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-rw-r--r--drivers/gles3/shaders/canvas.glsl8
-rw-r--r--drivers/gles3/shaders/canvas_uniforms_inc.glsl3
-rw-r--r--drivers/gles3/shaders/scene.glsl17
-rw-r--r--drivers/gles3/shaders/skeleton.glsl17
4 files changed, 39 insertions, 6 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 9a90f33674..1631c65385 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -277,7 +277,7 @@ flat in uvec4 varying_G;
uniform sampler2D atlas_texture; //texunit:-2
uniform sampler2D shadow_atlas_texture; //texunit:-3
#endif // DISABLE_LIGHTING
-uniform sampler2D screen_texture; //texunit:-4
+uniform sampler2D color_buffer; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
uniform sampler2D normal_texture; //texunit:-6
uniform sampler2D specular_texture; //texunit:-7
@@ -579,6 +579,12 @@ void main() {
if (normal_used || (using_light && bool(read_draw_data_flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) {
normal.xy = texture(normal_texture, uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0);
+ if (bool(read_draw_data_flags & FLAGS_FLIP_H)) {
+ normal.x = -normal.x;
+ }
+ if (bool(read_draw_data_flags & FLAGS_FLIP_V)) {
+ normal.y = -normal.y;
+ }
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
normal_used = true;
} else {
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
index f65558f042..d53c0fcb26 100644
--- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -27,6 +27,9 @@
#define FLAGS_USE_MSDF uint(1 << 28)
#define FLAGS_USE_LCD uint(1 << 29)
+#define FLAGS_FLIP_H uint(1 << 30)
+#define FLAGS_FLIP_V uint(1 << 31)
+
layout(std140) uniform GlobalShaderUniformData { //ubo:1
vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 1b922fa726..f977c8ceaf 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -564,10 +564,16 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
-uniform highp sampler2DArray screen_texture; // texunit:-5
+uniform highp sampler2DArray color_buffer; // texunit:-5
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
uniform highp sampler2D depth_buffer; // texunit:-6
-uniform highp sampler2D screen_texture; // texunit:-5
+uniform highp sampler2D color_buffer; // texunit:-5
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif
uniform highp mat4 world_transform;
@@ -690,7 +696,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
}
@@ -924,8 +931,12 @@ void main() {
vec3 vertex = vertex_interp;
#ifdef USE_MULTIVIEW
vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
+ mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
#else
vec3 view = -normalize(vertex_interp);
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
#endif
highp mat4 model_matrix = world_transform;
vec3 albedo = vec3(1.0);
diff --git a/drivers/gles3/shaders/skeleton.glsl b/drivers/gles3/shaders/skeleton.glsl
index a1e3c098f4..aad856a5a2 100644
--- a/drivers/gles3/shaders/skeleton.glsl
+++ b/drivers/gles3/shaders/skeleton.glsl
@@ -87,6 +87,16 @@ uniform highp float blend_weight;
uniform lowp float blend_shape_count;
#endif
+#ifdef USE_SKELETON
+uniform mediump vec2 skeleton_transform_x;
+uniform mediump vec2 skeleton_transform_y;
+uniform mediump vec2 skeleton_transform_offset;
+
+uniform mediump vec2 inverse_transform_x;
+uniform mediump vec2 inverse_transform_y;
+uniform mediump vec2 inverse_transform_offset;
+#endif
+
vec2 signNotZero(vec2 v) {
return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
}
@@ -164,10 +174,13 @@ void main() {
m += GET_BONE_MATRIX(bones.z, bones_a.z, in_weight_attrib.z);
m += GET_BONE_MATRIX(bones.w, bones_a.w, in_weight_attrib.w);
+ mat4 skeleton_matrix = mat4(vec4(skeleton_transform_x, 0.0, 0.0), vec4(skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(skeleton_transform_offset, 0.0, 1.0));
+ mat4 inverse_matrix = mat4(vec4(inverse_transform_x, 0.0, 0.0), vec4(inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(inverse_transform_offset, 0.0, 1.0));
mat4 bone_matrix = mat4(m[0], m[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
- //reverse order because its transposed
- out_vertex = (vec4(out_vertex, 0.0, 1.0) * bone_matrix).xy;
+ bone_matrix = skeleton_matrix * transpose(bone_matrix) * inverse_matrix;
+
+ out_vertex = (bone_matrix * vec4(out_vertex, 0.0, 1.0)).xy;
#endif // USE_SKELETON
#else // MODE_2D