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-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/scene.glsl12
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl7
3 files changed, 6 insertions, 15 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index 0c69c8cf74..f1811fa7b5 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -2,7 +2,7 @@
Import('env')
-if env['BUILDERS'].has_key('GLES3_GLSL'):
+if 'GLES3_GLSL' in env['BUILDERS']:
env.GLES3_GLSL('copy.glsl');
env.GLES3_GLSL('resolve.glsl');
env.GLES3_GLSL('canvas.glsl');
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index c9e9dacdb5..ef4925895c 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1559,10 +1559,6 @@ void main() {
vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
#endif
-#if defined(ENABLE_DISCARD)
- bool discard_=false;
-#endif
-
#if defined (ENABLE_SSS)
float sss_strength=0.0;
#endif
@@ -1603,13 +1599,6 @@ FRAGMENT_SHADER_CODE
#endif
-#if defined(ENABLE_DISCARD)
- if (discard_) {
- //easy to eliminate dead code
- discard;
- }
-#endif
-
#ifdef ENABLE_CLIP_ALPHA
if (albedo.a<0.99) {
//used for doublepass and shadowmapping
@@ -1971,7 +1960,6 @@ FRAGMENT_SHADER_CODE
#ifdef SHADELESS
- frag_color=vec4(albedo,alpha);
diffuse_buffer=vec4(albedo.rgb,0.0);
specular_buffer=vec4(0.0);
diff --git a/drivers/gles3/shaders/ssao_blur.glsl b/drivers/gles3/shaders/ssao_blur.glsl
index ce4154f50c..c7c978dc37 100644
--- a/drivers/gles3/shaders/ssao_blur.glsl
+++ b/drivers/gles3/shaders/ssao_blur.glsl
@@ -56,6 +56,8 @@ uniform ivec2 axis;
uniform float camera_z_far;
uniform float camera_z_near;
+uniform ivec2 screen_size;
+
void main() {
ivec2 ssC = ivec2(gl_FragCoord.xy);
@@ -83,6 +85,7 @@ void main() {
float totalWeight = BASE;
sum *= totalWeight;
+ ivec2 clamp_limit = screen_size - ivec2(1);
for (int r = -R; r <= R; ++r) {
// We already handled the zero case above. This loop should be unrolled and the static branch optimized out,
@@ -90,8 +93,8 @@ void main() {
if (r != 0) {
ivec2 ppos = ssC + axis * (r * SCALE);
- float value = texelFetch(source_ssao, ppos, 0).r;
- float temp_depth = texelFetch(source_depth, ssC, 0).r;
+ float value = texelFetch(source_ssao, clamp(ppos,ivec2(0),clamp_limit), 0).r;
+ float temp_depth = texelFetch(source_depth, clamp(ssC,ivec2(0),clamp_limit), 0).r;
temp_depth = temp_depth * 2.0 - 1.0;
temp_depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - temp_depth * (camera_z_far - camera_z_near));