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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp9
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp170
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h10
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp8
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h1
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp1
-rw-r--r--drivers/gles3/shaders/canvas.glsl6
-rw-r--r--drivers/gles3/shaders/scene.glsl2
-rw-r--r--drivers/gles3/shaders/ssao.glsl16
9 files changed, 48 insertions, 175 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 8123feccdc..e88687eb28 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -257,7 +257,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
//vertex
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_vertices);
glEnableVertexAttribArray(VS::ARRAY_VERTEX);
- glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
//color
@@ -272,7 +272,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors);
glEnableVertexAttribArray(VS::ARRAY_COLOR);
- glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((float *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, false, sizeof(Color), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Color) * p_vertex_count;
}
@@ -280,7 +280,7 @@ void RasterizerCanvasGLES3::_draw_polygon(const int *p_indices, int p_index_coun
glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs);
glEnableVertexAttribArray(VS::ARRAY_TEX_UV);
- glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((float *)0) + buffer_ofs);
+ glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, false, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs);
buffer_ofs += sizeof(Vector2) * p_vertex_count;
} else {
@@ -1240,9 +1240,6 @@ void RasterizerCanvasGLES3::reset_canvas() {
//glLineWidth(1.0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
- for (int i = 0; i < VS::ARRAY_MAX; i++) {
- glDisableVertexAttribArray(i);
- }
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 87a2ca8bb9..432666fffa 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1004,7 +1004,7 @@ void RasterizerSceneGLES3::light_instance_set_transform(RID p_light_instance, co
light_instance->transform = p_transform;
}
-void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass) {
+void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -1019,6 +1019,7 @@ void RasterizerSceneGLES3::light_instance_set_shadow_transform(RID p_light_insta
light_instance->shadow_transform[p_pass].transform = p_transform;
light_instance->shadow_transform[p_pass].farplane = p_far;
light_instance->shadow_transform[p_pass].split = p_split;
+ light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
}
void RasterizerSceneGLES3::light_instance_mark_visible(RID p_light_instance) {
@@ -1905,7 +1906,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (!p_shadow) {
if (p_directional_add) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG || !(e->instance->layer_mask & directional_light->light_ptr->cull_mask)) {
continue;
}
@@ -1914,7 +1915,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
if (shading != prev_shading) {
- if (e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) {
+ if (e->sort_key & SORT_KEY_UNSHADED_FLAG) {
+
state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
@@ -1943,7 +1945,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
- if (p_directional_add || (directional_light && (e->sort_key & RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
+ if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true);
if (p_directional_shadows && directional_light->light_ptr->shadow) {
@@ -2047,7 +2049,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
}
}
- if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
+ if (!(e->sort_key & SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) {
_setup_light(e, p_view_transform);
}
@@ -2176,7 +2178,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (!p_shadow && directional_light && (directional_light->light_ptr->cull_mask & e->instance->layer_mask) == 0) {
- e->sort_key |= RenderList::SORT_KEY_NO_DIRECTIONAL_FLAG;
+ e->sort_key |= SORT_KEY_NO_DIRECTIONAL_FLAG;
}
e->sort_key |= uint64_t(e->geometry->index) << RenderList::SORT_KEY_GEOMETRY_INDEX_SHIFT;
@@ -2204,7 +2206,7 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
}
if (e->instance->gi_probe_instances.size()) {
- e->sort_key |= RenderList::SORT_KEY_GI_PROBES_FLAG;
+ e->sort_key |= SORT_KEY_GI_PROBES_FLAG;
}
}
@@ -2221,7 +2223,8 @@ void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geo
if (shadow || m->shader->spatial.unshaded || state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
- e->sort_key |= RenderList::SORT_KEY_UNSHADED_FLAG;
+ e->sort_key |= SORT_KEY_UNSHADED_FLAG;
+
}
}
@@ -4161,151 +4164,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
}
-
-#if 0
- if (use_fb) {
-
-
-
- for(int i=0;i<VS::ARRAY_MAX;i++) {
- glDisableVertexAttribArray(i);
- }
- glBindBuffer(GL_ARRAY_BUFFER,0);
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER,0);
- glDisable(GL_BLEND);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glDisable(GL_SCISSOR_TEST);
- glDepthMask(false);
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
- switch(hdr_tm) {
- case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
-
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
-
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- } break;
- case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
- } break;
- }
-
-
- _process_hdr();
- }
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
- _process_glow_bloom();
- int glow_transfer_mode=current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_BLEND_MODE];
- if (glow_transfer_mode==1)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,true);
- if (glow_transfer_mode==2)
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,true);
- }
-
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt?current_rt->fbo:base_framebuffer);
-
- Size2 size;
- if (current_rt) {
- glBindFramebuffer(GL_FRAMEBUFFER, current_rt->fbo);
- glViewport( 0,0,viewport.width,viewport.height);
- size=Size2(viewport.width,viewport.height);
- } else {
- glBindFramebuffer(GL_FRAMEBUFFER, base_framebuffer);
- glViewport( viewport.x, window_size.height-(viewport.height+viewport.y), viewport.width,viewport.height );
- size=Size2(viewport.width,viewport.height);
- }
-
- //time to copy!!!
