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-rw-r--r--drivers/gles3/shaders/canvas.glsl11
-rw-r--r--drivers/gles3/shaders/canvas_shadow.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl61
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl2
4 files changed, 47 insertions, 29 deletions
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index 90775c841f..0d1e7ee4a1 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -173,6 +173,9 @@ VERTEX_SHADER_CODE
#ifdef USE_PIXEL_SNAP
outvec.xy = floor(outvec + 0.5).xy;
+ // precision issue on some hardware creates artifacts within texture
+ // offset uv by a small amount to avoid
+ uv_interp += 1e-5;
#endif
#ifdef USE_SKELETON
@@ -495,7 +498,7 @@ FRAGMENT_SHADER_CODE
#endif
}
#ifdef DEBUG_ENCODED_32
- highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
+ highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0));
color = vec4(vec3(enc32), 1.0);
#endif
@@ -549,6 +552,10 @@ FRAGMENT_SHADER_CODE
color *= light;
#ifdef USE_SHADOWS
+ // Reset light_vec to compute shadows, the shadow map is created from the light origin, so it only
+ // makes sense to compute shadows from there.
+ light_vec = light_uv_interp.zw;
+
float angle_to_light = -atan(light_vec.x, light_vec.y);
float PI = 3.14159265358979323846264;
/*int i = int(mod(floor((angle_to_light+7.0*PI/6.0)/(4.0*PI/6.0))+1.0, 3.0)); // +1 pq os indices estao em ordem 2,0,1 nos arrays
@@ -585,7 +592,7 @@ FRAGMENT_SHADER_CODE
#ifdef USE_RGBA_SHADOWS
-#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
+#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
#else
diff --git a/drivers/gles3/shaders/canvas_shadow.glsl b/drivers/gles3/shaders/canvas_shadow.glsl
index 68d0713385..13fff7f4d1 100644
--- a/drivers/gles3/shaders/canvas_shadow.glsl
+++ b/drivers/gles3/shaders/canvas_shadow.glsl
@@ -36,7 +36,7 @@ void main() {
#ifdef USE_RGBA_SHADOWS
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
- comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
+ comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
distance_buf = comp;
#else
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 1a8ad5e1ef..630e1c2089 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -44,7 +44,7 @@ layout(location = 5) in vec2 uv2_attrib;
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
-layout(location = 7) in vec4 bone_weights; // attrib:7
+layout(location = 7) in highp vec4 bone_weights; // attrib:7
#endif
#ifdef USE_INSTANCING
@@ -302,6 +302,8 @@ out highp float dp_clip;
#ifdef USE_SKELETON
uniform highp sampler2D skeleton_texture; // texunit:-1
+uniform highp mat4 skeleton_transform;
+uniform bool skeleton_in_world_coords;
#endif
out highp vec4 position_interp;
@@ -314,7 +316,7 @@ void main() {
highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
- mat4 world_matrix = world_transform;
+ highp mat4 world_matrix = world_transform;
#ifdef USE_INSTANCING
@@ -395,44 +397,53 @@ void main() {
ivec4 bone_indicesi = ivec4(bone_indices); // cast to signed int
ivec2 tex_ofs = ivec2(bone_indicesi.x % 256, (bone_indicesi.x / 256) * 3);
- highp mat3x4 m;
- m = mat3x4(
+ highp mat4 m;
+ m = mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.x;
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.y;
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.z;
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
- m += mat3x4(
+ m += mat4(
texelFetch(skeleton_texture, tex_ofs, 0),
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
- texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0)) *
+ texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
+ vec4(0.0, 0.0, 0.0, 1.0)) *
bone_weights.w;
- mat4 bone_matrix = transpose(mat4(m[0], m[1], m[2], vec4(0.0, 0.0, 0.0, 1.0)));
+ if (skeleton_in_world_coords) {
+ highp mat4 bone_matrix = skeleton_transform * (transpose(m) * inverse(skeleton_transform));
+ world_matrix = bone_matrix * world_matrix;
- world_matrix = bone_matrix * world_matrix;
+ } else {
+
+ world_matrix = world_matrix * transpose(m);
+ }
}
#endif
- mat4 modelview = camera_inverse_matrix * world_matrix;
+ highp mat4 modelview = camera_inverse_matrix * world_matrix;
{
/* clang-format off */
@@ -1519,8 +1530,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 6
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
@@ -1534,10 +1545,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
#define MAX_CONE_DIRS 4
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0, 0.707107),
- vec3(0, 0.707107, 0.707107),
- vec3(-0.707107, 0, 0.707107),
- vec3(0, -0.707107, 0.707107));
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
float cone_angle_tan = 0.98269;
@@ -1573,7 +1584,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
//find arbitrary tangent and bitangent, then build a matrix
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
vec3 bitangent = normalize(cross(tangent, normal));
mat3 normal_mat = mat3(tangent, bitangent, normal);
@@ -1961,14 +1972,14 @@ FRAGMENT_SHADER_CODE
#ifdef USE_LIGHTMAP_CAPTURE
{
vec3 cone_dirs[12] = vec3[](
- vec3(0, 0, 1),
- vec3(0.866025, 0, 0.5),
+ vec3(0.0, 0.0, 1.0),
+ vec3(0.866025, 0.0, 0.5),
vec3(0.267617, 0.823639, 0.5),
vec3(-0.700629, 0.509037, 0.5),
vec3(-0.700629, -0.509037, 0.5),
vec3(0.267617, -0.823639, 0.5),
- vec3(0, 0, -1),
- vec3(0.866025, 0, -0.5),
+ vec3(0.0, 0.0, -1.0),
+ vec3(0.866025, 0.0, -0.5),
vec3(0.267617, 0.823639, -0.5),
vec3(-0.700629, 0.509037, -0.5),
vec3(-0.700629, -0.509037, -0.5),
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 86546319a0..39f1ea6155 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -77,7 +77,7 @@ void main() {
return;
}
//ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
- //ray_dir = normalize(vec3(1, 1, -1));
+ //ray_dir = normalize(vec3(1.0, 1.0, -1.0));
////////////////