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authorRémi Verschelde <rverschelde@gmail.com>2024-05-29 22:13:30 +0200
committerRémi Verschelde <rverschelde@gmail.com>2024-05-29 22:13:30 +0200
commit2c50e87f6006e56befd83bd0a1eb1bf8ea426a96 (patch)
treeb31487096fa5bc36fb39f8f4a4b10206c24c2116 /scene
parent46629e1e07a6a5f79288ae421c7b529cb0a10e02 (diff)
parent0c0723c659ffd77e6db96e855ca837caaf4b1c0e (diff)
downloadredot-engine-2c50e87f6006e56befd83bd0a1eb1bf8ea426a96.tar.gz
Merge pull request #89470 from jsjtxietian/msdf-uv
Fix shader compilation error when enabling texture MSDF and UV1 Triplanar at the same time
Diffstat (limited to 'scene')
-rw-r--r--scene/resources/material.cpp23
1 files changed, 15 insertions, 8 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 27da825bfe..8e49a8b56f 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -822,7 +822,18 @@ uniform float distance_fade_max : hint_range(0.0, 4096.0, 0.01);
)";
}
- if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && flags[FLAG_UV1_USE_TRIPLANAR]) {
+ String msg = "MSDF is not supported on triplanar materials. Ignoring MSDF in favor of triplanar mapping.";
+ if (textures[TEXTURE_ALBEDO].is_valid()) {
+ WARN_PRINT(vformat("%s (albedo %s): " + msg, get_path(), textures[TEXTURE_ALBEDO]->get_path()));
+ } else if (!get_path().is_empty()) {
+ WARN_PRINT(vformat("%s: " + msg, get_path()));
+ } else {
+ WARN_PRINT(msg);
+ }
+ }
+
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
uniform float msdf_pixel_range : hint_range(1.0, 100.0, 1.0);
uniform float msdf_outline_size : hint_range(0.0, 250.0, 1.0);
@@ -1271,7 +1282,7 @@ void vertex() {)";
code += "}\n";
- if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
float msdf_median(float r, float g, float b, float a) {
return min(max(min(r, g), min(max(r, g), b)), a);
@@ -1414,7 +1425,7 @@ void fragment() {)";
}
}
- if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
code += R"(
{
// Albedo Texture MSDF: Enabled
@@ -1427,11 +1438,7 @@ void fragment() {)";
if (flags[FLAG_USE_POINT_SIZE]) {
code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
} else {
- if (flags[FLAG_UV1_USE_TRIPLANAR]) {
- code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n";
- } else {
- code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
- }
+ code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
}
code += R"(
float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);