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path: root/drivers/gles2/rasterizer_canvas_gles2.cpp
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Diffstat (limited to 'drivers/gles2/rasterizer_canvas_gles2.cpp')
-rw-r--r--drivers/gles2/rasterizer_canvas_gles2.cpp32
1 files changed, 18 insertions, 14 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp
index 14bd71c6eb..e6ec6fb4fd 100644
--- a/drivers/gles2/rasterizer_canvas_gles2.cpp
+++ b/drivers/gles2/rasterizer_canvas_gles2.cpp
@@ -93,6 +93,7 @@ void RasterizerCanvasGLES2::_set_uniforms() {
glBindTexture(GL_TEXTURE_2D, cls->distance);
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_MATRIX, light->shadow_matrix_cache);
state.canvas_shader.set_uniform(CanvasShaderGLES2::LIGHT_SHADOW_COLOR, light->shadow_color);
+
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOWPIXEL_SIZE, (1.0 / light->shadow_buffer_size) * (1.0 + light->shadow_smooth));
if (light->radius_cache == 0) {
state.canvas_shader.set_uniform(CanvasShaderGLES2::SHADOW_GRADIENT, 0.0);
@@ -1303,6 +1304,14 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
t = t->get_ptr();
+#ifdef TOOLS_ENABLED
+ if (t->detect_normal && texture_hints[i] == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL) {
+ t->detect_normal(t->detect_normal_ud);
+ }
+#endif
+ if (t->render_target)
+ t->render_target->used_in_frame = true;
+
if (t->redraw_if_visible) {
VisualServerRaster::redraw_request();
}
@@ -1438,25 +1447,20 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons
state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_SHADOWS, has_shadow);
if (has_shadow) {
state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_USE_GRADIENT, light->shadow_gradient_length > 0);
- switch (light->shadow_filter) {
-
- case VS::CANVAS_LIGHT_FILTER_NONE: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF3: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF5: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF7: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF9: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, true); break;
- case VS::CANVAS_LIGHT_FILTER_PCF13: state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, true); break;
- }
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_NEAREST, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_NONE);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF3, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF3);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF5, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF5);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF7, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF7);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF9, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF9);
+ state.canvas_shader.set_conditional(CanvasShaderGLES2::SHADOW_FILTER_PCF13, light->shadow_filter == VS::CANVAS_LIGHT_FILTER_PCF13);
}
- bool light_rebind = state.canvas_shader.bind();
+ state.canvas_shader.bind();
state.using_light = light;
state.using_shadow = has_shadow;
- if (light_rebind) {
-
- _set_uniforms();
- }
+ //always re-set uniforms, since light parameters changed
+ _set_uniforms();
glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4);
RasterizerStorageGLES2::Texture *t = storage->texture_owner.getornull(light->texture);