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-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp5
-rw-r--r--drivers/gles3/shaders/scene.glsl38
2 files changed, 29 insertions, 14 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 388a8423a0..60f72608a8 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -5812,10 +5812,11 @@ void RasterizerStorageGLES2::initialize() {
config.support_npot_repeat_mipmap = config.extensions.has("GL_OES_texture_npot");
#ifdef JAVASCRIPT_ENABLED
- // no way of detecting 32 or 16 bit support for renderbuffer, so default to 32
+ // RenderBuffer internal format must be 16 bits in WebGL,
+ // but depth_texture should default to 32 always
// if the implementation doesn't support 32, it should just quietly use 16 instead
// https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/
- config.depth_buffer_internalformat = GL_DEPTH_COMPONENT;
+ config.depth_buffer_internalformat = GL_DEPTH_COMPONENT16;
config.depth_type = GL_UNSIGNED_INT;
#else
// on mobile check for 24 bit depth support for RenderBufferStorage
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 549a36817e..63b2938551 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -897,18 +897,22 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
bias += incr * 2.0;
vec3 uv_depth = (source.xyz / source.w) * 0.5 + 0.5;
- float depth = texture(depth_buffer, uv_depth.xy).r;
-
- if (depth < uv_depth.z) {
- if (depth > (bias.z / bias.w) * 0.5 + 0.5) {
- return min(pow(ratio, 4.0), 1.0);
- } else {
- return 1.0;
+ if (uv_depth.x > 0.0 && uv_depth.x < 1.0 && uv_depth.y > 0.0 && uv_depth.y < 1.0) {
+ float depth = texture(depth_buffer, uv_depth.xy).r;
+
+ if (depth < uv_depth.z) {
+ if (depth > (bias.z / bias.w) * 0.5 + 0.5) {
+ return min(pow(ratio, 4.0), 1.0);
+ } else {
+ return 1.0;
+ }
}
- }
- ratio += ratio_incr;
- steps -= 1.0;
+ ratio += ratio_incr;
+ steps -= 1.0;
+ } else {
+ return 1.0;
+ }
}
return 1.0;
@@ -1254,7 +1258,12 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * omni_lights[idx].light_pos_inv_radius.w;
- float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w);
+ float omni_attenuation;
+ if (normalized_distance < 1.0) {
+ omni_attenuation = pow(normalized_distance, omni_lights[idx].light_direction_attenuation.w);
+ } else {
+ omni_attenuation = 0.0;
+ }
vec3 light_attenuation = vec3(omni_attenuation);
#if !defined(SHADOWS_DISABLED)
@@ -1313,7 +1322,12 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz - vertex;
float light_length = length(light_rel_vec);
float normalized_distance = light_length * spot_lights[idx].light_pos_inv_radius.w;
- float spot_attenuation = pow(max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w);
+ float spot_attenuation;
+ if (normalized_distance < 1.0) {
+ spot_attenuation = pow(1.0 - normalized_distance, spot_lights[idx].light_direction_attenuation.w);
+ } else {
+ spot_attenuation = 0.0;
+ }
vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
float spot_cutoff = spot_lights[idx].light_params.y;
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_cutoff);