diff options
Diffstat (limited to 'drivers/gles2/shaders')
-rw-r--r-- | drivers/gles2/shaders/effect_blur.glsl | 5 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 9 |
2 files changed, 12 insertions, 2 deletions
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl index a531802c75..df79e89931 100644 --- a/drivers/gles2/shaders/effect_blur.glsl +++ b/drivers/gles2/shaders/effect_blur.glsl @@ -116,12 +116,13 @@ void main() { #ifdef GAUSSIAN_HORIZONTAL vec2 pix_size = pixel_size; pix_size *= 0.5; //reading from larger buffer, so use more samples + // sigma 2 vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607; color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879; - color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305; + color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514; color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303; color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879; - color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305; + color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514; color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303; frag_color = color; #endif diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 7e59b63935..1c35b455c4 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1466,6 +1466,9 @@ void main() { float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); float sss_strength = 0.0; //unused + // gl_FragDepth is not available in GLES2, so writing to DEPTH is not converted to gl_FragDepth by Godot compiler resulting in a + // compile error because DEPTH is not a variable. + float m_DEPTH = 0.0; float alpha = 1.0; float side = 1.0; @@ -1542,6 +1545,11 @@ FRAGMENT_SHADER_CODE #ifdef BASE_PASS //none + +#ifdef AMBIENT_LIGHT_DISABLED + ambient_light = vec3(0.0, 0.0, 0.0); +#else + #ifdef USE_RADIANCE_MAP vec3 ref_vec = reflect(-eye_position, N); @@ -1564,6 +1572,7 @@ FRAGMENT_SHADER_CODE #endif +#endif // AMBIENT_LIGHT_DISABLED ambient_light *= ambient_energy; #if defined(USE_REFLECTION_PROBE1) || defined(USE_REFLECTION_PROBE2) |