summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h3
-rw-r--r--drivers/gles3/shaders/scene.glsl5
3 files changed, 8 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 85b63a6481..a45eb6ff01 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -4086,6 +4086,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.ubo_data.z_slope_scale = 0;
state.ubo_data.shadow_dual_paraboloid_render_side = 0;
state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
+ state.ubo_data.opaque_prepass_treshold = 0.99;
p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]);
@@ -4698,6 +4699,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
state.ubo_data.z_slope_scale = normal_bias;
state.ubo_data.shadow_dual_paraboloid_render_side = dp_direction;
state.ubo_data.shadow_dual_paraboloid_render_zfar = zfar;
+ state.ubo_data.opaque_prepass_treshold = 0.1;
_setup_environment(NULL, light_projection, light_transform);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 524212b9c1..71c16042a2 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -141,6 +141,7 @@ public:
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
float ambient_occlusion_affect_ssao;
+ float opaque_prepass_treshold;
uint32_t fog_depth_enabled;
float fog_depth_begin;
@@ -152,7 +153,7 @@ public:
float fog_height_max;
float fog_height_curve;
// make sure this struct is padded to be a multiple of 16 bytes for webgl
- float pad[3];
+ float pad[2];
} ubo_data;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index abb236138f..d7395a977e 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -91,6 +91,7 @@ layout(std140) uniform SceneData { //ubo:0
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
+ mediump float opaque_prepass_treshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
@@ -679,6 +680,7 @@ layout(std140) uniform SceneData {
mediump float subsurface_scatter_width;
mediump float ambient_occlusion_affect_light;
mediump float ambient_occlusion_affect_ao_channel;
+ mediump float opaque_prepass_treshold;
bool fog_depth_enabled;
highp float fog_depth_begin;
@@ -1690,9 +1692,10 @@ FRAGMENT_SHADER_CODE
#ifdef USE_OPAQUE_PREPASS
- if (alpha<0.99) {
+ if (alpha<opaque_prepass_treshold) {
discard;
}
+
#endif
#if defined(ENABLE_NORMALMAP)