't be available in C#.
+const Vector<String> ignored_types = { "PhysicsServer3DExtension" };
+
const char *BindingsGenerator::TypeInterface::DEFAULT_VARARG_C_IN("\t%0 %1_in = %1;\n");
static String fix_doc_description(const String &p_bbcode) {
@@ -2645,6 +2648,12 @@ bool BindingsGenerator::_populate_object_type_interfaces() {
continue;
}
+ if (ignored_types.has(type_cname)) {
+ _log("Ignoring type '%s' because it's in the list of ignored types\n", String(type_cname).utf8().get_data());
+ class_list.pop_front();
+ continue;
+ }
+
if (!ClassDB::is_class_exposed(type_cname)) {
_log("Ignoring type '%s' because it's not exposed\n", String(type_cname).utf8().get_data());
class_list.pop_front();
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index d09ca52099..d243d4c05d 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -2120,7 +2120,6 @@ LRESULT DisplayServerWindows::MouseProc(int code, WPARAM wParam, LPARAM lParam)
case WM_NCRBUTTONDOWN:
case WM_NCMBUTTONDOWN:
case WM_LBUTTONDOWN:
- case WM_RBUTTONDOWN:
case WM_MBUTTONDOWN: {
MOUSEHOOKSTRUCT *ms = (MOUSEHOOKSTRUCT *)lParam;
Point2i pos = Point2i(ms->pt.x, ms->pt.y);
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index a0e6cc28ce..430626b008 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -809,26 +809,26 @@ void BaseMaterial3D::_update_shader() {
case BILLBOARD_DISABLED: {
} break;
case BILLBOARD_ENABLED: {
- code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
} break;
case BILLBOARD_FIXED_Y: {
- code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), CAMERA_MATRIX[2].xyz)),0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(normalize(cross(CAMERA_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))),0.0),WORLD_MATRIX[3]);\n";
+ code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat4(vec4(normalize(cross(vec3(0.0, 1.0, 0.0), INV_VIEW_MATRIX[2].xyz)), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, vec3(0.0, 1.0, 0.0))), 0.0), MODEL_MATRIX[3]);\n";
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
- code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
} break;
case BILLBOARD_PARTICLES: {
//make billboard
- code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
+ code += " mat4 mat_world = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]),normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
//rotate by rotation
- code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " mat_world = mat_world * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
//set modelview
- code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
+ code += " MODELVIEW_MATRIX = VIEW_MATRIX * mat_world;\n";
//handle animation
code += " float h_frames = float(particles_anim_h_frames);\n";
@@ -883,8 +883,8 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_UV1_USE_TRIPLANAR]) {
if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) {
- code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
- code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
+ code += " uv1_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n";
+ code += " uv1_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n";
} else {
code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n";
code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n";
@@ -895,8 +895,8 @@ void BaseMaterial3D::_update_shader() {
if (flags[FLAG_UV2_USE_TRIPLANAR]) {
if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) {
- code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
- code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
+ code += " uv2_power_normal=pow(abs(mat3(MODEL_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n";
+ code += " uv2_triplanar_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n";
} else {
code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n";
code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n";
@@ -1140,7 +1140,7 @@ void BaseMaterial3D::_update_shader() {
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " {\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n";
+ code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
} else {
code += " float fade_distance=-VERTEX.z;\n";
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index d3e61dbc84..997b523d2e 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -2576,10 +2576,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2602,11 +2602,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
@@ -2634,11 +2634,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
@@ -2652,9 +2652,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 7b4d7e66d4..c34aca32dc 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -6805,29 +6805,29 @@ String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShade
switch (billboard_type) {
case BILLBOARD_TYPE_ENABLED:
code += " {\n";
- code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
+ code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
if (keep_scale) {
- code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
code += " " + p_output_vars[0] + " = __mvm;\n";
code += " }\n";
break;
case BILLBOARD_TYPE_FIXED_Y:
code += " {\n";
- code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
+ code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
if (keep_scale) {
- code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
} else {
- code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
}
code += " " + p_output_vars[0] + " = __mvm;\n";
code += " }\n";
break;
case BILLBOARD_TYPE_PARTICLES:
code += " {\n";
- code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
+ code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
- code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
+ code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
code += " }\n";
break;
default:
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 07298e93b7..53c44dc962 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -612,8 +612,8 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
//store camera into ubo
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
projection = correction * p_render_data->view_projection[v];
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index a219b98204..b770cc8f0e 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -219,8 +219,8 @@ class RenderForwardClustered : public RendererSceneRenderRD {
