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-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl8
-rw-r--r--servers/text_server.cpp6
4 files changed, 8 insertions, 10 deletions
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index adf9f20618..1288cee8b0 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -118,7 +118,7 @@ void main() {
mat3 world_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = inverse(mat3(world_matrix));
+ world_normal_matrix = transpose(inverse(mat3(world_matrix)));
} else {
world_normal_matrix = mat3(world_matrix);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index a2a54a0511..39890d25ff 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -124,7 +124,7 @@ void main() {
mat3 world_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = inverse(mat3(world_matrix));
+ world_normal_matrix = transpose(inverse(mat3(world_matrix)));
} else {
world_normal_matrix = mat3(world_matrix);
}
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 3c685c25b9..766b29ded7 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -37,15 +37,15 @@ layout(location = 0) in vec2 uv_interp;
#ifdef SUBPASS
layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
-#else
-#if MULTIVIEW
+#elif defined(MULTIVIEW)
layout(set = 0, binding = 0) uniform sampler2DArray source_color;
#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
-#endif
+
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
+
#ifdef USE_1D_LUT
layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
#else
@@ -365,7 +365,7 @@ void main() {
#ifdef SUBPASS
// SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
vec3 color = subpassLoad(input_color).rgb;
-#elif MULTIVIEW
+#elif defined(MULTIVIEW)
vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
#else
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
index 6bace8cf9e..e51e229418 100644
--- a/servers/text_server.cpp
+++ b/servers/text_server.cpp
@@ -665,9 +665,7 @@ Vector<Vector2i> TextServer::shaped_text_get_line_breaks(RID p_shaped, float p_w
continue;
}
if (l_gl[i].count > 0) {
- //Ignore trailing spaces.
- bool is_space = (l_gl[i].flags & GRAPHEME_IS_SPACE) == GRAPHEME_IS_SPACE;
- if ((p_width > 0) && (width + (is_space ? 0 : l_gl[i].advance) > p_width) && (last_safe_break >= 0)) {
+ if ((p_width > 0) && (width + l_gl[i].advance * l_gl[i].repeat > p_width) && (last_safe_break >= 0)) {
lines.push_back(Vector2i(line_start, l_gl[last_safe_break].end));
line_start = l_gl[last_safe_break].end;
i = last_safe_break;
@@ -698,7 +696,7 @@ Vector<Vector2i> TextServer::shaped_text_get_line_breaks(RID p_shaped, float p_w
last_safe_break = i;
}
}
- width += l_gl[i].advance;
+ width += l_gl[i].advance * l_gl[i].repeat;
}
if (l_size > 0) {