diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/rasterizer_canvas_gles2.cpp | 74 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_scene_gles2.cpp | 8 | ||||
-rw-r--r-- | drivers/gles2/rasterizer_storage_gles2.cpp | 12 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.cpp | 5 | ||||
-rw-r--r-- | drivers/gles2/shader_gles2.h | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/canvas.glsl | 9 | ||||
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 11 | ||||
-rw-r--r-- | drivers/gles2/shaders/cubemap_filter.glsl | 10 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 7 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 4 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 135 | ||||
-rw-r--r-- | drivers/gles3/shaders/copy.glsl | 23 |
12 files changed, 271 insertions, 29 deletions
diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index 047eaaf0ac..6f686690bf 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -1162,7 +1162,65 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur void RasterizerCanvasGLES2::_copy_texscreen(const Rect2 &p_rect) { - // This isn't really working yet, so disabling for now. + if (storage->frame.current_rt->copy_screen_effect.color == 0) { + ERR_EXPLAIN("Can't use screen texture copying in a render target configured without copy buffers"); + ERR_FAIL(); + } + + glDisable(GL_BLEND); + + state.canvas_texscreen_used = true; + + Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height); + + Color copy_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y); + + if (p_rect != Rect2()) { + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, true); + } + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->copy_screen_effect.fbo); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color); + + glClearColor(1, 0, 1, 1); + glClear(GL_COLOR_BUFFER_BIT); + + storage->shaders.copy.bind(); + storage->shaders.copy.set_uniform(CopyShaderGLES2::COPY_SECTION, copy_section); + + const Vector2 vertpos[4] = { + Vector2(-1, -1), + Vector2(-1, 1), + Vector2(1, 1), + Vector2(1, -1), + }; + + const Vector2 uvpos[4] = { + Vector2(0, 0), + Vector2(0, 1), + Vector2(1, 1), + Vector2(1, 0) + }; + + const int indexpos[6] = { + 0, 1, 2, + 2, 3, 0 + }; + + _draw_polygon(indexpos, 6, 4, vertpos, uvpos, NULL, false); + + storage->shaders.copy.set_conditional(CopyShaderGLES2::USE_COPY_SECTION, false); + + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front + + // back to canvas, force rebind + state.using_texture_rect = false; + state.canvas_shader.bind(); + _bind_canvas_texture(state.current_tex, state.current_normal); + _set_uniforms(); + + glEnable(GL_BLEND); } void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform) { @@ -1178,6 +1236,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.current_tex = RID(); state.current_tex_ptr = NULL; state.current_normal = RID(); + state.canvas_texscreen_used = false; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); @@ -1265,7 +1324,18 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons if (shader_ptr) { if (shader_ptr->canvas_item.uses_screen_texture) { - _copy_texscreen(Rect2()); + if (!state.canvas_texscreen_used) { + //copy if not copied before + _copy_texscreen(Rect2()); + + // blend mode will have been enabled so make sure we disable it again later on + //last_blend_mode = last_blend_mode != RasterizerStorageGLES2::Shader::CanvasItem::BLEND_MODE_DISABLED ? last_blend_mode : -1; + } + + if (storage->frame.current_rt->copy_screen_effect.color) { + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 4); + glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->copy_screen_effect.color); + } } if (shader_ptr != shader_cache) { diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp index ce2961170a..ae677b606d 100644 --- a/drivers/gles2/rasterizer_scene_gles2.cpp +++ b/drivers/gles2/rasterizer_scene_gles2.cpp @@ -994,6 +994,12 @@ void RasterizerSceneGLES2::_add_geometry_with_material(RasterizerStorageGLES2::G e->depth_layer = e->instance->depth_layer; e->priority = p_material->render_priority; + if (has_alpha && p_material->shader->spatial.depth_draw_mode == RasterizerStorageGLES2::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS) { + //add