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-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/rendering_device.cpp2
-rw-r--r--servers/rendering/rendering_server_default.h1
-rw-r--r--servers/rendering/shader_types.cpp1
5 files changed, 5 insertions, 7 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 33f5a178e0..126f40584a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -514,7 +514,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
ambient_color_sky_mix = env->ambient_sky_contribution;
const float ambient_energy = env->ambient_light_energy;
ambient_color = env->ambient_light;
- ambient_color.to_linear();
+ ambient_color = ambient_color.to_linear();
ambient_color.r *= ambient_energy;
ambient_color.g *= ambient_energy;
ambient_color.b *= ambient_energy;
@@ -533,7 +533,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
} else {
const float bg_energy = env->bg_energy;
Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color);
- panorama_color.to_linear();
+ panorama_color = panorama_color.to_linear();
panorama_color.r *= bg_energy;
panorama_color.g *= bg_energy;
panorama_color.b *= bg_energy;
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index fdc7729338..52787bb204 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -1,6 +1,6 @@
#define LIGHT_BAKE_DISABLED 0
-#define LIGHT_BAKE_DYNAMIC 1
-#define LIGHT_BAKE_STATIC 2
+#define LIGHT_BAKE_STATIC 1
+#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp
index 46fb3c8537..6fc5d0b3e8 100644
--- a/servers/rendering/rendering_device.cpp
+++ b/servers/rendering/rendering_device.cpp
@@ -451,7 +451,7 @@ void RenderingDevice::_bind_methods() {
ClassDB::bind_method(D_METHOD("compute_list_add_barrier", "compute_list"), &RenderingDevice::compute_list_add_barrier);
ClassDB::bind_method(D_METHOD("compute_list_end", "post_barrier"), &RenderingDevice::compute_list_end, DEFVAL(BARRIER_MASK_ALL));
- ClassDB::bind_method(D_METHOD("free", "rid"), &RenderingDevice::free);
+ ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingDevice::free);
ClassDB::bind_method(D_METHOD("capture_timestamp", "name"), &RenderingDevice::capture_timestamp);
ClassDB::bind_method(D_METHOD("get_captured_timestamps_count"), &RenderingDevice::get_captured_timestamps_count);
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h
index ee684c69ed..54fd897a77 100644
--- a/servers/rendering/rendering_server_default.h
+++ b/servers/rendering/rendering_server_default.h
@@ -259,7 +259,6 @@ public:
command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh);
command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count);
for (int i = 0; i < p_surfaces.size(); i++) {
- RSG::storage->mesh_add_surface(mesh, p_surfaces[i]);
command_queue.push(RSG::storage, &RendererStorage::mesh_add_surface, mesh, p_surfaces[i]);
}
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 9ae60c14cb..b8bb211a7a 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -435,7 +435,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EXTENTS"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT;