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-rw-r--r--drivers/gles3/shaders/sky.glsl13
-rw-r--r--drivers/gles3/storage/material_storage.cpp1
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp15
3 files changed, 29 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl
index 21f01d2a8f..4c0fe47f6b 100644
--- a/drivers/gles3/shaders/sky.glsl
+++ b/drivers/gles3/shaders/sky.glsl
@@ -104,6 +104,15 @@ uniform uint directional_light_count;
layout(location = 0) out vec4 frag_color;
+#ifdef USE_DEBANDING
+// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+vec3 interleaved_gradient_noise(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0;
+ return vec3(res, -res, res) / 255.0;
+}
+#endif
+
void main() {
vec3 cube_normal;
cube_normal.z = -1.0;
@@ -168,4 +177,8 @@ void main() {
frag_color.rgb = color;
frag_color.a = alpha;
+
+#ifdef USE_DEBANDING
+ frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
+#endif
}
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 3dbc75392c..523c9dd8e6 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1715,6 +1715,7 @@ ShaderCompiler::DefaultIdentifierActions actions;
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+ actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index e54ecd51c4..22d84eba93 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -554,6 +554,21 @@ void MeshStorage::mesh_clear(RID p_mesh) {
glDeleteBuffers(1, &s.index_buffer);
s.index_buffer = 0;
}
+
+ if (s.versions) {
+ memfree(s.versions); //reallocs, so free with memfree.
+ }
+
+ if (s.lod_count) {
+ for (uint32_t j = 0; j < s.lod_count; j++) {
+ if (s.lods[j].index_buffer != 0) {
+ glDeleteBuffers(1, &s.lods[j].index_buffer);
+ s.lods[j].index_buffer = 0;
+ }
+ }
+ memdelete_arr(s.lods);
+ }
+
memdelete(mesh->surfaces[i]);
}
if (mesh->surfaces) {