diff options
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 3 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 33 |
2 files changed, 18 insertions, 18 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 731d6968ce..4bbb18ce42 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -381,8 +381,7 @@ void main() { if (clip_rect_uv) { - vec2 half_texpixel = color_texpixel_size * 0.5; - uv = clamp(uv,src_rect.xy+half_texpixel,src_rect.xy+abs(src_rect.zw)-color_texpixel_size); + uv = clamp(uv,src_rect.xy,src_rect.xy+abs(src_rect.zw)); } #endif diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 9880663143..9b817c7a4e 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -263,6 +263,10 @@ uniform highp sampler2D skeleton_texture; //texunit:-1 out highp vec4 position_interp; +// FIXME: This triggers a Mesa bug that breaks rendering, so disabled for now. +// See GH-13450 and https://bugs.freedesktop.org/show_bug.cgi?id=100316 +//invariant gl_Position; + void main() { highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0); @@ -458,12 +462,7 @@ 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; @@ -828,7 +827,7 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { pixel_size = abs((pos.y-endpoint.y)/(screen_rel.y/screen_pixel_size.y)); }*/ - vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,0.04), 1.0); //todo un-harcode the 0.04 + vec4 bias = projection_matrix * vec4(pos+vec3(0.0,0.0,max_distance*0.5), 1.0); //todo un-harcode the 0.04 @@ -1031,7 +1030,7 @@ LIGHT_SHADER_CODE #if defined(LIGHT_USE_RIM) - float rim_light = pow(1.0-cNdotV, (1.0-roughness)*16.0); + float rim_light = pow(max(0.0,1.0-cNdotV), max(0.0,(1.0-roughness)*16.0)); diffuse_light += rim_light * rim * mix(vec3(1.0),diffuse_color,rim_tint) * light_color; #endif } @@ -1208,7 +1207,8 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w )); + float omni_attenuation = pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ); + vec3 light_attenuation = vec3(omni_attenuation); if (omni_lights[idx].light_params.w>0.5) { //there is a shadowmap @@ -1257,7 +1257,7 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,omni_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,omni_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * omni_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1266,12 +1266,13 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w )); + float spot_attenuation = pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w ); vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; float spot_cutoff=spot_lights[idx].light_params.y; float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); - float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); - light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x); + float spot_rim = max(0.0001,(1.0 - scos) / (1.0 - spot_cutoff)); + spot_attenuation*= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x); + vec3 light_attenuation = vec3(spot_attenuation); if (spot_lights[idx].light_params.w>0.5) { //there is a shadowmap @@ -1291,7 +1292,7 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow); } - light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); + light_compute(normal,normalize(light_rel_vec),eye_vec,binormal,tangent,spot_lights[idx].light_color_energy.rgb,light_attenuation,albedo,transmission,spot_lights[idx].light_params.z*p_blob_intensity,roughness,metallic,rim * spot_attenuation,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light); } @@ -1423,7 +1424,7 @@ 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 +1446,7 @@ 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 +2049,7 @@ 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; |