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
- float camera_matrix[16];
- float inv_camera_matrix[16];
+ float inv_view_matrix[16];
+ float view_matrix[16];
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
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 2c42366959..33ad2c2c31 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
@@ -531,10 +531,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
//shader compiler
ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["WORLD_MATRIX"] = "world_matrix";
- actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
- actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
- actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
+ actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 1789319aaf..6460fb2beb 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1520,8 +1520,8 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
//store camera into ubo
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.camera_matrix);
- RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform, scene_state.ubo.inv_view_matrix);
+ RendererStorageRD::store_transform(p_render_data->cam_transform.affine_inverse(), scene_state.ubo.view_matrix);
for (uint32_t v = 0; v < p_render_data->view_count; v++) {
projection = correction * p_render_data->view_projection[v];
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 8274dc3b0c..6162ca55af 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -254,8 +254,8 @@ protected:
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
- float camera_matrix[16];
- float inv_camera_matrix[16];
+ float inv_view_matrix[16];
+ float view_matrix[16];
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index ed40e08d75..d7ed4a36f0 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -501,10 +501,10 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
//shader compiler
ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["WORLD_MATRIX"] = "world_matrix";
- actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
- actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
- actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
+ actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index b30a295fa6..a09f228b71 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2361,7 +2361,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["UV"] = "uv";
actions.renames["POINT_SIZE"] = "gl_PointSize";
- actions.renames["WORLD_MATRIX"] = "world_matrix";
+ actions.renames["MODEL_MATRIX"] = "model_matrix";
actions.renames["CANVAS_MATRIX"] = "canvas_data.canvas_transform";
actions.renames["SCREEN_MATRIX"] = "canvas_data.screen_transform";
actions.renames["TIME"] = "canvas_data.time";
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 65a621b203..fbc641ee9e 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -82,7 +82,7 @@ void main() {
#endif
- mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
+ mat4 model_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0));
#define FLAGS_INSTANCING_MASK 0x7F
#define FLAGS_INSTANCING_HAS_COLORS (1 << 7)
@@ -156,7 +156,7 @@ void main() {
}
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
+ model_matrix = model_matrix * matrix;
}
}
@@ -179,7 +179,7 @@ void main() {
#endif
#if !defined(SKIP_TRANSFORM_USED)
- vertex = (world_matrix * vec4(vertex, 0.0, 1.0)).xy;
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
color_interp = color;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index f9cee011d2..c56ab5d7b2 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -130,13 +130,13 @@ void main() {
instance_index_interp = instance_index;
- mat4 world_matrix = instances.data[instance_index].transform;
+ mat4 model_matrix = instances.data[instance_index].transform;
- mat3 world_normal_matrix;
+ mat3 model_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = transpose(inverse(mat3(world_matrix)));
+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
} else {
- world_normal_matrix = mat3(world_matrix);
+ model_normal_matrix = mat3(model_matrix);
}
if (is_multimesh) {
@@ -229,8 +229,8 @@ void main() {
#endif
//transpose
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
- world_normal_matrix = world_normal_matrix * mat3(matrix);
+ model_matrix = model_matrix * matrix;
+ model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
@@ -267,24 +267,24 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+ vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
- normal = world_normal_matrix * normal;
+ normal = model_normal_matrix * normal;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- tangent = world_normal_matrix * tangent;
- binormal = world_normal_matrix * binormal;
+ tangent = model_normal_matrix * tangent;
+ binormal = model_normal_matrix * binormal;
#endif
#endif
float roughness = 1.0;
- mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
- mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+ mat4 modelview = scene_data.view_matrix * model_matrix;
+ mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
{
#CODE : VERTEX
@@ -309,14 +309,14 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
+ vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
- normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+ normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
- tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
+ binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -453,7 +453,7 @@ layout(location = 9) in flat uint instance_index_interp;
//defines to keep compatibility with vertex
-#define world_matrix instances.data[instance_index].transform
+#define model_matrix instances.data[instance_index].transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#else
@@ -570,7 +570,7 @@ vec4 fog_process(vec3 vertex) {
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
if (abs(scene_data.fog_height_density) >= 0.0001) {
- float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+ float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
float y_dist = y - scene_data.fog_height;
@@ -1041,7 +1041,7 @@ void main() {
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
uint index = instances.data[instance_index].gi_offset;
- vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
const float c1 = 0.429043;
const float c2 = 0.511664;
