diff options
Diffstat (limited to 'drivers/gles3')
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 22 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 52 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 3 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 9 | ||||
-rw-r--r-- | drivers/gles3/shader_gles3.cpp | 9 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas.glsl | 8 | ||||
-rw-r--r-- | drivers/gles3/shaders/canvas_shadow.glsl | 2 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 54 | ||||
-rw-r--r-- | drivers/gles3/shaders/screen_space_reflection.glsl | 2 |
9 files changed, 86 insertions, 75 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 0cda8acba8..227445ae5b 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -581,10 +581,10 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur #ifdef GLES_OVER_GL if (line->antialiased) { glEnable(GL_LINE_SMOOTH); - for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { Vector2 vertsl[2] = { - verts[i], - verts[(i + 1) % 4], + verts[j], + verts[(j + 1) % 4], }; _draw_gui_primitive(2, vertsl, NULL, NULL); } @@ -782,8 +782,8 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur } if (primitive->colors.size() == 1 && primitive->points.size() > 1) { - Color c = primitive->colors[0]; - glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a); + Color col = primitive->colors[0]; + glVertexAttrib4f(VS::ARRAY_COLOR, col.r, col.g, col.b, col.a); } else if (primitive->colors.empty()) { glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); @@ -1035,8 +1035,6 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, amount); } else { //split - - int stride = sizeof(float) * 4 * 6; int split = int(Math::ceil(particles->phase * particles->amount)); if (amount - split > 0) { @@ -1099,12 +1097,12 @@ void RasterizerCanvasGLES3::_canvas_item_render_commands(Item *p_item, Item *cur points[numpoints] = circle->pos; int indices[numpoints * 3]; - for (int i = 0; i < numpoints; i++) { + for (int j = 0; j < numpoints; j++) { - points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / numpoints), Math::cos(i * Math_PI * 2.0 / numpoints)) * circle->radius; - indices[i * 3 + 0] = i; - indices[i * 3 + 1] = (i + 1) % numpoints; - indices[i * 3 + 2] = numpoints; + points[j] = circle->pos + Vector2(Math::sin(j * Math_PI * 2.0 / numpoints), Math::cos(j * Math_PI * 2.0 / numpoints)) * circle->radius; + indices[j * 3 + 0] = j; + indices[j * 3 + 1] = (j + 1) % numpoints; + indices[j * 3 + 2] = numpoints; } _bind_canvas_texture(RID(), RID()); diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index d634f8ea76..e645e39f3f 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2349,7 +2349,7 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G if (p_depth_pass) { - if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) + if (has_blend_alpha || p_material->shader->spatial.uses_depth_texture || (has_base_alpha && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) || p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_NEVER || p_material->shader->spatial.no_depth_test) return; //bye if (!p_material->shader->spatial.uses_alpha_scissor && !p_material->shader->spatial.writes_modelview_or_projection && !p_material->shader->spatial.uses_vertex && !p_material->shader->spatial.uses_discard && p_material->shader->spatial.depth_draw_mode != RasterizerStorageGLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { @@ -3178,10 +3178,10 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int i = 0; i < ssize; i++) { + for (int j = 0; j < ssize; j++) { - int mat_idx = inst->materials[i].is_valid() ? i : -1; - RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; + int mat_idx = inst->materials[j].is_valid() ? j : -1; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; _add_geometry(s, inst, NULL, mat_idx, p_depth_pass, p_shadow_pass); } @@ -3202,9 +3202,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int i = 0; i < ssize; i++) { + for (int j = 0; j < ssize; j++) { - RasterizerStorageGLES3::Surface *s = mesh->surfaces[i]; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; _add_geometry(s, inst, multi_mesh, -1, p_depth_pass, p_shadow_pass); } @@ -3222,9 +3222,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p RasterizerStorageGLES3::Particles *particles = storage->particles_owner.getptr(inst->base); ERR_CONTINUE(!particles); - for (int i = 0; i < particles->draw_passes.size(); i++) { + for (int j = 0; j < particles->draw_passes.size(); j++) { - RID pmesh = particles->draw_passes[i]; + RID pmesh = particles->draw_passes[j]; if (!pmesh.is_valid()) continue; RasterizerStorageGLES3::Mesh *mesh = storage->mesh_owner.get(pmesh); @@ -3233,9 +3233,9 @@ void RasterizerSceneGLES3::_fill_render_list(InstanceBase **p_cull_result, int p int ssize = mesh->surfaces.size(); - for (int j = 0; j < ssize; j++) { + for (int k = 0; k < ssize; k++) { - RasterizerStorageGLES3::Surface *s = mesh->surfaces[j]; + RasterizerStorageGLES3::Surface *s = mesh->surfaces[k]; _add_geometry(s, inst, particles, -1, p_depth_pass, p_shadow_pass); } } @@ -3286,6 +3286,16 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_ glDisable(GL_CULL_FACE); glDisable(GL_BLEND); + if (!state.used_depth_prepass_and_resolved) { + //resolve depth buffer + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + } + if (env->ssao_enabled || env->ssr_enabled) { //copy normal and roughness to effect buffer @@ -4138,6 +4148,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glDepthFunc(GL_LEQUAL); state.used_contact_shadows = false; + state.used_depth_prepass_and_resolved = false; for (int i = 0; i < p_light_cull_count; i++) { @@ -4185,13 +4196,14 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const //bind depth for read glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); + state.used_depth_prepass_and_resolved = true; } fb_cleared = true; render_pass++; - state.using_contact_shadows = true; + state.used_depth_prepass = true; } else { - state.using_contact_shadows = false; + state.used_depth_prepass = false; } _setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas); @@ -4288,7 +4300,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (!fb_cleared) { - glClearBufferfi(GL_DEPTH, 0, 1.0, 0); + glClearDepth(1.0f); + glClear(GL_DEPTH_BUFFER_BIT); } Color clear_color(0, 0, 0, 0); @@ -4438,6 +4451,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const //state.scene_shader.set_conditional( SceneShaderGLES3::USE_FOG,false); if (use_mrt) { + _render_mrts(env, p_cam_projection); } else { //FIXME: check that this is possible to use @@ -4562,7 +4576,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ float bias = 0; float normal_bias = 0; - state.using_contact_shadows = false; + state.used_depth_prepass = false; CameraMatrix light_projection; Transform light_transform; @@ -5039,7 +5053,7 @@ void RasterizerSceneGLES3::initialize() { state.scene_shader.add_custom_define("#define MAX_LIGHT_DATA_STRUCTS " + itos(state.max_ubo_lights) + "\n"); state.scene_shader.add_custom_define("#define MAX_FORWARD_LIGHTS " + itos(state.max_forward_lights_per_object) + "\n"); - state.max_ubo_reflections = MIN(RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO)); + state.max_ubo_reflections = MIN((int)RenderList::MAX_REFLECTIONS, max_ubo_size / sizeof(ReflectionProbeDataUBO)); state.reflection_array_tmp = (uint8_t *)memalloc(sizeof(ReflectionProbeDataUBO) * state.max_ubo_reflections); @@ -5059,7 +5073,7 @@ void RasterizerSceneGLES3::initialize() { { //reflection cubemaps int max_reflection_cubemap_sampler_size = 512; - int cube_size = max_reflection_cubemap_sampler_size; + int rcube_size = max_reflection_cubemap_sampler_size; glActiveTexture(GL_TEXTURE0); @@ -5069,10 +5083,10 @@ void RasterizerSceneGLES3::initialize() { GLenum format = GL_RGBA; GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; - while (cube_size >= 32) { + while (rcube_size >= 32) { ReflectionCubeMap cube; - cube.size = cube_size; + cube.size = rcube_size; glGenTextures(1, &cube.depth); glBindTexture(GL_TEXTURE_2D, cube.depth); @@ -5111,7 +5125,7 @@ void RasterizerSceneGLES3::initialize() { reflection_cubemaps.push_back(cube); - cube_size >>= 1; + rcube_size >>= 1; } } diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index fbafc59b48..3ac5ade721 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -205,7 +205,8 @@ public: bool used_sss; bool used_screen_texture; bool used_depth_texture; - bool using_contact_shadows; + bool used_depth_prepass; + bool used_depth_prepass_and_resolved; VS::ViewportDebugDraw debug_draw; } state; diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index ce34de1dd8..ccd5fff99f 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -3620,7 +3620,7 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh, uint32_t p_format, VS: } mesh->surfaces.push_back(surface); - mesh->instance_change_notify(true, false); + mesh->instance_change_notify(true, true); info.vertex_mem += surface->total_data_size; } @@ -5522,6 +5522,7 @@ void RasterizerStorageGLES3::reflection_probe_set_as_interior(RID p_probe, bool ERR_FAIL_COND(!reflection_probe); reflection_probe->interior = p_enable; + reflection_probe->instance_change_notify(true, false); } void RasterizerStorageGLES3::reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) { @@ -6049,9 +6050,9 @@ void RasterizerStorageGLES3::particles_set_amount(RID p_particles, int p_amount) glBindBuffer(GL_ARRAY_BUFFER, particles->particle_buffers[i]); glBufferData(GL_ARRAY_BUFFER, floats * sizeof(float), data, GL_STATIC_DRAW); - for (int i = 0; i < 6; i++) { - glEnableVertexAttribArray(i); - glVertexAttribPointer(i, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (i * 16)); + for (int j = 0; j < 6; j++) { + glEnableVertexAttribArray(j); + glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, sizeof(float) * 4 * 6, ((uint8_t *)0) + (j * 16)); } } diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp index 2db0223edd..fa7cc00230 100644 --- a/drivers/gles3/shader_gles3.cpp +++ b/drivers/gles3/shader_gles3.cpp @@ -133,15 +133,6 @@ bool ShaderGLES3::bind() { active = this; uniforms_dirty = true; - /* - * why on earth is this code here? - for (int i=0;i<texunit_pair_count;i++) { - - glUniform1i(texunit_pairs[i].location, texunit_pairs[i].index); - DEBUG_TEST_ERROR("Uniform 1 i"); - } - -*/ return true; } diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 90775c841f..6c1806a657 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -495,7 +495,7 @@ 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 +549,10 @@ 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 +589,7 @@ 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..3b06b08dec 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 @@ -314,7 +314,7 @@ 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 +395,46 @@ 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))); - - world_matrix = bone_matrix * world_matrix; + world_matrix = transpose(m) * world_matrix; } #endif - mat4 modelview = camera_inverse_matrix * world_matrix; + highp mat4 modelview = camera_inverse_matrix * world_matrix; { /* clang-format off */ @@ -1519,8 +1521,8 @@ 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 +1536,10 @@ 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 +1575,7 @@ 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 +1963,14 @@ 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)); //////////////// |