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-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp4
-rw-r--r--drivers/gles2/shaders/canvas.glsl4
-rw-r--r--drivers/gles2/shaders/scene.glsl3
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp4
-rw-r--r--drivers/gles3/shaders/canvas.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl4
6 files changed, 17 insertions, 4 deletions
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index 7e9b6fdb82..94cb286b0e 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -911,7 +911,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
- actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
+ actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
@@ -986,7 +986,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
- actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
+ actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
// gl_InstanceID is not available in OpenGL ES 2.0
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl
index 08548ded17..afce403a9f 100644
--- a/drivers/gles2/shaders/canvas.glsl
+++ b/drivers/gles2/shaders/canvas.glsl
@@ -149,6 +149,8 @@ void main() {
uv = uv_attrib;
#endif
+ float point_size = 1.0;
+
{
vec2 src_vtx = outvec.xy;
/* clang-format off */
@@ -158,6 +160,8 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+ gl_PointSize = point_size;
+
#if !defined(SKIP_TRANSFORM_USED)
outvec = extra_matrix_instance * outvec;
outvec = modelview_matrix * outvec;
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 930d3cd9d4..63eee4eb87 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -423,6 +423,8 @@ void main() {
#define projection_matrix local_projection_matrix
#define world_transform world_matrix
+ float point_size = 1.0;
+
{
/* clang-format off */
@@ -431,6 +433,7 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+ gl_PointSize = point_size;
vec4 outvec = vertex;
// use local coordinates
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 7499962da3..e78ecbae34 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -913,7 +913,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
- actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
+ actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
@@ -970,7 +970,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
- actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
+ actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
//builtins
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 7255b0425c..53f84abf51 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -150,6 +150,7 @@ void main() {
#define extra_matrix extra_matrix_instance
+ float point_size = 1.0;
//for compatibility with the fragment shader we need to use uv here
vec2 uv = uv_interp;
{
@@ -160,6 +161,7 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+ gl_PointSize = point_size;
uv_interp = uv;
#ifdef USE_NINEPATCH
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index b4ceb7dcfd..549a36817e 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -432,6 +432,8 @@ void main() {
}
#endif
+ float point_size = 1.0;
+
highp mat4 modelview = camera_inverse_matrix * world_matrix;
{
/* clang-format off */
@@ -441,6 +443,8 @@ VERTEX_SHADER_CODE
/* clang-format on */
}
+ gl_PointSize = point_size;
+
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)