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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp6
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h2
-rw-r--r--drivers/gles3/shaders/canvas.glsl26
3 files changed, 19 insertions, 15 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 35f414cf09..519fdf2b3b 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1093,7 +1093,7 @@ void RasterizerSceneGLES3::gi_probe_instance_set_bounds(RID p_probe, const Vecto
////////////////////////////
////////////////////////////
-bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass) {
+bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass) {
/* this is handled outside
if (p_material->shader->spatial.cull_mode == RasterizerStorageGLES3::Shader::Spatial::CULL_MODE_DISABLED) {
@@ -1121,7 +1121,7 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
if (state.current_depth_draw != p_material->shader->spatial.depth_draw_mode) {
switch (p_material->shader->spatial.depth_draw_mode) {
case RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS: {
- glDepthMask(GL_TRUE);
+ glDepthMask(p_depth_pass);
// If some transparent objects write to depth, we need to re-copy depth texture when we need it
if (p_alpha_pass && !state.used_depth_prepass) {
state.prepared_depth_texture = false;
@@ -2241,7 +2241,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
storage->info.render.material_switch_count++;
- rebind = _setup_material(material, p_alpha_pass);
+ rebind = _setup_material(material, use_opaque_prepass, p_alpha_pass);
if (rebind) {
storage->info.render.shader_rebind_count++;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 3d09adcfeb..e6d2449653 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -832,7 +832,7 @@ public:
_FORCE_INLINE_ void _set_cull(bool p_front, bool p_disabled, bool p_reverse_cull);
- _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_alpha_pass);
+ _FORCE_INLINE_ bool _setup_material(RasterizerStorageGLES3::Material *p_material, bool p_depth_pass, bool p_alpha_pass);
_FORCE_INLINE_ void _setup_geometry(RenderList::Element *e, const Transform &p_view_transform);
_FORCE_INLINE_ void _render_geometry(RenderList::Element *e);
_FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform);
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index e83f53d648..7255b0425c 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -380,14 +380,16 @@ uniform bool np_draw_center;
// left top right bottom in pixel coordinates
uniform vec4 np_margins;
-float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, int np_repeat, inout int draw_center) {
+float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, float margin_begin, float margin_end, float s_ratio, int np_repeat, inout int draw_center) {
float tex_size = 1.0 / tex_pixel_size;
- if (pixel < margin_begin) {
- return pixel * tex_pixel_size;
- } else if (pixel >= draw_size - margin_end) {
- return (tex_size - (draw_size - pixel)) * tex_pixel_size;
+ float screen_margin_begin = margin_begin / s_ratio;
+ float screen_margin_end = margin_end / s_ratio;
+ if (pixel < screen_margin_begin) {
+ return pixel * s_ratio * tex_pixel_size;
+ } else if (pixel >= draw_size - screen_margin_end) {
+ return (tex_size - (draw_size - pixel) * s_ratio) * tex_pixel_size;
} else {
if (!np_draw_center) {
draw_center--;
@@ -395,22 +397,22 @@ float map_ninepatch_axis(float pixel, float draw_size, float tex_pixel_size, flo
if (np_repeat == 0) { //stretch
//convert to ratio
- float ratio = (pixel - margin_begin) / (draw_size - margin_begin - margin_end);
+ float ratio = (pixel - screen_margin_begin) / (draw_size - screen_margin_begin - screen_margin_end);
//scale to source texture
return (margin_begin + ratio * (tex_size - margin_begin - margin_end)) * tex_pixel_size;
} else if (np_repeat == 1) { //tile
//convert to ratio
- float ofs = mod((pixel - margin_begin), tex_size - margin_begin - margin_end);
+ float ofs = mod((pixel - screen_margin_begin), tex_size - margin_begin - margin_end);
//scale to source texture
return (margin_begin + ofs) * tex_pixel_size;
} else if (np_repeat == 2) { //tile fit
//convert to ratio
- float src_area = draw_size - margin_begin - margin_end;
+ float src_area = draw_size - screen_margin_begin - screen_margin_end;
float dst_area = tex_size - margin_begin - margin_end;
float scale = max(1.0, floor(src_area / max(dst_area, 0.0000001) + 0.5));
//convert to ratio
- float ratio = (pixel - margin_begin) / src_area;
+ float ratio = (pixel - screen_margin_begin) / src_area;
ratio = mod(ratio * scale, 1.0);
return (margin_begin + ratio * dst_area) * tex_pixel_size;
}
@@ -432,9 +434,11 @@ void main() {
#ifdef USE_NINEPATCH
int draw_center = 2;
+ float s_ratio = max((1.0 / color_texpixel_size.x) / abs(dst_rect.z), (1.0 / color_texpixel_size.y) / abs(dst_rect.w));
+ s_ratio = max(1.0, s_ratio);
uv = vec2(
- map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, np_repeat_h, draw_center),
- map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, np_repeat_v, draw_center));
+ map_ninepatch_axis(pixel_size_interp.x, abs(dst_rect.z), color_texpixel_size.x, np_margins.x, np_margins.z, s_ratio, np_repeat_h, draw_center),
+ map_ninepatch_axis(pixel_size_interp.y, abs(dst_rect.w), color_texpixel_size.y, np_margins.y, np_margins.w, s_ratio, np_repeat_v, draw_center));
if (draw_center == 0) {
color.a = 0.0;