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-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp4
-rw-r--r--servers/physics_2d/collision_solver_2d_sat.cpp8
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp10
-rw-r--r--servers/physics_2d/shape_2d_sw.cpp8
-rw-r--r--servers/physics_2d/shape_2d_sw.h4
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_forward.cpp10
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp8
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward.glsl34
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl2
-rw-r--r--servers/rendering/renderer_scene_cull.cpp8
-rw-r--r--servers/rendering/shader_types.cpp8
16 files changed, 64 insertions, 64 deletions
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index bb6629becb..b9f61acb12 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -409,7 +409,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
kNormal += A->get_inv_inertia() * (c.rA.dot(c.rA) - rnA * rnA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rnB * rnB);
c.mass_normal = 1.0f / kNormal;
- Vector2 tangent = c.normal.tangent();
+ Vector2 tangent = c.normal.orthogonal();
real_t rtA = c.rA.dot(tangent);
real_t rtB = c.rB.dot(tangent);
real_t kTangent = A->get_inv_mass() + B->get_inv_mass();
@@ -469,7 +469,7 @@ void BodyPair2DSW::solve(real_t p_step) {
real_t vn = dv.dot(c.normal);
real_t vbn = dbv.dot(c.normal);
- Vector2 tangent = c.normal.tangent();
+ Vector2 tangent = c.normal.orthogonal();
real_t vt = dv.dot(tangent);
real_t jbn = (c.bias - vbn) * c.mass_normal;
diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/collision_solver_2d_sat.cpp
index d993754fee..57c482e280 100644
--- a/servers/physics_2d/collision_solver_2d_sat.cpp
+++ b/servers/physics_2d/collision_solver_2d_sat.cpp
@@ -88,7 +88,7 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 *p_points_
#endif
Vector2 n = p_collector->normal;
- Vector2 t = n.tangent();
+ Vector2 t = n.orthogonal();
real_t dA = n.dot(p_points_A[0]);
real_t dB = n.dot(p_points_B[0]);
@@ -209,7 +209,7 @@ public:
if (!test_axis(na)) {
return false;
}
- if (!test_axis(na.tangent())) {
+ if (!test_axis(na.orthogonal())) {
return false;
}
}
@@ -219,7 +219,7 @@ public:
if (!test_axis(nb)) {
return false;
}
- if (!test_axis(nb.tangent())) {
+ if (!test_axis(nb.orthogonal())) {
return false;
}
}
@@ -450,7 +450,7 @@ static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p
//segment normal
if (!separator.test_axis(
- (p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().tangent())) {
+ (p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().orthogonal())) {
return;
}
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp
index 743f69d7d4..35f9d0e0c1 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -75,9 +75,9 @@ static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const
static inline Vector2
relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) {
- Vector2 sum = a->get_linear_velocity() - rA.tangent() * a->get_angular_velocity();
+ Vector2 sum = a->get_linear_velocity() - rA.orthogonal() * a->get_angular_velocity();
if (b) {
- return (b->get_linear_velocity() - rB.tangent() * b->get_angular_velocity()) - sum;
+ return (b->get_linear_velocity() - rB.orthogonal() * b->get_angular_velocity()) - sum;
} else {
return -sum;
}
@@ -264,7 +264,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
Space2DSW *space = A->get_space();
// calculate axis
- Vector2 n = -(tb - ta).tangent().normalized();
+ Vector2 n = -(tb - ta).orthogonal().normalized();
real_t d = ta.dot(n);
xf_normal = n;
@@ -282,7 +282,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
} else {
clamp = 0.0f;
//joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p);
- rA = ((-n.tangent() * -td) + n * d) - A->get_transform().get_origin();
+ rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin();
}
// Calculate mass tensor
@@ -332,7 +332,7 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
A_groove_1 = A->get_inv_transform().xform(p_a_groove1);
A_groove_2 = A->get_inv_transform().xform(p_a_groove2);
B_anchor = B->get_inv_transform().xform(p_b_anchor);
- A_groove_normal = -(A_groove_2 - A_groove_1).normalized().tangent();
+ A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal();
A->add_constraint(this, 0);
B->add_constraint(this, 1);
diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/shape_2d_sw.cpp
index afb1112fc0..18ffca850c 100644
--- a/servers/physics_2d/shape_2d_sw.cpp
+++ b/servers/physics_2d/shape_2d_sw.cpp
@@ -228,7 +228,7 @@ void SegmentShape2DSW::set_data(const Variant &p_data) {
Rect2 r = p_data;
a = r.position;
b = r.size;
- n = (b - a).tangent();
+ n = (b - a).orthogonal();
Rect2 aabb;
aabb.position = a;
@@ -612,7 +612,7 @@ void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
for (int i = 0; i < point_count; i++) {
Vector2 p = points[i].pos;
Vector2 pn = points[(i + 1) % point_count].pos;
- points[i].normal = (pn - p).tangent().normalized();
+ points[i].normal = (pn - p).orthogonal().normalized();
}
} else {
Vector<real_t> dvr = p_data;
@@ -740,7 +740,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve
if (nd < d) {
d = nd;
r_point = res;
- r_normal = (b - a).tangent().normalized();
+ r_normal = (b - a).orthogonal().normalized();
inters = true;
}
}
@@ -960,7 +960,7 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callbac
Vector2 a = pointptr[s.points[0]];
Vector2 b = pointptr[s.points[1]];
- SegmentShape2DSW ss(a, b, (b - a).tangent().normalized());
+ SegmentShape2DSW ss(a, b, (b - a).orthogonal().normalized());
