diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
6 files changed, 7 insertions, 6 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 1b730567d9..fa3741c077 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -223,7 +223,6 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_c RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, - RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; @@ -1163,7 +1162,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers); } RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment); - static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8, 16 }; + static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; //first of all, make a new render pass //fill up ubo @@ -2552,7 +2551,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet SceneShaderForwardClustered::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; - if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) { + if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; material_shadow = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index d0f02b44cb..1947680a7a 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -66,6 +66,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { unshaded = false; uses_vertex = false; + uses_position = false; uses_sss = false; uses_transmittance = false; uses_screen_texture = false; @@ -126,6 +127,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection; actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection; actions.write_flag_pointers["VERTEX"] = &uses_vertex; + actions.write_flag_pointers["POSITION"] = &uses_position; actions.uniforms = &uniforms; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 8d75f30a20..09ef425e2e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -137,6 +137,7 @@ public: bool unshaded; bool uses_vertex; + bool uses_position; bool uses_sss; bool uses_transmittance; bool uses_screen_texture; 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 276a44bc27..a5cc2db48f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -159,7 +159,6 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b RD::TEXTURE_SAMPLES_2, RD::TEXTURE_SAMPLES_4, RD::TEXTURE_SAMPLES_8, - RD::TEXTURE_SAMPLES_16 }; texture_samples = ts[p_msaa]; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index edbe1031b7..8cb56fbc83 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -903,6 +903,7 @@ void main() { if (scene_data.use_reflection_cubemap) { vec3 ref_vec = reflect(-view, normal); + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -915,7 +916,6 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 518b0a6c7f..c3c4139450 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -868,6 +868,7 @@ void main() { if (scene_data.use_reflection_cubemap) { vec3 ref_vec = reflect(-view, normal); + float horizon = min(1.0 + dot(ref_vec, normal), 1.0); ref_vec = scene_data.radiance_inverse_xform * ref_vec; #ifdef USE_RADIANCE_CUBEMAP_ARRAY @@ -880,7 +881,6 @@ void main() { specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb; #endif //USE_RADIANCE_CUBEMAP_ARRAY - float horizon = min(1.0 + dot(ref_vec, normal), 1.0); specular_light *= horizon * horizon; specular_light *= scene_data.ambient_light_color_energy.a; } |