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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp4
-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp10
-rw-r--r--drivers/gles2/shaders/cubemap_filter.glsl18
3 files changed, 29 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index e4783e907b..9a514a9267 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -524,7 +524,11 @@ bool RasterizerSceneGLES2::reflection_probe_instance_begin_render(RID p_instance
glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
glBindRenderbuffer(GL_RENDERBUFFER, rpi->depth); //resize depth buffer
+#ifdef JAVASCRIPT_ENABLED
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, size, size);
+#else
glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, size, size);
+#endif
for (int i = 0; i < 6; i++) {
glBindFramebuffer(GL_FRAMEBUFFER, rpi->fbo[i]);
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 0622a353df..430b93bac8 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -4007,7 +4007,11 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) {
glGenRenderbuffers(1, &rt->depth);
glBindRenderbuffer(GL_RENDERBUFFER, rt->depth);
+#ifdef JAVASCRIPT_ENABLED
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, rt->width, rt->height);
+#else
glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, rt->width, rt->height);
+#endif
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rt->depth);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
@@ -4218,7 +4222,11 @@ RID RasterizerStorageGLES2::canvas_light_shadow_buffer_create(int p_width) {
glGenRenderbuffers(1, &cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, cls->depth);
- glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, cls->size, cls->height);
+#ifdef JAVASCRIPT_ENABLED
+ glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, cls->size, cls->height);
+#else
+ glRenderbufferStorage(GL_RENDERBUFFER, _DEPTH_COMPONENT24_OES, cls->size, cls->height);
+#endif
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, cls->depth);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl
index 06274a7698..f551cdb52b 100644
--- a/drivers/gles2/shaders/cubemap_filter.glsl
+++ b/drivers/gles2/shaders/cubemap_filter.glsl
@@ -25,9 +25,17 @@ void main() {
/* clang-format off */
[fragment]
+#ifdef GL_EXT_shader_texture_lod
+#extension GL_EXT_shader_texture_lod : enable
+#define texture2DLod(img, coord, lod) texture2DLodEXT(img, coord, lod)
+#define textureCubeLod(img, coord, lod) textureCubeLodEXT(img, coord, lod)
+#endif
+
+#ifdef GL_ARB_shader_texture_lod
#extension GL_ARB_shader_texture_lod : enable
+#endif
-#ifndef GL_ARB_shader_texture_lod
+#if !defined(GL_EXT_shader_texture_lod) && !defined(GL_ARB_shader_texture_lod)
#define texture2DLod(img, coord, lod) texture2D(img, coord)
#define textureCubeLod(img, coord, lod) textureCube(img, coord)
#endif
@@ -118,7 +126,13 @@ vec3 texelCoordToVec(vec2 uv, int faceID) {
faceUvVectors[5][2] = vec3(0.0, 0.0, 1.0); // +z face
// out = u * s_faceUv[0] + v * s_faceUv[1] + s_faceUv[2].
- vec3 result = (faceUvVectors[faceID][0] * uv.x) + (faceUvVectors[faceID][1] * uv.y) + faceUvVectors[faceID][2];
+ vec3 result;
+ for (int i = 0; i < 6; i++) {
+ if (i == faceID) {
+ result = (faceUvVectors[i][0] * uv.x) + (faceUvVectors[i][1] * uv.y) + faceUvVectors[i][2];
+ break;
+ }
+ }
return normalize(result);
}