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-rw-r--r--drivers/gles3/shaders/scene.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl7
3 files changed, 24 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 04ba98a420..305a4f1010 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -583,6 +583,8 @@ void main() {
#define SHADER_IS_SRGB true
+#define FLAGS_NON_UNIFORM_SCALE (1 << 4)
+
/* Varyings */
#if defined(COLOR_USED)
@@ -955,6 +957,7 @@ ivec2 multiview_uv(ivec2 uv) {
uniform highp mat4 world_transform;
uniform mediump float opaque_prepass_threshold;
+uniform highp uint model_flags;
#if defined(RENDER_MATERIAL)
layout(location = 0) out vec4 albedo_output_buffer;
@@ -1521,6 +1524,13 @@ void main() {
vec3 light_vertex = vertex;
#endif //LIGHT_VERTEX_USED
+ highp mat3 model_normal_matrix;
+ if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) {
+ model_normal_matrix = transpose(inverse(mat3(model_matrix)));
+ } else {
+ model_normal_matrix = mat3(model_matrix);
+ }
+
{
#CODE : FRAGMENT
}
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 cf15497c8c..e838c6da44 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
@@ -1030,6 +1030,13 @@ void fragment_shader(in SceneData scene_data) {
vec3 light_vertex = vertex;
#endif //LIGHT_VERTEX_USED
+ mat3 model_normal_matrix;
+ if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ model_normal_matrix = transpose(inverse(mat3(read_model_matrix)));
+ } else {
+ model_normal_matrix = mat3(read_model_matrix);
+ }
+
mat4 read_view_matrix = scene_data.view_matrix;
vec2 read_viewport_size = scene_data.viewport_size;
{
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 e7623e0062..16a6cbe6ee 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
@@ -839,6 +839,13 @@ void main() {
vec3 light_vertex = vertex;
#endif //LIGHT_VERTEX_USED
+ mat3 model_normal_matrix;
+ if (bool(instances.data[draw_call.instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ model_normal_matrix = transpose(inverse(mat3(read_model_matrix)));
+ } else {
+ model_normal_matrix = mat3(read_model_matrix);
+ }
+
mat4 read_view_matrix = scene_data.view_matrix;
vec2 read_viewport_size = scene_data.viewport_size;