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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp16
1 files changed, 12 insertions, 4 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 5d76a130b3..2b0f78e10f 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3028,8 +3028,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//copy normal and roughness to effect buffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
glReadBuffer(GL_COLOR_ATTACHMENT3);
- glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->buffers.effect_fbo);
- glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+ glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.blur_fbo[0]);
+ glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_LINEAR);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_11_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_LOW);
state.sss_shader.set_conditional(SubsurfScatteringShaderGLES3::USE_17_SAMPLES, subsurface_scatter_quality == SSS_QUALITY_MEDIUM);
@@ -3045,8 +3045,11 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); //disable filter (fixes bugs on AMD)
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+
glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.effect);
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
@@ -3056,10 +3059,15 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
_copy_screen();
glActiveTexture(GL_TEXTURE0);
+
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1));
glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
_copy_screen();
+
+ glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
}
if (env->ssr_enabled) {
@@ -3766,7 +3774,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
} else {
- use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled
+ use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled
glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);