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path: root/drivers/gles3/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl11
1 files changed, 3 insertions, 8 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 9880663143..b2b10fdb11 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -458,12 +458,7 @@ VERTEX_SHADER_CODE
#endif //RENDER_DEPTH
-
-#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID)
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
-#else
- gl_Position = vertex;
-#endif
position_interp=gl_Position;
@@ -1423,7 +1418,7 @@ uniform highp float gi_probe_normal_bias2;
uniform bool gi_probe2_enabled;
uniform bool gi_probe_blend_ambient2;
-vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+vec3 voxel_cone_trace(mediump sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, bool blend_ambient, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
float dist = p_bias;//1.0; //dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
float alpha=0.0;
@@ -1445,7 +1440,7 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b
return color;
}
-void gi_probe_compute(sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
+void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec3 cell_size,vec3 pos, vec3 ambient, vec3 environment, bool blend_ambient,float multiplier, mat3 normal_mtx,vec3 ref_vec, float roughness,float p_bias,float p_normal_bias, inout vec4 out_spec, inout vec4 out_diff) {
@@ -2048,7 +2043,7 @@ FRAGMENT_SHADER_CODE
if (fog_height_enabled) {
float y = (camera_matrix * vec4(vertex,1.0)).y;
- fog_amount = max(fog_amount,pow(1.0-smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
+ fog_amount = max(fog_amount,pow(smoothstep(fog_height_min,fog_height_max,y),fog_height_curve));
}
float rev_amount = 1.0 - fog_amount;