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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl3
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;