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-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp5
-rw-r--r--drivers/gles3/shader_compiler_gles3.cpp3
-rw-r--r--drivers/gles3/shaders/scene.glsl20
3 files changed, 12 insertions, 16 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index b707189d74..e0c8d3af52 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -3039,20 +3039,17 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
reflection_ubo.ambient[3] = rpi->probe_ptr->interior_ambient_probe_contrib;
} else {
Color ambient_linear;
- // FIXME: contrib was retrieved but never used, is it meant to be set as ambient[3]? (GH-20361)
- //float contrib = 0;
if (p_env) {
ambient_linear = p_env->ambient_color.to_linear();
ambient_linear.r *= p_env->ambient_energy;
ambient_linear.g *= p_env->ambient_energy;
ambient_linear.b *= p_env->ambient_energy;
- //contrib = p_env->ambient_sky_contribution;
}
reflection_ubo.ambient[0] = ambient_linear.r;
reflection_ubo.ambient[1] = ambient_linear.g;
reflection_ubo.ambient[2] = ambient_linear.b;
- reflection_ubo.ambient[3] = 0;
+ reflection_ubo.ambient[3] = 0; //not used in exterior mode, since it just blends with regular ambient light
}
int cell_size = reflection_atlas->size / reflection_atlas->subdiv;
diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp
index 6cc27bd77a..2372dfb17e 100644
--- a/drivers/gles3/shader_compiler_gles3.cpp
+++ b/drivers/gles3/shader_compiler_gles3.cpp
@@ -133,8 +133,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
switch (p_interp) {
case SL::INTERPOLATION_FLAT: return "flat ";
- case SL::INTERPOLATION_NO_PERSPECTIVE: return "noperspective ";
- case SL::INTERPOLATION_SMOOTH: return "smooth ";
+ case SL::INTERPOLATION_SMOOTH: return "";
}
return "";
}
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index d4079c4b4f..45802ad3b5 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -1585,24 +1585,24 @@ void main() {
float alpha = 1.0;
-#if defined(DO_SIDE_CHECK)
- float side = gl_FrontFacing ? 1.0 : -1.0;
-#else
- float side = 1.0;
-#endif
-
#if defined(ALPHA_SCISSOR_USED)
float alpha_scissor = 0.5;
#endif
#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
- vec3 binormal = normalize(binormal_interp) * side;
- vec3 tangent = normalize(tangent_interp) * side;
+ vec3 binormal = normalize(binormal_interp);// * side;
+ vec3 tangent = normalize(tangent_interp);// * side;
#else
vec3 binormal = vec3(0.0);
vec3 tangent = vec3(0.0);
#endif
- vec3 normal = normalize(normal_interp) * side;
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
#if defined(ENABLE_UV_INTERP)
vec2 uv = uv_interp;
@@ -1658,7 +1658,7 @@ FRAGMENT_SHADER_CODE
normalmap.xy = normalmap.xy * 2.0 - 1.0;
normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
- normal = normalize(mix(normal_interp, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)) * side;
+ normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
#endif