diff options
Diffstat (limited to 'drivers')
-rw-r--r-- | drivers/gles2/shaders/copy.glsl | 19 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 21 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 8 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 5 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 12 |
5 files changed, 44 insertions, 21 deletions
diff --git a/drivers/gles2/shaders/copy.glsl b/drivers/gles2/shaders/copy.glsl index cb42970921..3f060cb97f 100644 --- a/drivers/gles2/shaders/copy.glsl +++ b/drivers/gles2/shaders/copy.glsl @@ -16,6 +16,7 @@ attribute vec2 uv_in; // attrib:4 #endif attribute vec2 uv2_in; // attrib:5 + #ifdef USE_CUBEMAP varying vec3 cube_interp; #else @@ -58,7 +59,9 @@ float sRGB_gamma_correct(float c){ #define LUM_RANGE 4.0 -#ifdef USE_CUBEMAP +#ifdef USE_ARRAY +uniform sampler2DArray source; +#elif defined(USE_CUBEMAP) varying vec3 cube_interp; uniform samplerCube source_cube; #else @@ -145,23 +148,17 @@ uniform float custom_alpha; void main() { //vec4 color = color_interp; -#ifdef USE_HIGHP_SOURCE -#ifdef USE_CUBEMAP + +#ifdef USE_ARRAY + highp vec4 color = textureLod( source, vec3(uv_interp,0.0),0.0 ); +#elif defined(USE_CUBEMAP) highp vec4 color = textureCube( source_cube, normalize(cube_interp) ); #else highp vec4 color = texture2D( source, uv_interp ); #endif -#else - -#ifdef USE_CUBEMAP - vec4 color = textureCube( source_cube, normalize(cube_interp) ); - -#else - vec4 color = texture2D( source, uv_interp ); -#endif #endif diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 08ff51866d..3b3ce73264 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1889,6 +1889,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ } else { glBindTexture(GL_TEXTURE_2D, p_base_env); } + state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); } else { @@ -3980,7 +3981,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } else { - use_mrt = env && (state.used_screen_texture || state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled + use_mrt = env && (state.used_sss || env->ssao_enabled || env->ssr_enabled); //only enable MRT rendering if any of these is enabled //effects disabled and transparency also prevent using MRTs use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]; use_mrt = use_mrt && !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_NO_3D_EFFECTS]; @@ -4156,6 +4157,20 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (use_mrt) { _render_mrts(env, p_cam_projection); + } else { + //FIXME: check that this is possible to use + if (state.used_screen_texture) { + glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); + glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + _blur_effect_buffer(); + //restored framebuffer + glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo); + glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height); + } } if (state.used_screen_texture) { @@ -4233,7 +4248,11 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const storage->canvas->canvas_begin(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, env_radiance_tex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1)); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } } diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 8b86316da8..036ff58719 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1260,6 +1260,10 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { @@ -1377,8 +1381,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glDeleteFramebuffers(1, &tmp_fb); diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 88a97a04aa..10a803cafe 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -219,9 +219,8 @@ void main() { N.z = 0.5 - 0.5*((N.x * N.x) + (N.y * N.y)); N = normalize(N); - if (!z_flip) { - //N.y=-N.y; //y is flipped to improve blending between both sides - } else { + if (z_flip) { + N.y=-N.y; //y is flipped to improve blending between both sides N.z=-N.z; } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index f94ca6fcba..29623a6296 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -429,7 +429,9 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) { // we need to lie the derivatives (normg) and assume that DP side is always the same // to get proper texure filtering vec2 normg=norm.xy; - norm.y+=max(0.0,sign(norm.z))*0.5; + if (norm.z>0) { + norm.y=0.5-norm.y+0.5; + } // thanks to OpenGL spec using floor(layer + 0.5) for texture arrays, // it's easy to have precision errors using fract() to interpolate layers @@ -451,7 +453,9 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) { vec3 norm = normalize(p_vec); norm.xy/=1.0+abs(norm.z); norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25); - norm.y+=max(0.0,sign(norm.z))*0.5; + if (norm.z>0) { + norm.y=0.5-norm.y+0.5; + } return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz; } @@ -964,12 +968,12 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex; float light_length = length( light_rel_vec ); float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w; - vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), spot_lights[idx].light_direction_attenuation.w )); + vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w )); vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz; float spot_cutoff=spot_lights[idx].light_params.y; float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff); float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff); - light_attenuation *= 1.0 - pow( spot_rim, spot_lights[idx].light_params.x); + light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x); if (spot_lights[idx].light_params.w>0.5) { //there is a shadowmap |