element to opaque + RenderList::Element *eo = render_list.add_element(); + *eo = *e; + } + int rpsize = e->instance->reflection_probe_instances.size(); if (rpsize > 0) { bool first = true; @@ -3135,7 +3141,7 @@ void RasterizerSceneGLES2::initialize() { } // cubemaps for shadows - if (!storage->config.support_write_depth) { //not going to be used + if (storage->config.support_write_depth) { //not going to be used int max_shadow_cubemap_sampler_size = 512; int cube_size = max_shadow_cubemap_sampler_size; diff --git a/drivers/gles2/rasterizer_storage_gles2.cpp b/drivers/gles2/rasterizer_storage_gles2.cpp index 22c05d9d77..f0deff4791 100644 --- a/drivers/gles2/rasterizer_storage_gles2.cpp +++ b/drivers/gles2/rasterizer_storage_gles2.cpp @@ -4251,7 +4251,8 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // copy texscreen buffers - { + if (!(rt->flags[RasterizerStorage::RENDER_TARGET_NO_SAMPLING])) { + int w = rt->width; int h = rt->height; @@ -4259,10 +4260,17 @@ void RasterizerStorageGLES2::_render_target_allocate(RenderTarget *rt) { glBindTexture(GL_TEXTURE_2D, rt->copy_screen_effect.color); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glGenFramebuffers(1, &rt->copy_screen_effect.fbo); glBindFramebuffer(GL_FRAMEBUFFER, rt->copy_screen_effect.fbo); - glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->color, 0); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->copy_screen_effect.color, 0); + + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index 65d4b63bb9..b50da3e9fe 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -242,6 +242,11 @@ ShaderGLES2::Version *ShaderGLES2::get_current_version() { strings.push_back("#define USE_GLES_OVER_GL\n"); #else strings.push_back("#version 100\n"); +//angle does not like +#ifdef JAVASCRIPT_ENABLED + strings.push_back("#define USE_HIGHP_PRECISION\n"); +#endif + #endif int define_line_ofs = 1; diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index 468971471c..5805432d09 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -465,6 +465,8 @@ public: void set_custom_shader(uint32_t p_code_id); void free_custom_shader(uint32_t p_code_id); + uint32_t get_version_key() const { return conditional_version.version; } + void set_uniform_default(int p_idx, const Variant &p_value) { if (p_value.get_type() == Variant::NIL) { diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index bc734a6597..c4a8c8b990 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -6,8 +6,8 @@ #define mediump #define highp #else -precision mediump float; -precision mediump int; +precision highp float; +precision highp int; #endif uniform highp mat4 projection_matrix; @@ -243,9 +243,14 @@ VERTEX_SHADER_CODE #define mediump #define highp #else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else precision mediump float; precision mediump int; #endif +#endif uniform sampler2D color_texture; // texunit:-1 /* clang-format on */ diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index f3c2a7eec4..931b3f3708 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -6,8 +6,8 @@ #define mediump #define highp #else -precision mediump float; -precision mediump int; +precision highp float; +precision highp int; #endif attribute highp vec4 vertex_attrib; // attrib:0 @@ -29,7 +29,7 @@ varying vec2 uv_interp; varying vec2 uv2_interp; #ifdef USE_COPY_SECTION -uniform vec4 copy_section; +uniform highp vec4 copy_section; #endif void main() { @@ -61,9 +61,14 @@ void main() { #define mediump #define highp #else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else precision mediump float; precision mediump int; #endif +#endif #if defined(USE_CUBEMAP) || defined(USE_PANORAMA) varying vec3 cube_interp; diff --git a/drivers/gles2/shaders/cubemap_filter.glsl b/drivers/gles2/shaders/cubemap_filter.glsl index 558c83960e..7643297a14 100644 --- a/drivers/gles2/shaders/cubemap_filter.glsl +++ b/drivers/gles2/shaders/cubemap_filter.glsl @@ -6,8 +6,8 @@ #define mediump #define highp #else -precision mediump float; -precision mediump int; +precision highp float; +precision highp int; #endif attribute highp vec2 vertex; // attrib:0 @@ -51,10 +51,16 @@ void main() { #define mediump #define highp #else +#if defined(USE_HIGHP_PRECISION) +precision highp float; +precision highp int; +#else precision mediump float; precision mediump int; #endif +#endif + #ifdef USE_SOURCE_PANORAMA uniform sampler2D source_panorama; //texunit:0 #else diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index 6aa91df20f..c7f5c97133 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -683,8 +683,13 @@ VERTEX_SHADER_CODE #define mediump #define highp #else -precision mediump float; +#if defined(USE_HIGHP_PRECISION) +precision highp float; precision highp int; +#else +precision mediump float; +precision mediump int; +#endif #endif #include "stdlib.glsl" diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index b831197759..02dbe096c5 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -3114,7 +3114,7 @@ void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalida GLenum attachments[2] = { GL_COLOR_ATTACHMENT0, - GL_DEPTH_ATTACHMENT + GL_DEPTH_STENCIL_ATTACHMENT }; glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments); @@ -4164,7 +4164,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); glReadBuffer(GL_COLOR_ATTACHMENT0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->fbo); - glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_DEPTH_BUFFER_BIT, GL_NEAREST); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //bind depth for read diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 4818fd4927..8b3f1a1b77 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1056,6 +1056,128 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) return texture->images[p_layer]; } + // 3D textures and 2D texture arrays need special treatment, as the glGetTexImage reads **the whole** + // texture to host-memory. 3D textures and 2D texture arrays are potentially very big, so reading + // everything just to throw everything but one layer away is A Bad Idea. + // + // Unfortunately, to solve this, the copy shader has to read the data out via a shader and store it + // in a temporary framebuffer. The data from the framebuffer can then be read using glReadPixels. + if (texture->type == VS::TEXTURE_TYPE_2D_ARRAY || texture->type == VS::TEXTURE_TYPE_3D) { + // can't read a layer that doesn't exist + ERR_FAIL_INDEX_V(p_layer, texture->alloc_depth, Ref<Image>()); + + // get some information about the texture + Image::Format real_format; + GLenum gl_format; + GLenum gl_internal_format; + GLenum gl_type; + + bool compressed; + bool srgb; + + _get_gl_image_and_format( + Ref<Image>(), + texture->format, + texture->flags, + real_format, + gl_format, + gl_internal_format, + gl_type, + compressed, + srgb); + + PoolVector<uint8_t> data; + + // TODO need to decide between RgbaUnorm and RgbaFloat32 for output + int data_size = Image::get_image_data_size(texture->alloc_width, texture->alloc_height, Image::FORMAT_RGBA8, false); + + data.resize(data_size * 2); // add some more memory at the end, just in case for buggy drivers + PoolVector<uint8_t>::Write wb = data.write(); + + // generate temporary resources + GLuint tmp_fbo; + glGenFramebuffers(1, &tmp_fbo); + + GLuint tmp_color_attachment; + glGenTextures(1, &tmp_color_attachment); + + // now bring the OpenGL context into the correct state + { + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fbo); + + // back color attachment with memory, then set properties + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, tmp_color_attachment); + // TODO support HDR properly + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture->alloc_width, texture->alloc_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + // use the color texture as color attachment for this render pass + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_color_attachment, 0); + + // more GL state, wheeeey + glDepthMask(GL_FALSE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthFunc(GL_LEQUAL); + glColorMask(1, 1, 1, 1); + + // use volume tex for reading + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + + glViewport(0, 0, texture->alloc_width, texture->alloc_height); + + // set up copy shader for proper use + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb); + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, texture->type == VS::TEXTURE_TYPE_3D); + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, texture->type == VS::TEXTURE_TYPE_2D_ARRAY); + shaders.copy.bind(); + + // calculate the normalized z coordinate for the layer + float layer = (float)p_layer / (float)texture->alloc_depth; + + shaders.copy.set_uniform(CopyShaderGLES3::LAYER, layer); + + glBindVertexArray(resources.quadie_array); + } + + // clear color attachment, then perform copy + glClearColor(0.0, 0.0, 0.0, 0.0); + glClear(GL_COLOR_BUFFER_BIT); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + + // read the image into the host buffer + glReadPixels(0, 0, texture->alloc_width, texture->alloc_height, GL_RGBA, GL_UNSIGNED_BYTE, &wb[0]); + + // remove temp resources and unset some GL state + { + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE3D, false); + shaders.copy.set_conditional(CopyShaderGLES3::USE_TEXTURE2DARRAY, false); + shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false); + + glBindFramebuffer(GL_FRAMEBUFFER, 0); + + glDeleteTextures(1, &tmp_color_attachment); + glDeleteFramebuffers(1, &tmp_fbo); + } + + wb = PoolVector<uint8_t>::Write(); + + data.resize(data_size); + + Image *img = memnew(Image(texture->alloc_width, texture->alloc_height, false, Image::FORMAT_RGBA8, data)); + if (!texture->compressed) { + img->convert(real_format); + } + + return Ref<Image>(img); + } + #ifdef GLES_OVER_GL Image::Format real_format; @@ -1172,9 +1294,8 @@ Ref<Image> RasterizerStorageGLES3::texture_get_data(RID p_texture, int p_layer) glViewport(0, 0, texture->alloc_width, texture->alloc_height); - shaders.copy.bind(); - shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, !srgb); + shaders.copy.bind(); glClearColor(0.0, 0.0, 0.0, 0.0); glClear(GL_COLOR_BUFFER_BIT); @@ -6931,12 +7052,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) { glGenTextures(1, &rt->exposure.color); glBindTexture(GL_TEXTURE_2D, rt->exposure.color); -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); -#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL); -#endif glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); @@ -7168,12 +7284,7 @@ RID RasterizerStorageGLES3::canvas_light_shadow_buffer_create(int p_width) { if (config.use_rgba_2d_shadows) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, cls->size, cls->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); } else { -#ifdef IPHONE_ENABLED - ///@TODO ugly hack to get around iOS not supporting 32bit single channel floating point textures... - glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); -#else glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, cls->size, cls->height, 0, GL_RED, GL_FLOAT, NULL); -#endif } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl index 3b36bc7cc1..e1a0813efc 100644 --- a/drivers/gles3/shaders/copy.glsl +++ b/drivers/gles3/shaders/copy.glsl @@ -61,19 +61,35 @@ in vec3 cube_interp; #else in vec2 uv_interp; #endif -/* clang-format on */ #ifdef USE_ASYM_PANO uniform highp mat4 pano_transform; uniform highp vec4 asym_proj; #endif +// These definitions are here because the shader-wrapper builder does +// not understand `#elif defined()` +#ifdef USE_TEXTURE3D +#endif +#ifdef USE_TEXTURE2DARRAY +#endif + #ifdef USE_CUBEMAP uniform samplerCube source_cube; //texunit:0 +#elif defined(USE_TEXTURE3D) +uniform sampler3D source_3d; //texunit:0 +#elif defined(USE_TEXTURE2DARRAY) +uniform sampler2DArray source_2d_array; //texunit:0 #else uniform sampler2D source; //texunit:0 #endif +/* clang-format on */ + +#if defined(USE_TEXTURE3D) || defined(USE_TEXTURE2DARRAY) +uniform float layer; +#endif + #ifdef USE_MULTIPLIER uniform float multiplier; #endif @@ -97,7 +113,6 @@ vec4 texturePanorama(vec3 normal, sampler2D pano) { #endif -uniform float stuff; uniform vec2 pixel_size; in vec2 uv2_interp; @@ -147,6 +162,10 @@ void main() { #elif defined(USE_CUBEMAP) vec4 color = texture(source_cube, normalize(cube_interp)); +#elif defined(USE_TEXTURE3D) + vec4 color = textureLod(source_3d, vec3(uv_interp, layer), 0.0); +#elif defined(USE_TEXTURE2DARRAY) + vec4 color = textureLod(source_2d_array, vec3(uv_interp, layer), 0.0); #else vec4 color = textureLod(source, uv_interp, 0.0); #endif |