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author | Clay <claynjohn@gmail.com> | 2023-07-24 23:21:04 +0200 |
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committer | Clay <claynjohn@gmail.com> | 2023-07-24 23:21:04 +0200 |
commit | 7c812cd7e9aaa5145f5309bb6254d0570620bec9 (patch) | |
tree | 18cf99ecabb8fe06c6713b35c810b09ff8e3671f | |
parent | f6187014ec1d7a47b7201f64f3a8376a5da2f42d (diff) | |
download | redot-engine-7c812cd7e9aaa5145f5309bb6254d0570620bec9.tar.gz |
Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
6 files changed, 27 insertions, 17 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index aa68febec8..7cba77be2f 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -1039,17 +1039,16 @@ void main() { if (alpha < alpha_scissor_threshold) { discard; } -#endif // ALPHA_SCISSOR_USED - +#else +#ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS -#if !defined(ALPHA_SCISSOR_USED) if (alpha < opaque_prepass_threshold) { discard; } - -#endif // not ALPHA_SCISSOR_USED #endif // USE_OPAQUE_PREPASS +#endif // MODE_RENDER_DEPTH +#endif // !ALPHA_SCISSOR_USED #endif // !USE_SHADOW_TO_OPACITY @@ -1270,17 +1269,16 @@ void main() { if (alpha < alpha_scissor) { discard; } -#endif // ALPHA_SCISSOR_USED - +#else +#ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS -#if !defined(ALPHA_SCISSOR_USED) if (alpha < opaque_prepass_threshold) { discard; } - -#endif // not ALPHA_SCISSOR_USED #endif // USE_OPAQUE_PREPASS +#endif // MODE_RENDER_DEPTH +#endif // !ALPHA_SCISSOR_USED #endif // USE_SHADOW_TO_OPACITY diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index d0746a8fc8..aa6319f0ef 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -1338,7 +1338,7 @@ MaterialStorage::MaterialStorage() { actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; - actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; + actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); 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 17e7388900..377aab1354 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 @@ -701,7 +701,7 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; - actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; + actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); 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 e432dc87d5..e4498ac533 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 @@ -589,7 +589,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; - actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; + actions.render_mode_defines["depth_prepass_alpha"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); if (!force_lambert) { diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 8a7008492e..9214a953aa 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -875,11 +875,15 @@ void fragment_shader(in SceneData scene_data) { alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); #endif // ALPHA_ANTIALIASING_EDGE_USED +#ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS +#ifndef ALPHA_SCISSOR_USED if (alpha < scene_data.opaque_prepass_threshold) { discard; } +#endif // !ALPHA_SCISSOR_USED #endif // USE_OPAQUE_PREPASS +#endif // MODE_RENDER_DEPTH #endif // !USE_SHADOW_TO_OPACITY @@ -2038,8 +2042,8 @@ void fragment_shader(in SceneData scene_data) { if (alpha < alpha_scissor) { discard; } -#endif // ALPHA_SCISSOR_USED - +#else +#ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS if (alpha < scene_data.opaque_prepass_threshold) { @@ -2047,6 +2051,8 @@ void fragment_shader(in SceneData scene_data) { } #endif // USE_OPAQUE_PREPASS +#endif // MODE_RENDER_DEPTH +#endif // ALPHA_SCISSOR_USED #endif // USE_SHADOW_TO_OPACITY diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 5f6e4a8c28..b63eea1401 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -817,11 +817,15 @@ void main() { alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge); #endif // ALPHA_ANTIALIASING_EDGE_USED +#ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS +#ifndef ALPHA_SCISSOR_USED if (alpha < scene_data.opaque_prepass_threshold) { discard; } +#endif // !ALPHA_SCISSOR_USED #endif // USE_OPAQUE_PREPASS +#endif // MODE_RENDER_DEPTH #endif // !USE_SHADOW_TO_OPACITY @@ -1685,8 +1689,8 @@ void main() { if (alpha < alpha_scissor) { discard; } -#endif // ALPHA_SCISSOR_USED - +#else +#ifdef MODE_RENDER_DEPTH #ifdef USE_OPAQUE_PREPASS if (alpha < scene_data.opaque_prepass_threshold) { @@ -1694,6 +1698,8 @@ void main() { } #endif // USE_OPAQUE_PREPASS +#endif // MODE_RENDER_DEPTH +#endif // !ALPHA_SCISSOR_USED #endif // USE_SHADOW_TO_OPACITY |