From 6d15e157329840732452e66a944186d9f230f8d1 Mon Sep 17 00:00:00 2001 From: Juan Linietsky Date: Sun, 12 Mar 2017 13:08:56 -0300 Subject: converted skeletons from uniform to texture --- drivers/gles3/rasterizer_scene_gles3.cpp | 26 ++-- drivers/gles3/rasterizer_storage_gles3.cpp | 241 ++++++++++++++++------------- drivers/gles3/rasterizer_storage_gles3.h | 11 +- drivers/gles3/shaders/scene.glsl | 56 +++++-- 4 files changed, 191 insertions(+), 143 deletions(-) (limited to 'drivers/gles3') diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index b5d58ee997..9c4eecfa1f 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1528,7 +1528,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 10); glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); @@ -1540,7 +1540,7 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi2 = gi_probe_instance_owner.getptr(ridp[1]); - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 11); glBindTexture(GL_TEXTURE_3D, gipi2->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM2, gipi2->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); @@ -1804,24 +1804,26 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } } + + + if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) { + state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH); + rebind = true; + } + if (prev_skeleton != skeleton) { if (prev_skeleton.is_valid() != skeleton.is_valid()) { state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON, skeleton.is_valid()); rebind = true; } + if (skeleton.is_valid()) { RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton); - if (sk->size) { - glBindBufferBase(GL_UNIFORM_BUFFER, 7, sk->ubo); - } + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glBindTexture(GL_TEXTURE_2D,sk->texture); } } - if ((prev_base_type == VS::INSTANCE_MULTIMESH) != (e->instance->base_type == VS::INSTANCE_MULTIMESH)) { - state.scene_shader.set_conditional(SceneShaderGLES3::USE_INSTANCING, e->instance->base_type == VS::INSTANCE_MULTIMESH); - rebind = true; - } - if (material != prev_material || rebind) { storage->info.render_material_switch_count++; @@ -1833,6 +1835,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } } + + if (!(e->sort_key & RenderList::SORT_KEY_UNSHADED_FLAG) && !p_directional_add && !p_shadow) { _setup_light(e, p_view_transform); } @@ -3567,7 +3571,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); //bind depth for read - glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 8); + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->depth); } diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index ed4be1cb3d..526b4ab9ce 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -3038,7 +3038,7 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { int sbs = sk->size; ERR_CONTINUE(bs > sbs); - float *skb = sk->bones.ptr(); + const float *texture = sk->skel_texture.ptr(); bool first = true; if (sk->use_2d) { @@ -3047,16 +3047,18 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { if (!skused[j]) continue; - float *dataptr = &skb[8 * j]; + + int base_ofs = ((j / 256) * 256) * 2 * 4 + (j % 256) * 4; Transform