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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp1
-rw-r--r--drivers/gles2/shaders/scene.glsl5
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp11
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
-rw-r--r--drivers/gles3/shaders/scene.glsl5
5 files changed, 11 insertions, 15 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index 64fe385889..2c2dea3535 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -2339,7 +2339,6 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
state.scene_shader.set_uniform(SceneShaderGLES2::TIME, storage->frame.time[0]);
state.scene_shader.set_uniform(SceneShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size);
- state.scene_shader.set_uniform(SceneShaderGLES2::NORMAL_MULT, 1.0); // TODO mirror?
}
if (rebind_light && light) {
diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl
index 4c652cd9e9..bc83b69b49 100644
--- a/drivers/gles2/shaders/scene.glsl
+++ b/drivers/gles2/shaders/scene.glsl
@@ -84,7 +84,7 @@ uniform highp mat4 world_transform;
uniform highp float time;
-uniform float normal_mult;
+
#ifdef RENDER_DEPTH
uniform float light_bias;
@@ -330,11 +330,10 @@ void main() {
#endif
- vec3 normal = normal_attrib * normal_mult;
+ vec3 normal = normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP)
vec3 tangent = tangent_attrib.xyz;
- tangent *= normal_mult;
float binormalf = tangent_attrib.a;
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 6e7ecee007..c76db83c0c 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -213,12 +213,12 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
} else {
+ texture = texture->get_ptr();
+
if (texture->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
- texture = texture->get_ptr();
-
if (texture->render_target)
texture->render_target->used_in_frame = true;
@@ -254,11 +254,12 @@ RasterizerStorageGLES3::Texture *RasterizerCanvasGLES3::_bind_canvas_texture(con
} else {
+ normal_map = normal_map->get_ptr();
+
if (normal_map->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
- normal_map = normal_map->get_ptr();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normal_map->tex_id);
state.current_normal = p_normal_map;
@@ -1385,12 +1386,12 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
continue;
}
+ t = t->get_ptr();
+
if (t->redraw_if_visible) { //check before proxy, because this is usually used with proxies
VisualServerRaster::redraw_request();
}
- t = t->get_ptr();
-
if (storage->config.srgb_decode_supported && t->using_srgb) {
//no srgb in 2D
glTexParameteri(t->target, _TEXTURE_SRGB_DECODE_EXT, _SKIP_DECODE_EXT);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 8d0e438ec5..93a7b3e7a6 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1190,11 +1190,12 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
if (t) {
+ t = t->get_ptr(); //resolve for proxies
+
if (t->redraw_if_visible) { //must check before proxy because this is often used with proxies
VisualServerRaster::redraw_request();
}
- t = t->get_ptr(); //resolve for proxies
#ifdef TOOLS_ENABLED
if (t->detect_3d) {
t->detect_3d(t->detect_3d_ud);
@@ -2222,7 +2223,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
_set_cull(e->sort_key & RenderList::SORT_KEY_MIRROR_FLAG, e->sort_key & RenderList::SORT_KEY_CULL_DISABLED_FLAG, p_reverse_cull);
- state.scene_shader.set_uniform(SceneShaderGLES3::NORMAL_MULT, e->instance->mirror ? -1.0 : 1.0);
state.scene_shader.set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, e->instance->transform);
_render_geometry(e);
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 2288c17334..294233d134 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -42,8 +42,6 @@ layout(location = 4) in vec2 uv_attrib;
layout(location = 5) in vec2 uv2_attrib;
#endif
-uniform float normal_mult;
-
#ifdef USE_SKELETON
layout(location = 6) in uvec4 bone_indices; // attrib:6
layout(location = 7) in vec4 bone_weights; // attrib:7
@@ -280,11 +278,10 @@ void main() {
}
#endif
- vec3 normal = normal_attrib * normal_mult;
+ vec3 normal = normal_attrib;
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
vec3 tangent = tangent_attrib.xyz;
- tangent *= normal_mult;
float binormalf = tangent_attrib.a;
#endif