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-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl11
-rw-r--r--servers/rendering/renderer_rd/shaders/particles_copy.glsl7
5 files changed, 19 insertions, 17 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 60078ee0ca..f3ffc688e7 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2480,6 +2480,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
actions.render_mode_defines["light_only"] = "#define MODE_LIGHT_ONLY\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define USE_WORLD_VERTEX_COORDS\n";
actions.custom_samplers["TEXTURE"] = "texture_sampler";
actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler";
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 31c5aadc88..7a13ac7207 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -180,6 +180,10 @@ void main() {
#ifdef USE_POINT_SIZE
float point_size = 1.0;
#endif
+
+#ifdef USE_WORLD_VERTEX_COORDS
+ vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
+#endif
{
#CODE : VERTEX
}
@@ -188,7 +192,7 @@ void main() {
pixel_size_interp = abs(draw_data.dst_rect.zw) * vertex_base;
#endif
-#if !defined(SKIP_TRANSFORM_USED)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(USE_WORLD_VERTEX_COORDS)
vertex = (model_matrix * vec4(vertex, 0.0, 1.0)).xy;
#endif
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 cfba408fe1..2b8b8fa9d2 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
@@ -1277,9 +1277,10 @@ void fragment_shader(in SceneData scene_data) {
} else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = instances.data[instance_index].gi_offset & 0xFFFF;
+ uint slice = instances.data[instance_index].gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * instances.data[instance_index].lightmap_uv_scale.zw + instances.data[instance_index].lightmap_uv_scale.xy;
- uvw.z = float((instances.data[instance_index].gi_offset >> 16) & 0xFFFF);
+ uvw.z = float(slice);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -1288,9 +1289,8 @@ void fragment_shader(in SceneData scene_data) {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- uint idx = instances.data[instance_index].gi_offset >> 20;
- vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
- float en = lightmaps.data[idx].exposure_normalization;
+ vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
+ float en = lightmaps.data[ofs].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f * en;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * en;
@@ -1304,8 +1304,7 @@ void fragment_shader(in SceneData scene_data) {
}
} else {
- uint idx = instances.data[instance_index].gi_offset >> 20;
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}
#else
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 cdf81bb6ec..7f6a9a50e5 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
@@ -1121,11 +1121,10 @@ void main() {
} else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
uint ofs = draw_call.gi_offset & 0xFFFF;
+ uint slice = draw_call.gi_offset >> 16;
vec3 uvw;
uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
- uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
-
- uint idx = draw_call.gi_offset >> 20;
+ uvw.z = float(slice);
if (uses_sh) {
uvw.z *= 4.0; //SH textures use 4 times more data
@@ -1134,8 +1133,8 @@ void main() {
vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
- vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
- float exposure_normalization = lightmaps.data[idx].exposure_normalization;
+ vec3 n = normalize(lightmaps.data[ofs].normal_xform * normal);
+ float exposure_normalization = lightmaps.data[ofs].exposure_normalization;
ambient_light += lm_light_l0 * 0.282095f;
ambient_light += lm_light_l1n1 * 0.32573 * n.y * exposure_normalization;
@@ -1149,7 +1148,7 @@ void main() {
}
} else {
- ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[idx].exposure_normalization;
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], SAMPLER_LINEAR_CLAMP), uvw, 0.0).rgb * lightmaps.data[ofs].exposure_normalization;
}
}
diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
index 6a06979c2c..93c4d1009d 100644
--- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl
@@ -182,7 +182,6 @@ void main() {
case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
vec3 v = particles.data[particle].velocity;
vec3 sv = v - params.sort_direction * dot(params.sort_direction, v); //screen velocity
- float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
if (length(sv) == 0) {
sv = params.align_up;
@@ -190,9 +189,9 @@ void main() {
sv = normalize(sv);
- txform[0].xyz = normalize(cross(sv, params.sort_direction)) * s;
- txform[1].xyz = sv * s;
- txform[2].xyz = params.sort_direction * s;
+ txform[0].xyz = normalize(cross(sv, params.sort_direction)) * length(txform[0]);
+ txform[1].xyz = sv * length(txform[1]);
+ txform[2].xyz = params.sort_direction * length(txform[2]);
} break;
}