diff options
| author | QbieShay <cislaghi.ilaria@gmail.com> | 2024-05-01 11:12:31 +0200 |
|---|---|---|
| committer | QbieShay <cislaghi.ilaria@gmail.com> | 2024-05-01 22:24:49 +0200 |
| commit | e41064388e67cc9bec320ee467757089b150bf20 (patch) | |
| tree | 154c5a2a6e055c5ab29ecf2f22e0122cfdc5eedc /servers/rendering/renderer_rd/shaders | |
| parent | 26738ea20dc5d80be0eba6bb83af73fb996759d6 (diff) | |
| download | redot-engine-e41064388e67cc9bec320ee467757089b150bf20.tar.gz | |
reverted naming to premul alpha (no T)
Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl | 12 | ||||
| -rw-r--r-- | servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl | 8 |
2 files changed, 10 insertions, 10 deletions
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 65669952be..20b080da4d 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 @@ -914,9 +914,9 @@ vec3 encode24(vec3 v) { void fragment_shader(in SceneData scene_data) { uint instance_index = instance_index_interp; -#ifdef PREMULT_ALPHA_USED - float premult_alpha = 1.0; -#endif // PREMULT_ALPHA_USED +#ifdef PREMUL_ALPHA_USED + float premul_alpha = 1.0; +#endif // PREMUL_ALPHA_USED //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW @@ -2462,9 +2462,9 @@ void fragment_shader(in SceneData scene_data) { motion_vector = prev_position_uv - position_uv; #endif -#if defined(PREMULT_ALPHA_USED) && !defined(MODE_RENDER_DEPTH) - frag_color.rgb *= premult_alpha; -#endif //PREMULT_ALPHA_USED +#if defined(PREMUL_ALPHA_USED) && !defined(MODE_RENDER_DEPTH) + frag_color.rgb *= premul_alpha; +#endif //PREMUL_ALPHA_USED } void main() { 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 b82221dd63..1637326b48 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 @@ -749,8 +749,8 @@ void main() { float clearcoat_roughness = 0.0; float anisotropy = 0.0; vec2 anisotropy_flow = vec2(1.0, 0.0); -#ifdef PREMULT_ALPHA_USED - float premult_alpha = 1.0; +#ifdef PREMUL_ALPHA_USED + float premul_alpha = 1.0; #endif #ifndef FOG_DISABLED vec4 fog = vec4(0.0); @@ -1849,8 +1849,8 @@ void main() { // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images frag_color.rgb = frag_color.rgb / sc_luminance_multiplier; -#ifdef PREMULT_ALPHA_USED - frag_color.rgb *= premult_alpha; +#ifdef PREMUL_ALPHA_USED + frag_color.rgb *= premul_alpha; #endif #endif //MODE_MULTIPLE_RENDER_TARGETS |
