diff options
-rw-r--r-- | modules/visual_script/visual_script_editor.cpp | 11 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/volumetric_fog.glsl | 24 |
2 files changed, 21 insertions, 14 deletions
diff --git a/modules/visual_script/visual_script_editor.cpp b/modules/visual_script/visual_script_editor.cpp index 78e4a7f113..92b83f3db0 100644 --- a/modules/visual_script/visual_script_editor.cpp +++ b/modules/visual_script/visual_script_editor.cpp @@ -3689,16 +3689,23 @@ void VisualScriptEditor::_comment_node_resized(const Vector2 &p_new_size, int p_ return; } + Vector2 new_size = p_new_size; + if (graph->is_using_snap()) { + Vector2 snap = Vector2(graph->get_snap(), graph->get_snap()); + Vector2 min_size = (gn->get_minimum_size() + (snap * 0.5)).snapped(snap); + new_size = new_size.snapped(snap).max(min_size); + } + updating_graph = true; graph->set_block_minimum_size_adjust(true); //faster resize undo_redo->create_action(TTR("Resize Comment"), UndoRedo::MERGE_ENDS); - undo_redo->add_do_method(vsc.ptr(), "set_size", p_new_size / EDSCALE); + undo_redo->add_do_method(vsc.ptr(), "set_size", new_size / EDSCALE); undo_redo->add_undo_method(vsc.ptr(), "set_size", vsc->get_size()); undo_redo->commit_action(); - gn->set_custom_minimum_size(p_new_size); + gn->set_custom_minimum_size(new_size); gn->set_size(Size2(1, 1)); graph->set_block_minimum_size_adjust(false); updating_graph = false; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl index 4cbea055fa..e7ba8feb80 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl @@ -497,31 +497,31 @@ void main() { uint light_index = 32 * i + bit; - vec3 light_pos = omni_lights.data[light_index].position; - vec3 light_rel_vec = omni_lights.data[light_index].position - view_pos; + vec3 light_pos = spot_lights.data[light_index].position; + vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos; float d = length(light_rel_vec); float shadow_attenuation = 1.0; - if (d * omni_lights.data[light_index].inv_radius < 1.0) { - float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); + if (d * spot_lights.data[light_index].inv_radius < 1.0) { + float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); - vec3 spot_dir = omni_lights.data[light_index].direction; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), omni_lights.data[light_index].cone_angle); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - omni_lights.data[light_index].cone_angle)); - attenuation *= 1.0 - pow(spot_rim, omni_lights.data[light_index].cone_attenuation); + vec3 spot_dir = spot_lights.data[light_index].direction; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle)); + attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation); - vec3 light = omni_lights.data[light_index].color / M_PI; + vec3 light = spot_lights.data[light_index].color / M_PI; - if (omni_lights.data[light_index].shadow_enabled) { + if (spot_lights.data[light_index].shadow_enabled) { //has shadow vec4 v = vec4(view_pos, 1.0); - vec4 splane = (omni_lights.data[light_index].shadow_matrix * v); + vec4 splane = (spot_lights.data[light_index].shadow_matrix * v); splane /= splane.w; float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); + shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); } total_light += light * attenuation * shadow_attenuation; |