summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd
diff options
context:
space:
mode:
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl4
3 files changed, 7 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 1337d36762..f9ac7c8fa3 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -31,7 +31,7 @@
#include "renderer_compositor_rd.h"
#include "core/config/project_settings.h"
-#include "core/os/dir_access.h"
+#include "core/io/dir_access.h"
void RendererCompositorRD::prepare_for_blitting_render_targets() {
RD::get_singleton()->prepare_screen_for_drawing();
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 6f29ff42bc..27305cc938 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -31,8 +31,8 @@
#include "shader_rd.h"
#include "core/io/compression.h"
-#include "core/os/dir_access.h"
-#include "core/os/file_access.h"
+#include "core/io/dir_access.h"
+#include "core/io/file_access.h"
#include "renderer_compositor_rd.h"
#include "servers/rendering/rendering_device.h"
#include "thirdparty/misc/smolv.h"
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 14bad7dc06..709ea45b88 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -238,7 +238,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation,
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
+#ifdef USE_SOFT_SHADOWS
float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
+#else
+ float cRdotV = clamp(dot(R, V), 0.0, 1.0);
+#endif
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));