const float c3 = 0.743125;
@@ -1095,9 +1095,9 @@ void main() {
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SDFGI)) { //has lightmap capture
//make vertex orientation the world one, but still align to camera
- vec3 cam_pos = mat3(scene_data.camera_matrix) * vertex;
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normal;
- vec3 cam_reflection = mat3(scene_data.camera_matrix) * reflect(-view, normal);
+ vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex;
+ vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal;
+ vec3 cam_reflection = mat3(scene_data.inv_view_matrix) * reflect(-view, normal);
//apply y-mult
cam_pos.y *= sdfgi.y_mult;
@@ -1837,7 +1837,7 @@ void main() {
vec3(0, -1, 0),
vec3(0, 0, -1));
- vec3 cam_normal = mat3(scene_data.camera_matrix) * normalize(normal_interp);
+ vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normalize(normal_interp);
float closest_dist = -1e20;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index 2e31503669..f2672f10e7 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -174,8 +174,8 @@ sdfgi;
layout(set = 1, binding = 0, std140) uniform SceneData {
mat4 projection_matrix;
mat4 inv_projection_matrix;
- mat4 camera_matrix;
- mat4 inv_camera_matrix;
+ mat4 inv_view_matrix;
+ mat4 view_matrix;
// only used for multiview
mat4 projection_matrix_view[MAX_VIEWS];
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 0fcf449659..6911cab27b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -122,13 +122,13 @@ void main() {
bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
- mat4 world_matrix = draw_call.transform;
+ mat4 model_matrix = draw_call.transform;
- mat3 world_normal_matrix;
+ mat3 model_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = transpose(inverse(mat3(world_matrix)));
+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
} else {
- world_normal_matrix = mat3(world_matrix);
+ model_normal_matrix = mat3(model_matrix);
}
if (is_multimesh) {
@@ -221,8 +221,8 @@ void main() {
#endif
//transpose
matrix = transpose(matrix);
- world_matrix = world_matrix * matrix;
- world_normal_matrix = world_normal_matrix * mat3(matrix);
+ model_matrix = model_matrix * matrix;
+ model_normal_matrix = model_normal_matrix * mat3(matrix);
}
vec3 vertex = vertex_attrib;
@@ -259,24 +259,24 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+ vertex = (model_matrix * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
- normal = world_normal_matrix * normal;
+ normal = model_normal_matrix * normal;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- tangent = world_normal_matrix * tangent;
- binormal = world_normal_matrix * binormal;
+ tangent = model_normal_matrix * tangent;
+ binormal = model_normal_matrix * binormal;
#endif
#endif
float roughness = 1.0;
- mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
- mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+ mat4 modelview = scene_data.view_matrix * model_matrix;
+ mat3 modelview_normal = mat3(scene_data.view_matrix) * model_normal_matrix;
{
#CODE : VERTEX
@@ -303,14 +303,14 @@ void main() {
//using world coordinates
#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
- vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
+ vertex = (scene_data.view_matrix * vec4(vertex, 1.0)).xyz;
#ifdef NORMAL_USED
- normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz;
+ normal = (scene_data.view_matrix * vec4(normal, 0.0)).xyz;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz;
- tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz;
+ binormal = (scene_data.view_matrix * vec4(binormal, 0.0)).xyz;
+ tangent = (scene_data.view_matrix * vec4(tangent, 0.0)).xyz;
#endif
#endif
@@ -458,7 +458,7 @@ layout(location = 8) highp in float dp_clip;
//defines to keep compatibility with vertex
-#define world_matrix draw_call.transform
+#define model_matrix draw_call.transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#else
@@ -560,7 +560,7 @@ vec4 fog_process(vec3 vertex) {
float fog_amount = 1.0 - exp(min(0.0, -length(vertex) * scene_data.fog_density));
if (abs(scene_data.fog_height_density) >= 0.0001) {
- float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+ float y = (scene_data.inv_view_matrix * vec4(vertex, 1.0)).y;
float y_dist = y - scene_data.fog_height;
@@ -967,7 +967,7 @@ void main() {
if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
uint index = draw_call.gi_offset;
- vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ vec3 wnormal = mat3(scene_data.inv_view_matrix) * normal;
const float c1 = 0.429043;
const float c2 = 0.511664;
const float c3 = 0.743125;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index 7a624c3b95..91ef19ab67 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -128,8 +128,8 @@ global_variables;
layout(set = 1, binding = 0, std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 inv_projection_matrix;
- highp mat4 camera_matrix;
- highp mat4 inv_camera_matrix;
+ highp mat4 inv_view_matrix;
+ highp mat4 view_matrix;
// only used for multiview
highp mat4 projection_matrix_view[MAX_VIEWS];
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 9ea98dc593..f0785d4042 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -86,10 +86,10 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].main_function = true;
//builtins
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["WORLD_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_MATRIX"] = ShaderLanguage::TYPE_MAT4;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODEL_NORMAL_MATRIX"] = ShaderLanguage::TYPE_MAT3;
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4;
@@ -145,10 +145,10 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["MODEL_NORMAL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT3);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -163,9 +163,9 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_ANTIALIASING_EDGE"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA_TEXTURE_COORDINATE"] = ShaderLanguage::TYPE_VEC2;
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["CAMERA_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_VIEW_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2);
@@ -227,7 +227,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["MODEL_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4);