diff options
-rw-r--r-- | drivers/gles2/shader_compiler_gles2.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 9 | ||||
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 8 | ||||
-rw-r--r-- | servers/visual/shader_types.cpp | 1 |
5 files changed, 22 insertions, 0 deletions
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index 45b0d695a3..a85f064a26 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -824,6 +824,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; + actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position"; actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; @@ -889,6 +890,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 4f334d2be2..01def4bdca 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -354,6 +354,10 @@ void main() { uv2_interp = uv2_attrib; #endif +#ifdef OVERRIDE_POSITION + highp vec4 position; +#endif + #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = world_matrix * vertex; normal = normalize((world_matrix * vec4(normal, 0.0)).xyz); @@ -641,7 +645,12 @@ VERTEX_SHADER_CODE #endif //fog #endif //use vertex lighting + +#ifdef OVERRIDE_POSITION + gl_Position = position; +#else gl_Position = projection_matrix * vec4(vertex_interp, 1.0); +#endif } /* clang-format off */ diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 2a2280e8a4..cc3daa93b3 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -838,6 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].renames["NORMAL"] = "normal"; actions[VS::SHADER_SPATIAL].renames["TANGENT"] = "tangent"; actions[VS::SHADER_SPATIAL].renames["BINORMAL"] = "binormal"; + actions[VS::SHADER_SPATIAL].renames["POSITION"] = "position"; actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp"; actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp"; actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp"; @@ -903,6 +904,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[VS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions[VS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; + actions[VS::SHADER_SPATIAL].usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; actions[VS::SHADER_SPATIAL].usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions[VS::SHADER_SPATIAL].usage_defines["TRANSMISSION"] = "#define TRANSMISSION_USED\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 8b1f18ccbd..df1645db1f 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -306,6 +306,10 @@ void main() { uv2_interp = uv2_attrib; #endif +#ifdef OVERRIDE_POSITION + highp vec4 position; +#endif + #if defined(USE_INSTANCING) && defined(ENABLE_INSTANCE_CUSTOM) vec4 instance_custom = instance_custom_data; #else @@ -461,7 +465,11 @@ VERTEX_SHADER_CODE #endif //RENDER_DEPTH +#ifdef OVERRIDE_POSITION + gl_Position = position; +#else gl_Position = projection_matrix * vec4(vertex_interp, 1.0); +#endif position_interp = gl_Position; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index b5e03b4826..d5dd77b5aa 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -60,6 +60,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; |