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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp22
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h20
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp4
-rw-r--r--drivers/gles3/shaders/canvas.glsl4
-rw-r--r--drivers/gles3/shaders/particles.glsl2
-rw-r--r--drivers/gles3/shaders/scene.glsl4
-rw-r--r--drivers/gles3/shaders/screen_space_reflection.glsl47
9 files changed, 33 insertions, 76 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index e88687eb28..aad132a92d 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -1265,9 +1265,7 @@ void RasterizerCanvasGLES3::reset_canvas() {
state.vp = canvas_transform;
store_transform(canvas_transform, state.canvas_item_ubo_data.projection_matrix);
- for (int i = 0; i < 4; i++) {
- state.canvas_item_ubo_data.time[i] = storage->frame.time[i];
- }
+ state.canvas_item_ubo_data.time = storage->frame.time[0];
glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_item_ubo);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(CanvasItemUBO), &state.canvas_item_ubo_data);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 2da0cc0afd..b4f491285d 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -39,7 +39,7 @@ public:
struct CanvasItemUBO {
float projection_matrix[16];
- float time[4];
+ float time;
};
struct Data {
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 432666fffa..f7253c6b5b 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -887,17 +887,16 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
}
-void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness) {
+void RasterizerSceneGLES3::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->ssr_enabled = p_enable;
env->ssr_max_steps = p_max_steps;
- env->ssr_accel = p_accel;
- env->ssr_fade = p_fade;
+ env->ssr_fade_in = p_fade_in;
+ env->ssr_fade_out = p_fade_out;
env->ssr_depth_tolerance = p_depth_tolerance;
- env->ssr_smooth = p_smooth;
env->ssr_roughness = p_roughness;
}
@@ -1917,7 +1916,6 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
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);
state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
@@ -2224,7 +2222,6 @@ 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 |= SORT_KEY_UNSHADED_FLAG;
-
}
}
@@ -2317,9 +2314,7 @@ void RasterizerSceneGLES3::_setup_environment(Environment *env, const CameraMatr
store_transform(p_cam_transform.affine_inverse(), state.ubo_data.camera_inverse_matrix);
//time global variables
- for (int i = 0; i < 4; i++) {
- state.ubo_data.time[i] = storage->frame.time[i];
- }
+ state.ubo_data.time = storage->frame.time[0];
state.ubo_data.z_far = p_cam_projection.get_z_far();
//bg and ambient
@@ -3253,8 +3248,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//perform SSR
- state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::SMOOTH_ACCEL, env->ssr_accel > 0 && env->ssr_smooth);
- state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_accel > 0 && env->ssr_roughness);
+ state.ssr_shader.set_conditional(ScreenSpaceReflectionShaderGLES3::REFLECT_ROUGHNESS, env->ssr_roughness);
state.ssr_shader.bind();
@@ -3270,9 +3264,9 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
//state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FRAME_INDEX,int(render_pass));
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::FILTER_MIPMAP_LEVELS, float(storage->frame.current_rt->effects.mip_maps[0].sizes.size()));
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::NUM_STEPS, env->ssr_max_steps);
- state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::ACCELERATION, env->ssr_accel);
state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DEPTH_TOLERANCE, env->ssr_depth_tolerance);
- state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::DISTANCE_FADE, env->ssr_fade_out);
+ state.ssr_shader.set_uniform(ScreenSpaceReflectionShaderGLES3::CURVE_FADE_IN, env->ssr_fade_in);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
@@ -4004,7 +3998,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
clear_color = Color(0, 0, 0, 0);
storage->frame.clear_request = false;
- } else if (storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
+ } else if (!probe && storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
clear_color = Color(0, 0, 0, 0);
} else if (!env || env->bg_mode == VS::ENV_BG_CLEAR_COLOR) {
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index c4e6de058c..3e15da52ab 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -111,7 +111,6 @@ public:
float projection_matrix[16];
float camera_inverse_matrix[16];
float camera_matrix[16];
- float time[4];
float ambient_light_color[4];
float bg_color[4];
float fog_color_enabled[4];
@@ -127,6 +126,7 @@ public:
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -360,10 +360,9 @@ public:
bool ssr_enabled;
int ssr_max_steps;
- float ssr_accel;
- float ssr_fade;
+ float ssr_fade_in;
+ float ssr_fade_out;
float ssr_depth_tolerance;
- bool ssr_smooth;
bool ssr_roughness;
bool ssao_enabled;
@@ -439,10 +438,9 @@ public:
ssr_enabled = false;
ssr_max_steps = 64;
- ssr_accel = 0.04;
- ssr_fade = 2.0;
+ ssr_fade_in = 0.15;
+ ssr_fade_out = 2.0;
ssr_depth_tolerance = 0.2;
- ssr_smooth = true;
ssr_roughness = true;
ssao_enabled = false;
@@ -527,7 +525,7 @@ public:
virtual void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_treshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, bool p_bicubic_upscale);
virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture);
- virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_accel, float p_fade, float p_depth_tolerance, bool p_smooth, bool p_roughness);
+ virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance, bool p_roughness);
virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect, const Color &p_color, bool p_blur);
virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
@@ -639,9 +637,9 @@ public:
SORT_KEY_DEPTH_LAYER_SHIFT = 60,
//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)
+#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 ff483a0fde..ac2cbcbd54 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -5381,7 +5381,7 @@ void RasterizerStorageGLES3::update_particles() {
shaders.particles.bind();
shaders.particles.set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, particles->amount);
- shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, Color(frame.time[0], frame.time[1], frame.time[2], frame.time[3]));
+ shaders.particles.set_uniform(ParticlesShaderGLES3::TIME, frame.time[0]);
shaders.particles.set_uniform(ParticlesShaderGLES3::EXPLOSIVENESS, particles->explosiveness);
shaders.particles.set_uniform(ParticlesShaderGLES3::LIFETIME, particles->lifetime);
shaders.particles.set_uniform(ParticlesShaderGLES3::ATTRACTOR_COUNT, 0);
@@ -5447,8 +5447,6 @@ void RasterizerStorageGLES3::update_particles() {
}
glDisable(GL_RASTERIZER_DISCARD);
-
-
}
////////
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index de4dbf6e6f..68660b657f 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -20,7 +20,7 @@ layout(location=4) in highp vec2 uv_attrib;
layout(std140) uniform CanvasItemData { //ubo:0
highp mat4 projection_matrix;
- highp vec4 time;
+ highp float time;
};
uniform highp mat4 modelview_matrix;
@@ -158,7 +158,7 @@ uniform sampler2D screen_texture; // texunit:-3
layout(std140) uniform CanvasItemData {
highp mat4 projection_matrix;
- highp vec4 time;
+ highp float time;
};
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
index c1356bb110..7e7b083f73 100644
--- a/drivers/gles3/shaders/particles.glsl
+++ b/drivers/gles3/shaders/particles.glsl
@@ -28,7 +28,7 @@ uniform float prev_system_phase;
uniform int total_particles;
uniform float explosiveness;
uniform float randomness;
-uniform vec4 time;
+uniform float time;
uniform float delta;
uniform int attractor_count;
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 9a2cd577ef..fc38346baa 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -63,7 +63,6 @@ layout(std140) uniform SceneData { //ubo:0
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
- highp vec4 time;
highp vec4 ambient_light_color;
highp vec4 bg_color;
@@ -83,6 +82,7 @@ layout(std140) uniform SceneData { //ubo:0
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
@@ -435,7 +435,6 @@ layout(std140) uniform SceneData {
highp mat4 projection_matrix;
highp mat4 camera_inverse_matrix;
highp mat4 camera_matrix;
- highp vec4 time;
highp vec4 ambient_light_color;
highp vec4 bg_color;
@@ -455,6 +454,7 @@ layout(std140) uniform SceneData {
vec2 shadow_atlas_pixel_size;
vec2 directional_shadow_pixel_size;
+ float time;
float z_far;
float reflection_multiplier;
float subsurface_scatter_width;
diff --git a/drivers/gles3/shaders/screen_space_reflection.glsl b/drivers/gles3/shaders/screen_space_reflection.glsl
index 8eec71ecb6..cc41d36c37 100644
--- a/drivers/gles3/shaders/screen_space_reflection.glsl
+++ b/drivers/gles3/shaders/screen_space_reflection.glsl
@@ -38,7 +38,8 @@ uniform mat4 projection;
uniform int num_steps;
uniform float depth_tolerance;
uniform float distance_fade;
-uniform float acceleration;
+uniform float curve_fade_in;
+
layout(location = 0) out vec4 frag_color;
@@ -148,8 +149,6 @@ void main() {
bool found=false;
- //if acceleration > 0, distance between pixels gets larger each step. This allows covering a larger area
- float accel=1.0+acceleration;
float steps_taken=0.0;
for(int i=0;i<num_steps;i++) {
@@ -177,9 +176,6 @@ void main() {
steps_taken+=1.0;
prev_pos=pos;
- z_advance*=accel;
- w_advance*=accel;
- line_advance*=accel;
}
@@ -207,41 +203,14 @@ void main() {
vec2 final_pos;
float grad;
+ grad=steps_taken/float(num_steps);
+ float initial_fade = curve_fade_in==0.0 ? 1.0 : pow(clamp(grad,0.0,1.0),curve_fade_in);
+ float fade = pow(clamp(1.0-grad,0.0,1.0),distance_fade)*initial_fade;
+ final_pos=pos;
-#ifdef SMOOTH_ACCEL
- //if the distance between point and prev point is >1, then take some samples in the middle for smoothing out the image
- vec2 blend_dir = pos - prev_pos;
- float steps = min(8.0,length(blend_dir));
- if (steps>2.0) {
- vec2 blend_step = blend_dir/steps;
- float blend_z = (z_to-z_from)/steps;
- vec2 new_pos;
- float subgrad=0.0;
- for(float i=0.0;i<steps;i++) {
-
- new_pos = (prev_pos+blend_step*i);
- float z = z_from+blend_z*i;
-
- depth = texture(source_depth, new_pos*pixel_size).r * 2.0 - 1.0;
- depth = 2.0 * camera_z_near * camera_z_far / (camera_z_far + camera_z_near - depth * (camera_z_far - camera_z_near));
- depth=-depth;
-
- subgrad=i/steps;
- if (depth>z)
- break;
- }
- final_pos = new_pos;
- grad=(steps_taken+subgrad)/float(num_steps);
- } else {
-#endif
- grad=steps_taken/float(num_steps);
- final_pos=pos;
-#ifdef SMOOTH_ACCEL
- }
-#endif
@@ -327,10 +296,10 @@ void main() {
final_color = textureLod(source_diffuse,final_pos*pixel_size,0.0);
}
- frag_color = vec4(final_color.rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+ frag_color = vec4(final_color.rgb,fade*margin_blend);
#else
- frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,pow(clamp(1.0-grad,0.0,1.0),distance_fade)*margin_blend);
+ frag_color = vec4(textureLod(source_diffuse,final_pos*pixel_size,0.0).rgb,fade*margin_blend);
#endif