mtx; - mtx.basis.elements[0][0] = dataptr[0]; - mtx.basis.elements[0][1] = dataptr[1]; - mtx.origin[0] = dataptr[3]; - mtx.basis.elements[1][0] = dataptr[4]; - mtx.basis.elements[1][1] = dataptr[5]; - mtx.origin[1] = dataptr[7]; + mtx.basis[0].x=texture[base_ofs+0]; + mtx.basis[0].y=texture[base_ofs+1]; + mtx.origin.x=texture[base_ofs+3]; + base_ofs+=256*4; + mtx.basis[1].x=texture[base_ofs+0]; + mtx.basis[1].y=texture[base_ofs+1]; + mtx.origin.y=texture[base_ofs+3]; Rect3 baabb = mtx.xform(skbones[j]); if (first) { @@ -3072,21 +3074,24 @@ Rect3 RasterizerStorageGLES3::mesh_get_aabb(RID p_mesh, RID p_skeleton) const { if (!skused[j]) continue; - float *dataptr = &skb[12 * j]; + int base_ofs = ((j / 256) * 256) * 3 * 4 + (j % 256) * 4; Transform mtx; - mtx.basis.elements[0][0] = dataptr[0]; - mtx.basis.elements[0][1] = dataptr[1]; - mtx.basis.elements[0][2] = dataptr[2]; - mtx.origin.x = dataptr[3]; - mtx.basis.elements[1][0] = dataptr[4]; - mtx.basis.elements[1][1] = dataptr[5]; - mtx.basis.elements[1][2] = dataptr[6]; - mtx.origin.y = dataptr[7]; - mtx.basis.elements[2][0] = dataptr[8]; - mtx.basis.elements[2][1] = dataptr[9]; - mtx.basis.elements[2][2] = dataptr[10]; - mtx.origin.z = dataptr[11]; + + mtx.basis[0].x=texture[base_ofs+0]; + mtx.basis[0].y=texture[base_ofs+1]; + mtx.basis[0].z=texture[base_ofs+2]; + mtx.origin.x=texture[base_ofs+3]; + base_ofs+=256*4; + mtx.basis[1].x=texture[base_ofs+0]; + mtx.basis[1].y=texture[base_ofs+1]; + mtx.basis[1].z=texture[base_ofs+2]; + mtx.origin.y=texture[base_ofs+3]; + base_ofs+=256*4; + mtx.basis[2].x=texture[base_ofs+0]; + mtx.basis[2].y=texture[base_ofs+1]; + mtx.basis[2].z=texture[base_ofs+2]; + mtx.origin.z=texture[base_ofs+3]; Rect3 baabb = mtx.xform(skbones[j]); if (first) { @@ -3921,6 +3926,9 @@ RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const { RID RasterizerStorageGLES3::skeleton_create() { Skeleton *skeleton = memnew(Skeleton); + + glGenTextures(1,&skeleton->texture); + return skeleton_owner.make_rid(skeleton); } @@ -3933,49 +3941,28 @@ void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton, int p_bones, bool if (skeleton->size == p_bones && skeleton->use_2d == p_2d_skeleton) return; - if (skeleton->ubo) { - glDeleteBuffers(1, &skeleton->ubo); - skeleton->ubo = 0; - } - - skeleton->size = p_bones; - if (p_2d_skeleton) { - skeleton->bones.resize(p_bones * 8); - for (int i = 0; i < skeleton->bones.size(); i += 8) { - skeleton->bones[i + 0] = 1; - skeleton->bones[i + 1] = 0; - skeleton->bones[i + 2] = 0; - skeleton->bones[i + 3] = 0; - skeleton->bones[i + 4] = 0; - skeleton->bones[i + 5] = 1; - skeleton->bones[i + 6] = 0; - skeleton->bones[i + 7] = 0; - } + skeleton->size=p_bones; + skeleton->use_2d=p_2d_skeleton; + int height = p_bones/256; + if (p_bones%256) + height++; + + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D,skeleton->texture); + + if (skeleton->use_2d) { + skeleton->skel_texture.resize(256*height*2*4); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height*2, 0, GL_RGBA, GL_FLOAT, NULL); } else { - skeleton->bones.resize(p_bones * 12); - for (int i = 0; i < skeleton->bones.size(); i += 12) { - skeleton->bones[i + 0] = 1; - skeleton->bones[i + 1] = 0; - skeleton->bones[i + 2] = 0; - skeleton->bones[i + 3] = 0; - skeleton->bones[i + 4] = 0; - skeleton->bones[i + 5] = 1; - skeleton->bones[i + 6] = 0; - skeleton->bones[i + 7] = 0; - skeleton->bones[i + 8] = 0; - skeleton->bones[i + 9] = 0; - skeleton->bones[i + 10] = 