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-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp9
-rw-r--r--drivers/gles3/shader_gles3.cpp2
-rw-r--r--drivers/gles3/shaders/scene.glsl10
-rw-r--r--drivers/gles3/storage/material_storage.cpp13
4 files changed, 27 insertions, 7 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 89b1c1889e..fbe00d22af 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -853,18 +853,19 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_rend
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
- Color blend_color;
+ Color blend_color = base_color;
+ GLES3::CanvasShaderData::BlendMode blend_mode = p_blend_mode;
if (c->type == Item::Command::TYPE_RECT) {
const Item::CommandRect *rect = static_cast<const Item::CommandRect *>(c);
if (rect->flags & CANVAS_RECT_LCD) {
- p_blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
+ blend_mode = GLES3::CanvasShaderData::BLEND_MODE_LCD;
blend_color = rect->modulate * base_color;
}
}
- if (p_blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
+ if (blend_mode != state.canvas_instance_batches[state.current_batch_index].blend_mode || blend_color != state.canvas_instance_batches[state.current_batch_index].blend_color) {
_new_batch(r_batch_broken, r_index);
- state.canvas_instance_batches[state.current_batch_index].blend_mode = p_blend_mode;
+ state.canvas_instance_batches[state.current_batch_index].blend_mode = blend_mode;
state.canvas_instance_batches[state.current_batch_index].blend_color = blend_color;
}
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 71caf3b8e3..10f42bf22b 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -192,7 +192,7 @@ void ShaderGLES3::_build_variant_code(StringBuilder &builder, uint32_t p_variant
builder.append("#define ViewIndex gl_ViewID_OVR\n");
builder.append("#define MAX_VIEWS 2\n");
builder.append("#else\n");
- builder.append("#define ViewIndex 0\n");
+ builder.append("#define ViewIndex uint(0)\n");
builder.append("#define MAX_VIEWS 1\n");
builder.append("#endif\n");
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 52ff70f746..f977c8ceaf 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -565,9 +565,15 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
uniform highp sampler2DArray color_buffer; // texunit:-5
+vec3 multiview_uv(vec2 uv) {
+ return vec3(uv, ViewIndex);
+}
#else
uniform highp sampler2D depth_buffer; // texunit:-6
uniform highp sampler2D color_buffer; // texunit:-5
+vec2 multiview_uv(vec2 uv) {
+ return uv;
+}
#endif
uniform highp mat4 world_transform;
@@ -925,8 +931,12 @@ void main() {
vec3 vertex = vertex_interp;
#ifdef USE_MULTIVIEW
vec3 view = -normalize(vertex_interp - multiview_data.eye_offset[ViewIndex].xyz);
+ mat4 projection_matrix = multiview_data.projection_matrix_view[ViewIndex];
+ mat4 inv_projection_matrix = multiview_data.inv_projection_matrix_view[ViewIndex];
#else
vec3 view = -normalize(vertex_interp);
+ mat4 projection_matrix = scene_data.projection_matrix;
+ mat4 inv_projection_matrix = scene_data.inv_projection_matrix;
#endif
highp mat4 model_matrix = world_transform;
vec3 albedo = vec3(1.0);
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 50e5c868d3..4fb780b665 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -1546,6 +1546,8 @@ MaterialStorage::MaterialStorage() {
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
+ actions.global_buffer_array_variable = "global_shader_uniforms";
+
shaders.compiler_canvas.initialize(actions);
}
@@ -1635,8 +1637,8 @@ MaterialStorage::MaterialStorage() {
actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz";
actions.renames["VIEW_INDEX"] = "ViewIndex";
- actions.renames["VIEW_MONO_LEFT"] = "0";
- actions.renames["VIEW_RIGHT"] = "1";
+ actions.renames["VIEW_MONO_LEFT"] = "uint(0)";
+ actions.renames["VIEW_RIGHT"] = "uint(1)";
//for light
actions.renames["VIEW"] = "view";
@@ -1718,6 +1720,9 @@ MaterialStorage::MaterialStorage() {
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.check_multiview_samplers = true;
+ actions.global_buffer_array_variable = "global_shader_uniforms";
+
shaders.compiler_scene.initialize(actions);
}
@@ -1773,6 +1778,8 @@ MaterialStorage::MaterialStorage() {
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_shader_uniforms";
+
shaders.compiler_particles.initialize(actions);
}
@@ -1826,6 +1833,8 @@ MaterialStorage::MaterialStorage() {
actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_shader_uniforms";
+
shaders.compiler_sky.initialize(actions);
}
}