p_callback(p_userdata, &ss);
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index eca284f7a4..66b4ddf0df 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -237,7 +237,7 @@ public:
virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_SEGMENT; }
_FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const {
- return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
+ return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
}
virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
@@ -431,7 +431,7 @@ public:
Vector2 a = points[p_idx].pos;
p_idx++;
Vector2 b = points[p_idx == point_count ? 0 : p_idx].pos;
- return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
+ return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
}
virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; }
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index 72ae719c93..ece6e84920 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -524,7 +524,7 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from,
Item::CommandPrimitive *line = canvas_item->alloc_command<Item::CommandPrimitive>();
ERR_FAIL_COND(!line);
if (p_width > 1.001) {
- Vector2 t = (p_from - p_to).tangent().normalized();
+ Vector2 t = (p_from - p_to).orthogonal().normalized();
line->points[0] = p_from + t * p_width;
line->points[1] = p_from - t * p_width;
line->points[2] = p_to - t * p_width;
@@ -600,7 +600,7 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
if (i == pc - 1) {
t = prev_t;
} else {
- t = (p_points[i + 1] - p_points[i]).normalized().tangent();
+ t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
if (i == 0) {
prev_t = t;
}
@@ -650,7 +650,7 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
if (i == pc - 1) {
t = prev_t;
} else {
- t = (p_points[i + 1] - p_points[i]).normalized().tangent();
+ t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
if (i == 0) {
prev_t = t;
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 591018346a..8efd7b2dca 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -1689,7 +1689,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
to_light_xform[2] = from_pos;
to_light_xform[1] = light_dir;
- to_light_xform[0] = -light_dir.tangent();
+ to_light_xform[0] = -light_dir.orthogonal();
to_light_xform.invert();
@@ -2488,8 +2488,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.renames["COLOR"] = "color";
actions.renames["NORMAL"] = "normal";
- actions.renames["NORMALMAP"] = "normal_map";
- actions.renames["NORMALMAP_DEPTH"] = "normal_depth";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_depth";
actions.renames["TEXTURE"] = "color_texture";
actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size";
actions.renames["NORMAL_TEXTURE"] = "normal_texture";
@@ -2517,7 +2517,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV";
actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
- actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n";
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
index 80bd429f2f..e4f418bdb3 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp
@@ -112,7 +112,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) {
actions.usage_flag_pointers["TIME"] = &uses_time;
actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
actions.usage_flag_pointers["NORMAL"] = &uses_normal;
- actions.usage_flag_pointers["NORMALMAP"] = &uses_normal;
+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
@@ -2867,8 +2867,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.renames["FRAGCOORD"] = "gl_FragCoord";
actions.renames["FRONT_FACING"] = "gl_FrontFacing";
- actions.renames["NORMALMAP"] = "normalmap";
- actions.renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions.renames["ALBEDO"] = "albedo";
actions.renames["ALPHA"] = "alpha";
actions.renames["METALLIC"] = "metallic";
@@ -2935,8 +2935,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor
actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
- actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n";
- actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 9da4fab75d..4e4c941431 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -1234,7 +1234,7 @@ void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::Can
ct->diffuse = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: {
- ct->normalmap = p_texture;
+ ct->normal_map = p_texture;
} break;
case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: {
ct->specular = p_texture;
@@ -1316,7 +1316,7 @@ bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::Canvas
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 1;
- t = texture_owner.getornull(ct->normalmap);
+ t = texture_owner.getornull(ct->normal_map);
if (!t) {
u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL));
ct->use_normal_cache = false;
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h
index 328e4d4999..8cc33f0880 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.h
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.h
@@ -187,7 +187,7 @@ private:
struct CanvasTexture {
RID diffuse;
- RID normalmap;
+ RID normal_map;
RID specular;
Color specular_color = Color(1, 1, 1, 1);
float shininess = 1.0;
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index ae392b7586..e6b6bf26b3 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -1340,8 +1340,8 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing";
- actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap";
- actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth";
+ actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map";
+ actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo";
actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha";
actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic";
@@ -1387,8 +1387,8 @@ ShaderCompilerRD::ShaderCompilerRD() {
actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n";
actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n";
actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n";
- actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP";
+ actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n";
+ actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n";
actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n";
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 7808e7ed52..2a7cae3b4c 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -499,7 +499,7 @@ void main() {
{
float normal_depth = 1.0;
-#if defined(NORMALMAP_USED)
+#if defined(NORMAL_MAP_USED)
vec3 normal_map = vec3(0.0, 0.0, 1.0);
normal_used = true;
#endif
@@ -510,7 +510,7 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
-#if defined(NORMALMAP_USED)
+#if defined(NORMAL_MAP_USED)
normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth);
#endif
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
index a7fe86b029..05f7637478 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl
@@ -16,7 +16,7 @@ layout(location = 0) in vec3 vertex_attrib;
layout(location = 1) in vec3 normal_attrib;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 2) in vec4 tangent_attrib;
#endif
@@ -76,7 +76,7 @@ layout(location = 3) out vec2 uv_interp;
layout(location = 4) out vec2 uv2_interp;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
@@ -155,7 +155,7 @@ void main() {
vec3 normal = normal_attrib * 2.0 - 1.0;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
float binormalf = tangent_attrib.a * 2.0 - 1.0;
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
@@ -179,7 +179,7 @@ void main() {
vertex = (vec4(vertex, 1.0) * m).xyz;
normal = (vec4(normal, 0.0) * m).xyz;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent = (vec4(tangent, 0.0) * m).xyz;
binormal = (vec4(binormal, 0.0) * m).xyz;
@@ -208,7 +208,7 @@ void main() {
normal = world_normal_matrix * normal;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent = world_normal_matrix * tangent;
binormal = world_normal_matrix * binormal;
@@ -239,7 +239,7 @@ VERTEX_SHADER_CODE
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = modelview_normal * binormal;
tangent = modelview_normal * tangent;
@@ -251,7 +251,7 @@ VERTEX_SHADER_CODE
vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
normal = mat3(scene_data.inverse_normal_matrix) * normal;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
@@ -263,7 +263,7 @@ VERTEX_SHADER_CODE
normal_interp = normal;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
tangent_interp = tangent;
binormal_interp = binormal;
#endif
@@ -340,7 +340,7 @@ layout(location = 3) in vec2 uv_interp;
layout(location = 4) in vec2 uv2_interp;
#endif
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
@@ -1819,7 +1819,7 @@ void main() {
float alpha = 1.0;
-#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
vec3 binormal = normalize(binormal_interp);
vec3 tangent = normalize(tangent_interp);
#else
@@ -1850,12 +1850,12 @@ void main() {
vec4 color = color_interp;
#endif
-#if defined(NORMALMAP_USED)
+#if defined(NORMAL_MAP_USED)
- vec3 normalmap = vec3(0.5);
+ vec3 normal_map = vec3(0.5);
#endif
- float normaldepth = 1.0;
+ float normal_depth = 1.0;
vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
@@ -1926,12 +1926,12 @@ FRAGMENT_SHADER_CODE
#endif // !USE_SHADOW_TO_OPACITY
-#ifdef NORMALMAP_USED
+#ifdef NORMAL_MAP_USED
- normalmap.xy = normalmap.xy * 2.0 - 1.0;
- normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
- normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth));
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_depth));
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
index fdc9941bba..17ed22f58a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl
@@ -5,7 +5,7 @@
#include "cluster_data_inc.glsl"
-#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMALMAP_USED)
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
#ifndef NORMAL_USED
#define NORMAL_USED
#endif
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 3ec2a4c9c8..94f5788683 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1674,10 +1674,10 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
real_t unit = radius * 2.0 / texture_size;
- x_max_cam = Math::stepify(x_max_cam, unit);
- x_min_cam = Math::stepify(x_min_cam, unit);
- y_max_cam = Math::stepify(y_max_cam, unit);
- y_min_cam = Math::stepify(y_min_cam, unit);
+ x_max_cam = Math::snapped(x_max_cam, unit);
+ x_min_cam = Math::snapped(x_min_cam, unit);
+ y_max_cam = Math::snapped(y_max_cam, unit);
+ y_min_cam = Math::snapped(y_min_cam, unit);
}
}
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 0c9b2ddf2f..e7ab758192 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -94,8 +94,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BINORMAL"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
@@ -242,8 +242,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["LIGHT_VERTEX"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
- shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_MAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["UV"] = constt(ShaderLanguage::TYPE_VEC2);
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D);