1; - skeleton->bones[i + 11] = 0; - } + skeleton->skel_texture.resize(256*height*3*4); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, 256, height*3, 0, GL_RGBA, GL_FLOAT, NULL); } - if (p_bones) { - glGenBuffers(1, &skeleton->ubo); - glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); - glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size() * sizeof(float), NULL, GL_DYNAMIC_DRAW); - glBindBuffer(GL_UNIFORM_BUFFER, 0); - } + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (!skeleton->update_list.in_list()) { skeleton_update_list.add(&skeleton->update_list); @@ -3997,19 +3984,25 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton, int p_b ERR_FAIL_INDEX(p_bone, skeleton->size); ERR_FAIL_COND(skeleton->use_2d); - float *bones = skeleton->bones.ptr(); - bones[p_bone * 12 + 0] = p_transform.basis.elements[0][0]; - bones[p_bone * 12 + 1] = p_transform.basis.elements[0][1]; - bones[p_bone * 12 + 2] = p_transform.basis.elements[0][2]; - bones[p_bone * 12 + 3] = p_transform.origin.x; - bones[p_bone * 12 + 4] = p_transform.basis.elements[1][0]; - bones[p_bone * 12 + 5] = p_transform.basis.elements[1][1]; - bones[p_bone * 12 + 6] = p_transform.basis.elements[1][2]; - bones[p_bone * 12 + 7] = p_transform.origin.y; - bones[p_bone * 12 + 8] = p_transform.basis.elements[2][0]; - bones[p_bone * 12 + 9] = p_transform.basis.elements[2][1]; - bones[p_bone * 12 + 10] = p_transform.basis.elements[2][2]; - bones[p_bone * 12 + 11] = p_transform.origin.z; + float *texture = skeleton->skel_texture.ptr(); + + int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4; + + texture[base_ofs+0]=p_transform.basis[0].x; + texture[base_ofs+1]=p_transform.basis[0].y; + texture[base_ofs+2]=p_transform.basis[0].z; + texture[base_ofs+3]=p_transform.origin.x; + base_ofs+=256*4; + texture[base_ofs+0]=p_transform.basis[1].x; + texture[base_ofs+1]=p_transform.basis[1].y; + texture[base_ofs+2]=p_transform.basis[1].z; + texture[base_ofs+3]=p_transform.origin.y; + base_ofs+=256*4; + texture[base_ofs+0]=p_transform.basis[2].x; + texture[base_ofs+1]=p_transform.basis[2].y; + texture[base_ofs+2]=p_transform.basis[2].z; + texture[base_ofs+3]=p_transform.origin.z; + if (!skeleton->update_list.in_list()) { skeleton_update_list.add(&skeleton->update_list); @@ -4024,22 +4017,30 @@ Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton, in ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform()); ERR_FAIL_COND_V(skeleton->use_2d, Transform()); - float *bones = skeleton->bones.ptr(); - Transform mtx; - mtx.basis.elements[0][0] = bones[p_bone * 12 + 0]; - mtx.basis.elements[0][1] = bones[p_bone * 12 + 1]; - mtx.basis.elements[0][2] = bones[p_bone * 12 + 2]; - mtx.origin.x = bones[p_bone * 12 + 3]; - mtx.basis.elements[1][0] = bones[p_bone * 12 + 4]; - mtx.basis.elements[1][1] = bones[p_bone * 12 + 5]; - mtx.basis.elements[1][2] = bones[p_bone * 12 + 6]; - mtx.origin.y = bones[p_bone * 12 + 7]; - mtx.basis.elements[2][0] = bones[p_bone * 12 + 8]; - mtx.basis.elements[2][1] = bones[p_bone * 12 + 9]; - mtx.basis.elements[2][2] = bones[p_bone * 12 + 10]; - mtx.origin.z = bones[p_bone * 12 + 11]; - - return mtx; + const float *texture = skeleton->skel_texture.ptr(); + + Transform ret; + + int base_ofs = ((p_bone / 256) * 256) * 3 * 4 + (p_bone % 256) * 