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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.glsl28
1 files changed, 14 insertions, 14 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 90c501ea32..c18a356a54 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -146,7 +146,7 @@ MATERIAL_UNIFORMS
#endif
-#ifdef RENDER_SHADOW_DUAL_PARABOLOID
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
out highp float dp_clip;
@@ -253,10 +253,10 @@ VERTEX_SHADER_CODE
binormal_interp = binormal;
#endif
-#ifdef RENDER_SHADOW
+#ifdef RENDER_DEPTH
-#ifdef RENDER_SHADOW_DUAL_PARABOLOID
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
vertex_interp.z*= shadow_dual_paraboloid_render_side;
normal_interp.z*= shadow_dual_paraboloid_render_side;
@@ -282,12 +282,12 @@ VERTEX_SHADER_CODE
z_ofs += (1.0-abs(normal_interp.z))*shadow_z_slope_scale;
vertex_interp.z-=z_ofs;
-#endif //RENDER_SHADOW_DUAL_PARABOLOID
+#endif //RENDER_DEPTH_DUAL_PARABOLOID
-#endif //RENDER_SHADOW
+#endif //RENDER_DEPTH
-#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_SHADOW_DUAL_PARABOLOID)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID)
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
#else
gl_Position = vertex;
@@ -622,7 +622,7 @@ float sample_shadow(highp sampler2DShadow shadow, vec2 shadow_pixel_size, vec2 p
}
-#ifdef RENDER_SHADOW_DUAL_PARABOLOID
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
in highp float dp_clip;
@@ -861,20 +861,20 @@ vec3 voxel_cone_trace(sampler3D probe, vec3 cell_size, vec3 pos, vec3 ambient, b
float dist = dot(direction,mix(vec3(-1.0),vec3(1.0),greaterThan(direction,vec3(0.0))))*2.0;
float alpha=0.0;
- vec4 color = vec4(0.0);
+ vec3 color = vec3(0.0);
while(dist < max_distance && alpha < 0.95) {
float diameter = max(1.0, 2.0 * tan_half_angle * dist);
vec4 scolor = textureLod(probe, (pos + dist * direction) * cell_size, log2(diameter) );
float a = (1.0 - alpha);
- color.rgb += a * scolor.rgb;
+ color += scolor.rgb * a;
alpha += a * scolor.a;
dist += diameter * 0.5;
}
//color.rgb = mix(color.rgb,mix(ambient,color.rgb,alpha),blend_ambient);
- return color.rgb;
+ 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, out vec4 out_spec, out vec4 out_diff) {
@@ -1004,7 +1004,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, vec3 specular, in
void main() {
-#ifdef RENDER_SHADOW_DUAL_PARABOLOID
+#ifdef RENDER_DEPTH_DUAL_PARABOLOID
if (dp_clip>0.0)
discard;
@@ -1128,7 +1128,7 @@ FRAGMENT_SHADER_CODE
vec3 eye_vec = -normalize( vertex_interp );
-#ifndef RENDER_SHADOW
+#ifndef RENDER_DEPTH
float ndotv = clamp(dot(normal,eye_vec),0.0,1.0);
vec2 brdf = texture(brdf_texture, vec2(roughness, ndotv)).xy;
@@ -1370,7 +1370,7 @@ LIGHT_SHADER_CODE
}
#endif
-#ifdef RENDER_SHADOW
+#ifdef RENDER_DEPTH
//nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
#else
@@ -1424,7 +1424,7 @@ LIGHT_SHADER_CODE
-#endif //RENDER_SHADOW
+#endif //RENDER_DEPTH
}