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-rw-r--r--servers/rendering/renderer_viewport.cpp15
-rw-r--r--servers/rendering/shader_compiler.cpp9
2 files changed, 19 insertions, 5 deletions
diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp
index d251a81427..c725d93a82 100644
--- a/servers/rendering/renderer_viewport.cpp
+++ b/servers/rendering/renderer_viewport.cpp
@@ -229,6 +229,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front
int scenario_canvas_max_layer = 0;
+ bool force_clear_render_target = false;
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) {
for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) {
@@ -236,11 +237,16 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
}
- if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport) && RSG::scene->is_scenario(p_viewport->scenario)) {
+ if (RSG::scene->is_scenario(p_viewport->scenario)) {
RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario);
if (RSG::scene->is_environment(environment)) {
- scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
- scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
+ if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport)) {
+ scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS;
+ scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment);
+ } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) {
+ // The scene renderer will still copy over the last frame, so we need to clear the render target.
+ force_clear_render_target = true;
+ }
}
}
@@ -263,6 +269,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
}
if (!scenario_draw_canvas_bg && can_draw_3d) {
+ if (force_clear_render_target) {
+ RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target);
+ }
_draw_3d(p_viewport);
}
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 2710724066..8737d3b217 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1151,6 +1151,9 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
bool is_texture_func = false;
bool is_screen_texture = false;
+ bool texture_func_no_uv = false;
+ bool texture_func_returns_data = false;
+
if (onode->op == SL::OP_STRUCT) {
code += _mkid(vnode->name);
} else if (onode->op == SL::OP_CONSTRUCT) {
@@ -1164,6 +1167,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (is_internal_func) {
code += vnode->name;
is_texture_func = texture_functions.has(vnode->name);
+ texture_func_no_uv = (vnode->name == "textureSize" || vnode->name == "textureQueryLevels");
+ texture_func_returns_data = texture_func_no_uv || vnode->name == "textureQueryLod";
} else if (p_default_actions.renames.has(vnode->name)) {
code += p_default_actions.renames[vnode->name];
} else {
@@ -1313,7 +1318,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
} else {
code += node_code;
}
- } else if (multiview_uv_needed && i == 2) {
+ } else if (multiview_uv_needed && !texture_func_no_uv && i == 2) {
// UV coordinate after using color, depth or normal roughness texture.
node_code = "multiview_uv(" + node_code + ".xy)";
@@ -1323,7 +1328,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
}
}
code += ")";
- if (is_screen_texture && actions.apply_luminance_multiplier) {
+ if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) {
code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
}
} break;