4; + + ret.basis[0].x=texture[base_ofs+0]; + ret.basis[0].y=texture[base_ofs+1]; + ret.basis[0].z=texture[base_ofs+2]; + ret.origin.x=texture[base_ofs+3]; + base_ofs+=256*4; + ret.basis[1].x=texture[base_ofs+0]; + ret.basis[1].y=texture[base_ofs+1]; + ret.basis[1].z=texture[base_ofs+2]; + ret.origin.y=texture[base_ofs+3]; + base_ofs+=256*4; + ret.basis[2].x=texture[base_ofs+0]; + ret.basis[2].y=texture[base_ofs+1]; + ret.basis[2].z=texture[base_ofs+2]; + ret.origin.z=texture[base_ofs+3]; + + + return ret; + } void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) { @@ -4049,15 +4050,20 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int ERR_FAIL_INDEX(p_bone, skeleton->size); ERR_FAIL_COND(!skeleton->use_2d); - float *bones = skeleton->bones.ptr(); - bones[p_bone * 12 + 0] = p_transform.elements[0][0]; - bones[p_bone * 12 + 1] = p_transform.elements[1][0]; - bones[p_bone * 12 + 2] = 0; - bones[p_bone * 12 + 3] = p_transform.elements[2][0]; - bones[p_bone * 12 + 4] = p_transform.elements[0][1]; - bones[p_bone * 12 + 5] = p_transform.elements[1][1]; - bones[p_bone * 12 + 6] = 0; - bones[p_bone * 12 + 7] = p_transform.elements[2][1]; + float *texture = skeleton->skel_texture.ptr(); + + int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4; + + texture[base_ofs+0]=p_transform[0][0]; + texture[base_ofs+1]=p_transform[1][0]; + texture[base_ofs+2]=0; + texture[base_ofs+3]=p_transform[2][0]; + base_ofs+=256*4; + texture[base_ofs+0]=p_transform[0][1]; + texture[base_ofs+1]=p_transform[1][1]; + texture[base_ofs+2]=0; + texture[base_ofs+3]=p_transform[2][1]; + if (!skeleton->update_list.in_list()) { skeleton_update_list.add(&skeleton->update_list); @@ -4071,28 +4077,41 @@ Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleto ERR_FAIL_INDEX_V(p_bone, skeleton->size, Transform2D()); ERR_FAIL_COND_V(!skeleton->use_2d, Transform2D()); - Transform2D mtx; + const float *texture = skeleton->skel_texture.ptr(); + + Transform2D ret; + + int base_ofs = ((p_bone / 256) * 256) * 2 * 4 + (p_bone % 256) * 4; - float *bones = skeleton->bones.ptr(); - mtx.elements[0][0] = bones[p_bone * 12 + 0]; - mtx.elements[1][0] = bones[p_bone * 12 + 1]; - mtx.elements[2][0] = bones[p_bone * 12 + 3]; - mtx.elements[0][1] = bones[p_bone * 12 + 4]; - mtx.elements[1][1] = bones[p_bone * 12 + 5]; - mtx.elements[2][1] = bones[p_bone * 12 + 7]; + ret[0][0]=texture[base_ofs+0]; + ret[1][0]=texture[base_ofs+1]; + ret[2][0]=texture[base_ofs+3]; + base_ofs+=256*4; + ret[0][1]=texture[base_ofs+0]; + ret[1][1]=texture[base_ofs+1]; + ret[2][1]=texture[base_ofs+3]; - return mtx; + return ret; } void RasterizerStorageGLES3::update_dirty_skeletons() { + glActiveTexture(GL_TEXTURE0); + while (skeleton_update_list.first()) { Skeleton *skeleton = skeleton_update_list.first()->self(); if (skeleton->size) { - glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo); - glBufferSubData(GL_UNIFORM_BUFFER, 0, skeleton->bones.size() * sizeof(float), skeleton->bones.ptr()); - glBindBuffer(GL_UNIFORM_BUFFER, 0); + + + + int height = skeleton->size/256; + if (skeleton->size%256) + height++; + + + glBindTexture(GL_TEXTURE_2D,skeleton->texture); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256,height*(skeleton->use_2d?2:3), GL_RGBA, GL_FLOAT, skeleton->skel_texture.ptr()); } for (Set::Element *E = skeleton->instances.front(); E; E = E->next()) { @@ -5957,6 +5976,8 @@ bool RasterizerStorageGLES3::free(RID p_rid) { } skeleton_allocate(p_rid, 0, false); + + glDeleteTextures(1,&skeleton->texture); skeleton_owner.free(p_rid); memdelete(skeleton); diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 343cee2133..50617b8124 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -769,18 +769,19 @@ public: /* SKELETON API */ struct Skeleton : RID_Data { - int size; bool use_2d; - Vector bones; //4x3 or 4x2 depending on what is needed - GLuint ubo; + int size; + Vector skel_texture; + GLuint texture; SelfList update_list; Set instances; //instances using skeleton Skeleton() : update_list(this) { - size = 0; + size=0; + use_2d = false; - ubo = 0; + texture = 0; } }; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index a0bf6cd58b..ffc41e611b 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -146,13 +146,10 @@ out highp float dp_clip; #endif -#ifdef USE_SKELETON - -layout(std140) uniform SkeletonData { //ubo:7 - - mat3x4 skeleton[MAX_SKELETON_BONES]; -}; +#define SKELETON_TEXTURE_WIDTH 256 +#ifdef USE_SKELETON +uniform highp sampler2D skeleton_texture; //texunit:-6 #endif out highp vec4 position_interp; @@ -173,15 +170,41 @@ void main() { color_interp = color_attrib; #endif - #ifdef USE_SKELETON - { //skeleton transform - highp mat3x4 m=skeleton[bone_indices.x]*bone_weights.x; - m+=skeleton[bone_indices.y]*bone_weights.y; - m+=skeleton[bone_indices.z]*bone_weights.z; - m+=skeleton[bone_indices.w]*bone_weights.w; + ivec2 tex_ofs = ivec2( bone_indices.x%256, (bone_indices.x/256)*3 ); + highp mat3x4 m = mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.x; + + tex_ofs = ivec2( bone_indices.y%256, (bone_indices.y/256)*3 ); + + m+= mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.y; + + tex_ofs = ivec2( bone_indices.z%256, (bone_indices.z/256)*3 ); + + m+= mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.z; + + + tex_ofs = ivec2( bone_indices.w%256, (bone_indices.w/256)*3 ); + + m+= mat3x4( + texelFetch(skeleton_texture,tex_ofs,0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,1),0), + texelFetch(skeleton_texture,tex_ofs+ivec2(0,2),0) + ) * bone_weights.w; + vertex.xyz = vertex * m; @@ -190,8 +213,7 @@ void main() { tangent.xyz = vec4(tangent.xyz,0.0) * mn; #endif } -#endif // USE_SKELETON1 - +#endif #ifdef USE_INSTANCING @@ -493,7 +515,7 @@ layout(location=0) out vec4 frag_color; #endif in highp vec4 position_interp; -uniform highp sampler2D depth_buffer; //texunit:-8 +uniform highp sampler2D depth_buffer; //texunit:-9 float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) { @@ -926,7 +948,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta #ifdef USE_GI_PROBES -uniform mediump sampler3D gi_probe1; //texunit:-6 +uniform mediump sampler3D gi_probe1; //texunit:-11 uniform highp mat4 gi_probe_xform1; uniform highp vec3 gi_probe_bounds1; uniform highp vec3 gi_probe_cell_size1; @@ -934,7 +956,7 @@ uniform highp float gi_probe_multiplier1; uniform highp float gi_probe_bias1; uniform bool gi_probe_blend_ambient1; -uniform mediump sampler3D gi_probe2; //texunit:-7 +uniform mediump sampler3D gi_probe2; //texunit:-10 uniform highp mat4 gi_probe_xform2; uniform highp vec3 gi_probe_bounds2; uniform highp vec3 gi_probe_cell_size2; -- cgit v1.2.3