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,current_env && current_env->fx_enabled[VS::ENV_FX_BCS]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,current_env && current_env->fx_enabled[VS::ENV_FX_SRGB]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,current_env && current_env->fx_enabled[VS::ENV_FX_HDR]);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,true);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,current_env && current_env->fx_enabled[VS::ENV_FX_FXAA]);
-
- copy_shader.bind();
- //copy_shader.set_uniform(CopyShaderGLES2::SOURCE,0);
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
-
- glActiveTexture(GL_TEXTURE1);
- glBindTexture(GL_TEXTURE_2D, framebuffer.blur[0].color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::GLOW_SOURCE),1);
-
- }
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
-
- glActiveTexture(GL_TEXTURE2);
- glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
- copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
-
- }
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_FXAA])
- copy_shader.set_uniform(CopyShaderGLES2::PIXEL_SIZE,Size2(1.0/size.x,1.0/size.y));
-
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_BCS]) {
-
- Vector3 bcs;
- bcs.x=current_env->fx_param[VS::ENV_FX_PARAM_BCS_BRIGHTNESS];
- bcs.y=current_env->fx_param[VS::ENV_FX_PARAM_BCS_CONTRAST];
- bcs.z=current_env->fx_param[VS::ENV_FX_PARAM_BCS_SATURATION];
- copy_shader.set_uniform(CopyShaderGLES2::BCS,bcs);
- }
-
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, framebuffer.color );
- glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::SOURCE),0);
-
- _copy_screen_quad();
-
- copy_shader.set_conditional(CopyShaderGLES2::USE_BCS,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_SRGB,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_HDR,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_NO_ALPHA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
- copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
-
- state.scene_shader.set_conditional(SceneShaderGLES3::USE_8BIT_HDR,false);
-
-
- if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR] && GLOBAL_DEF("rasterizer/debug_hdr",false)) {
- _debug_luminances();
- }
- }
-
- current_env=NULL;
- current_debug=VS::SCENARIO_DEBUG_DISABLED;
- if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
- _debug_shadows();
- }
- //_debug_luminances();
- //_debug_samplers();
-
- if (using_canvas_bg) {
- using_canvas_bg=false;
- glColorMask(1,1,1,1); //don't touch alpha
- }
-#endif
}
void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -4395,8 +4253,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
}
zfar = light->param[VS::LIGHT_PARAM_RANGE];
- bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS];
- normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS];
+ bias = light->param[VS::LIGHT_PARAM_SHADOW_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
+ normal_bias = light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[p_pass].bias_scale;
fbo = directional_shadow.fbo;
vp_height = directional_shadow.size;
@@ -4745,7 +4603,7 @@ void RasterizerSceneGLES3::initialize() {
{
//directional light shadow
directional_shadow.light_count = 0;
- directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 2048));
+ directional_shadow.size = nearest_power_of_2(GLOBAL_DEF("rendering/shadows/directional_shadow_size", 4096));
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index f9953f83db..c4e6de058c 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -563,6 +563,7 @@ public:
Transform transform;
float farplane;
float split;
+ float bias_scale;
};
ShadowTransform shadow_transform[4];
@@ -598,7 +599,7 @@ public:
virtual RID light_instance_create(RID p_light);
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass);
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
virtual void light_instance_mark_visible(RID p_light_instance);
/* REFLECTION INSTANCE */
@@ -637,9 +638,10 @@ public:
MAX_REFLECTIONS = 1024,
SORT_KEY_DEPTH_LAYER_SHIFT = 60,
- SORT_KEY_UNSHADED_FLAG = uint64_t(1) << 59,
- SORT_KEY_NO_DIRECTIONAL_FLAG = uint64_t(1) << 58,
- SORT_KEY_GI_PROBES_FLAG = uint64_t(1) << 57,
+//64 bits unsupported in MSVC
+#define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59)
+#define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58)
+#define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57)
SORT_KEY_SHADING_SHIFT = 57,
SORT_KEY_SHADING_MASK = 7,
SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index cf540c1577..a38e149aff 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -4273,7 +4273,6 @@ RID RasterizerStorageGLES3::light_create(VS::LightType p_type) {
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light->param[VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light->param[VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
- light->param[VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
light->color = Color(1, 1, 1, 1);
light->shadow = false;
@@ -4310,8 +4309,7 @@ void RasterizerStorageGLES3::light_set_param(RID p_light, VS::LightParam p_param
case VS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case VS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case VS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
- case VS::LIGHT_PARAM_SHADOW_BIAS:
- case VS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE: {
+ case VS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
light->instance_change_notify();
@@ -5449,9 +5447,7 @@ void RasterizerStorageGLES3::update_particles() {
glDisable(GL_RASTERIZER_DISCARD);
- for (int i = 0; i < 6; i++) {
- glDisableVertexAttribArray(i);
- }
+
}
////////
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index 1f101b8b61..e4bde96443 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -448,6 +448,7 @@ public:
: dirty_list(this) {
shader = NULL;
+ ubo_size = 0;
valid = false;
custom_code_id = 0;
version = 1;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index b1f7b4c9bd..3376f99112 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -668,6 +668,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["EXTRA_MATRIX"] == "extra_matrix";
actions[VS::SHADER_CANVAS_ITEM].renames["TIME"] = "time";
+ actions[VS::SHADER_CANVAS_ITEM].renames["AT_LIGHT_PASS"] = "at_light_pass";
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index d6850b535e..de4dbf6e6f 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -59,6 +59,9 @@ out vec4 local_rot;
out highp vec2 pos;
#endif
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
#endif
@@ -191,6 +194,9 @@ in highp vec2 pos;
#endif
+const bool at_light_pass = true;
+#else
+const bool at_light_pass = false;
#endif
uniform mediump vec4 final_modulate;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 0f1a7458d7..9a2cd577ef 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1543,7 +1543,7 @@ FRAGMENT_SHADER_CODE
#if defined(LIGHT_USE_PSSM_BLEND)
if (use_blend) {
- shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp));
+ shadow=mix(shadow, sample_shadow(directional_shadow,directional_shadow_pixel_size,pssm_coord2.xy,pssm_coord2.z,light_clamp),pssm_blend);
}
#endif
diff --git a/drivers/gles3/shaders/ssao.glsl b/drivers/gles3/shaders/ssao.glsl
index ba29ec52c7..d8302bd46e 100644
--- a/drivers/gles3/shaders/ssao.glsl
+++ b/drivers/gles3/shaders/ssao.glsl
@@ -12,7 +12,7 @@ void main() {
[fragment]
-#define NUM_SAMPLES (11)
+#define NUM_SAMPLES (15)
// If using depth mip levels, the log of the maximum pixel offset before we need to switch to a lower
// miplevel to maintain reasonable spatial locality in the cache
@@ -25,8 +25,20 @@ void main() {
// This is the number of turns around the circle that the spiral pattern makes. This should be prime to prevent
// taps from lining up. This particular choice was tuned for NUM_SAMPLES == 9
-#define NUM_SPIRAL_TURNS (7)
+const int ROTATIONS[] = int[]( 1, 1, 2, 3, 2, 5, 2, 3, 2,
+3, 3, 5, 5, 3, 4, 7, 5, 5, 7,
+9, 8, 5, 5, 7, 7, 7, 8, 5, 8,
+11, 12, 7, 10, 13, 8, 11, 8, 7, 14,
+11, 11, 13, 12, 13, 19, 17, 13, 11, 18,
+19, 11, 11, 14, 17, 21, 15, 16, 17, 18,
+13, 17, 11, 17, 19, 18, 25, 18, 19, 19,
+29, 21, 19, 27, 31, 29, 21, 18, 17, 29,
+31, 31, 23, 18, 25, 26, 25, 23, 19, 34,
+19, 27, 21, 25, 39, 29, 17, 21, 27 );
+
+//#define NUM_SPIRAL_TURNS (7)
+const int NUM_SPIRAL_TURNS = ROTATIONS[NUM_SAMPLES-1];
uniform sampler2D source_depth; //texunit:0
uniform highp usampler2D source_depth_mipmaps; //texunit:1