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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h8
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp4
-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/scene.glsl12
-rw-r--r--drivers/gles3/shaders/ssao_blur.glsl7
6 files changed, 15 insertions, 20 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 9c7a1dd859..f4dd9682a1 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3259,6 +3259,8 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
state.ssao_blur_shader.set_uniform(SsaoBlurShaderGLES3::CAMERA_Z_NEAR, p_cam_projection.get_z_near());
GLint axis[2] = { i, 1 - i };
glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::AXIS), 1, axis);
+ glUniform2iv(state.ssao_blur_shader.get_uniform(SsaoBlurShaderGLES3::SCREEN_SIZE), 1, ss);
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[i]);
glActiveTexture(GL_TEXTURE1);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 1ab2afe664..659408b455 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -108,7 +108,7 @@ public:
TonemapShaderGLES3 tonemap_shader;
struct SceneDataUBO {
-
+ //this is a std140 compatible struct. Please read the OpenGL 3.3 Specificaiton spec before doing any changes
float projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
@@ -133,12 +133,12 @@ public:
float subsurface_scatter_width;
float ambient_occlusion_affect_light;
- bool fog_depth_enabled;
+ uint32_t fog_depth_enabled;
float fog_depth_begin;
float fog_depth_curve;
- bool fog_transmit_enabled;
+ uint32_t fog_transmit_enabled;
float fog_transmit_curve;
- bool fog_height_enabled;
+ uint32_t fog_height_enabled;
float fog_height_min;
float fog_height_max;
float fog_height_curve;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index d793ea446d..c308e9eddb 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -608,6 +608,9 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
} else {
code = "return;";
}
+ } else if (cfnode->flow_op == SL::FLOW_OP_DISCARD) {
+
+ code = "discard;";
}
} break;
@@ -752,7 +755,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- actions[VS::SHADER_SPATIAL].renames["DISCARD"] = "_discard";
//actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
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));