diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles3/shader_compiler_gles3.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 8 | ||||
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 7 | ||||
-rw-r--r-- | drivers/unix/os_unix.cpp | 2 | ||||
-rw-r--r-- | drivers/windows/dir_access_windows.cpp | 2 |
5 files changed, 7 insertions, 13 deletions
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index 91159e3381..5fe7b53a7d 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -838,6 +838,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n"; + actions[VS::SHADER_SPATIAL].render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index b322a4c957..2c6dd5552e 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -895,7 +895,7 @@ float G_GGX_2cos(float cos_theta_m, float alpha) { // return 1.0 /( cos_theta_m + sqrt(cos2 + alpha*alpha*sin2) ); } -float D_GXX(float cos_theta_m, float alpha) { +float D_GGX(float cos_theta_m, float alpha) { float alpha2 = alpha*alpha; float d = 1.0 + (alpha2-1.0)*cos_theta_m*cos_theta_m; return alpha2/(M_PI * d * d); @@ -909,7 +909,7 @@ float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, fl return 1.0 / (cos_theta_m + sqrt(cos2 + (s_x*s_x + s_y*s_y)*sin2 )); } -float D_GXX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { +float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) { float cos2 = cos_theta_m * cos_theta_m; float sin2 = (1.0-cos2); float r_x = cos_phi/alpha_x; @@ -1080,7 +1080,7 @@ LIGHT_SHADER_CODE float ay = ry*ry; float XdotH = dot( T, H ); float YdotH = dot( B, H ); - float D = D_GXX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); + float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH); float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH); #else @@ -2104,5 +2104,3 @@ FRAGMENT_SHADER_CODE } - - diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 73dec4f90c..2f671158b2 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -175,12 +175,9 @@ vec3 tonemap_reindhart(vec3 color,float white) { return ( color * ( 1.0 + ( color / ( white) ) ) ) / ( 1.0 + color ); } - void main() { - ivec2 coord = ivec2(gl_FragCoord.xy); - vec3 color = texelFetch(source,coord,0).rgb; - + vec4 color = textureLod(source, uv_interp, 0.0); #ifdef USE_AUTO_EXPOSURE @@ -324,5 +321,3 @@ void main() { frag_color=vec4(color.rgb,1.0); } - - diff --git a/drivers/unix/os_unix.cpp b/drivers/unix/os_unix.cpp index e0a62b316d..2a3d48746f 100644 --- a/drivers/unix/os_unix.cpp +++ b/drivers/unix/os_unix.cpp @@ -343,7 +343,7 @@ Error OS_Unix::execute(const String &p_path, const List<String> &p_arguments, bo execvp(getprogname(), &args[0]); } #else - execv(p_path.utf8().get_data(), &args[0]); + execvp(p_path.utf8().get_data(), &args[0]); #endif // still alive? something failed.. fprintf(stderr, "**ERROR** OS_Unix::execute - Could not create child process while executing: %s\n", p_path.utf8().get_data()); diff --git a/drivers/windows/dir_access_windows.cpp b/drivers/windows/dir_access_windows.cpp index 8d6e78dbee..0bc4201ba3 100644 --- a/drivers/windows/dir_access_windows.cpp +++ b/drivers/windows/dir_access_windows.cpp @@ -164,7 +164,7 @@ Error DirAccessWindows::make_dir(String p_dir) { p_dir = fix_path(p_dir); if (p_dir.is_rel_path()) - p_dir = get_current_dir().plus_file(p_dir); + p_dir = current_dir.plus_file(p_dir); p_dir = p_dir.replace("/", "\\"); |