diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
4 files changed, 18 insertions, 11 deletions
| diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 83c02d08a7..8e33610ae2 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -6,6 +6,8 @@  #include "scene_forward_clustered_inc.glsl" +#define SHADER_IS_SRGB false +  /* INPUT ATTRIBS */  layout(location = 0) in vec3 vertex_attrib; @@ -358,6 +360,8 @@ void main() {  #VERSION_DEFINES +#define SHADER_IS_SRGB false +  /* Specialization Constants (Toggles) */  layout(constant_id = 0) const bool sc_use_forward_gi = false; @@ -691,7 +695,7 @@ void main() {  #endif // ALPHA_ANTIALIASING_EDGE_USED  #ifdef USE_OPAQUE_PREPASS -	if (alpha < opaque_prepass_threshold) { +	if (alpha < scene_data.opaque_prepass_threshold) {  		discard;  	}  #endif // USE_OPAQUE_PREPASS @@ -1707,7 +1711,7 @@ void main() {  #ifdef USE_OPAQUE_PREPASS -	if (alpha < opaque_prepass_threshold) { +	if (alpha < scene_data.opaque_prepass_threshold) {  		discard;  	} diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index c8489f2137..be29cf4f58 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -208,7 +208,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData {  	float roughness_limiter_amount;  	float roughness_limiter_limit; -	uvec2 roughness_limiter_pad; +	float opaque_prepass_threshold; +	uint roughness_limiter_pad;  	mat4 sdf_to_bounds; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index e2fec87d2a..e92fbecfd0 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -7,6 +7,8 @@  /* Include our forward mobile UBOs definitions etc. */  #include "scene_forward_mobile_inc.glsl" +#define SHADER_IS_SRGB false +  /* INPUT ATTRIBS */  layout(location = 0) in vec3 vertex_attrib; @@ -370,6 +372,8 @@ void main() {  #VERSION_DEFINES +#define SHADER_IS_SRGB false +  /* Specialization Constants */  #if !defined(MODE_RENDER_DEPTH) @@ -701,7 +705,7 @@ void main() {  #endif // ALPHA_ANTIALIASING_EDGE_USED  #ifdef USE_OPAQUE_PREPASS -	if (alpha < opaque_prepass_threshold) { +	if (alpha < scene_data.opaque_prepass_threshold) {  		discard;  	}  #endif // USE_OPAQUE_PREPASS @@ -1345,7 +1349,7 @@ void main() {  #endif  			blur_shadow(shadow); -			light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, +			light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha,  #ifdef LIGHT_BACKLIGHT_USED  					backlight,  #endif @@ -1358,7 +1362,7 @@ void main() {  #endif  */  #ifdef LIGHT_RIM_USED -					rim, rim_tint, albedo, +					rim, rim_tint,  #endif  #ifdef LIGHT_CLEARCOAT_USED  					clearcoat, clearcoat_gloss, @@ -1369,9 +1373,6 @@ void main() {  #ifdef USE_SOFT_SHADOW  					directional_lights.data[i].size,  #endif -#ifdef USE_SHADOW_TO_OPACITY -					alpha, -#endif  					diffuse_light,  					specular_light);  		} @@ -1475,7 +1476,7 @@ void main() {  #ifdef USE_OPAQUE_PREPASS -	if (alpha < opaque_prepass_threshold) { +	if (alpha < scene_data.opaque_prepass_threshold) {  		discard;  	} diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index eb8fb49598..a9a4fce82a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -168,7 +168,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData {  	mediump float roughness_limiter_amount;  	mediump float roughness_limiter_limit; -	uvec2 roughness_limiter_pad; +	mediump float opaque_prepass_threshold; +	uint roughness_limiter_pad;  	bool fog_enabled;  	highp float fog_density; |