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-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp3
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp3
-rw-r--r--servers/rendering/renderer_rd/pipeline_cache_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
5 files changed, 6 insertions, 10 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 6a3b9726da..85ebf076cc 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -757,9 +757,6 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 6937df85fb..5d80ae6212 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1637,9 +1637,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment);
scene_state.ubo.fog_height = environment_get_fog_height(p_render_data->environment);
scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
- if (scene_state.ubo.fog_height_density >= 0.0001) {
- scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
- }
scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
index aefe926cb0..0d60052666 100644
--- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
+++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp
@@ -35,8 +35,10 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
RD::PipelineMultisampleState multisample_state_version = multisample_state;
multisample_state_version.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_framebuffer_format_id, p_render_pass);
+ bool wireframe = p_wireframe || rasterization_state.wireframe;
+
RD::PipelineRasterizationState raster_state_version = rasterization_state;
- raster_state_version.wireframe = p_wireframe;
+ raster_state_version.wireframe = wireframe;
Vector<RD::PipelineSpecializationConstant> specialization_constants = base_specialization_constants;
@@ -59,7 +61,7 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD
versions = (Version *)memrealloc(versions, sizeof(Version) * (version_count + 1));
versions[version_count].framebuffer_id = p_framebuffer_format_id;
versions[version_count].vertex_id = p_vertex_format_id;
- versions[version_count].wireframe = p_wireframe;
+ versions[version_count].wireframe = wireframe;
versions[version_count].pipeline = pipeline;
versions[version_count].render_pass = p_render_pass;
versions[version_count].bool_specializations = p_bool_specializations;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index b3d106e47d..5261868155 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -531,7 +531,7 @@ vec4 fog_process(vec3 vertex) {
float y_dist = y - scene_data.fog_height;
- float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index d0918994af..0ee68d5e10 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -557,7 +557,7 @@ vec4 fog_process(vec3 vertex) {
float y_dist = y - scene_data.fog_height;
- float vfog_amount = clamp(1.0 - exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+ float vfog_amount = 1.0 - exp(min(0.0, y_dist * scene_data.fog_height_density));
fog_amount = max(vfog_amount, fog_amount);
}