diff options
Diffstat (limited to 'servers')
4 files changed, 34 insertions, 6 deletions
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp index 6da48fde9c..86e5e4802b 100644 --- a/servers/rendering/renderer_canvas_cull.cpp +++ b/servers/rendering/renderer_canvas_cull.cpp @@ -605,9 +605,13 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from, } if (p_antialiased) { - float border_size = 2.0; - if (p_width < border_size) { - border_size = p_width; + // Use the same antialiasing feather size as StyleBoxFlat's default + // (but doubled, as it's specified for both sides here). + // This value is empirically determined to provide good antialiasing quality + // while not making lines appear too soft. + float border_size = 1.25f; + if (p_width < 1.0f) { + border_size *= p_width; } Vector2 dir2 = diff.normalized(); @@ -774,9 +778,13 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point Color *colors_ptr = colors.ptrw(); if (p_antialiased) { - float border_size = 2.0; - if (p_width < border_size) { - border_size = p_width; + // Use the same antialiasing feather size as StyleBoxFlat's default + // (but doubled, as it's specified for both sides here). + // This value is empirically determined to provide good antialiasing quality + // while not making lines appear too soft. + float border_size = 1.25f; + if (p_width < 1.0f) { + border_size *= p_width; } Color color2 = Color(1, 1, 1, 0); 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 0faf2e2463..50ac08b57a 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 @@ -693,6 +693,11 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["CUSTOM3"] = "custom3_attrib"; actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; + actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; + actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz"; + actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; + actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 0593178829..ed5399a3af 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -595,6 +595,11 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["CUSTOM3"] = "custom3_attrib"; actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; + actions.renames["NODE_POSITION_WORLD"] = "model_matrix[3].xyz"; + actions.renames["CAMERA_POSITION_WORLD"] = "scene_data.inv_view_matrix[3].xyz"; + actions.renames["CAMERA_DIRECTION_WORLD"] = "scene_data.view_matrix[3].xyz"; + actions.renames["NODE_POSITION_VIEW"] = "(model_matrix * scene_data.view_matrix)[3].xyz"; + actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 5772179d68..43c483a00d 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -97,6 +97,11 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); @@ -139,6 +144,11 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_POSITION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["CAMERA_DIRECTION_WORLD"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NODE_POSITION_VIEW"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); |