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-rw-r--r--scene/resources/material.cpp18
1 files changed, 8 insertions, 10 deletions
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 65b97acabf..b2567e431b 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1337,7 +1337,7 @@ void fragment() {)";
}
// Heightmapping isn't supported at the same time as triplanar mapping.
- if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
+ if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
// Binormal is negative due to mikktspace. Flipping it "unflips" it.
code += R"(
{
@@ -1637,21 +1637,20 @@ void fragment() {)";
// Use the slightly more expensive circular fade (distance to the object) instead of linear
// (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
- if (!RenderingServer::get_singleton()->is_low_end()) {
- code += "\n {";
+ code += "\n {";
- if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += R"(
+ if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
+ code += R"(
// Distance Fade: Object Dither
float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
)";
- } else {
- code += R"(
+ } else {
+ code += R"(
// Distance Fade: Pixel Dither
float fade_distance = length(VERTEX);
)";
- }
- code += R"(
+ }
+ code += R"(
// Use interleaved gradient noise, which is fast but still looks good.
const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
@@ -1661,7 +1660,6 @@ void fragment() {)";
}
}
)";
- }
} else {
code += R"(
// Distance Fade: Pixel Alpha