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-rw-r--r--drivers/gles2/rasterizer_storage_gles2.cpp2
-rw-r--r--drivers/gles2/shader_compiler_gles2.cpp10
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp8
3 files changed, 5 insertions, 15 deletions
diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp
index 2da496d4b7..0dc506d991 100644
--- a/drivers/gles2/rasterizer_storage_gles2.cpp
+++ b/drivers/gles2/rasterizer_storage_gles2.cpp
@@ -2005,6 +2005,8 @@ void RasterizerStorageGLES2::initialize() {
}
}
+ config.shrink_textures_x2 = false;
+
frame.count = 0;
frame.prev_tick = 0;
frame.delta = 0;
diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp
index aa55e72083..549d91a5a0 100644
--- a/drivers/gles2/shader_compiler_gles2.cpp
+++ b/drivers/gles2/shader_compiler_gles2.cpp
@@ -721,8 +721,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
- actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
- actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
@@ -736,7 +734,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_HEIGHT"] = "light_height";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_COLOR"] = "light_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_UV"] = "light_uv";
- //actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_SHADOW_COLOR"]="light_shadow_color";
actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT"] = "light";
actions[VS::SHADER_CANVAS_ITEM].renames["SHADOW_COLOR"] = "shadow_color";
@@ -768,7 +765,8 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
- //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
+ // gl_InstanceID is not available in OpenGL ES 2.0
+ actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
//builtins
@@ -790,13 +788,11 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
@@ -838,8 +834,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
-
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 3f6fe3ec61..f3ba7aa408 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -780,8 +780,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
- actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv_interp";
- actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE"] = "color_texture";
actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL_TEXTURE"] = "normal_texture";
@@ -824,7 +822,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
- //actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"]=ShaderLanguage::TYPE_INT;
+ actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
//builtins
@@ -846,13 +844,11 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY"] = "anisotropy";
actions[VS::SHADER_SPATIAL].renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
- //actions[VS::SHADER_SPATIAL].renames["SSS_SPREAD"] = "sss_spread";
actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
actions[VS::SHADER_SPATIAL].renames["TRANSMISSION"] = "transmission";
actions[VS::SHADER_SPATIAL].renames["AO"] = "ao";
actions[VS::SHADER_SPATIAL].renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions[VS::SHADER_SPATIAL].renames["EMISSION"] = "emission";
- //actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["POINT_COORD"] = "gl_PointCoord";
actions[VS::SHADER_SPATIAL].renames["INSTANCE_CUSTOM"] = "instance_custom";
actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv";
@@ -894,8 +890,6 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
actions[VS::SHADER_SPATIAL].usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions[VS::SHADER_SPATIAL].usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
- actions[VS::SHADER_SPATIAL].renames["SSS_STRENGTH"] = "sss_strength";
-
actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";