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-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp10
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp12
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl4
3 files changed, 13 insertions, 13 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 0d83264bfb..af190207db 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1018,11 +1018,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Draw Sky
}
- // rendering effects
- if (ce_has_pre_transparent) {
- _process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, p_render_data);
- }
-
if (merge_transparent_pass) {
if (render_list[RENDER_LIST_ALPHA].element_info.size() > 0) {
// transparent pass
@@ -1058,6 +1053,11 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_command_end_label(); // Render 3D Pass / Render Reflection Probe Pass
+ // rendering effects
+ if (ce_has_pre_transparent) {
+ _process_compositor_effects(RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_PRE_TRANSPARENT, p_render_data);
+ }
+
if (scene_state.used_screen_texture) {
// Copy screen texture to backbuffer so we can read from it
_render_buffers_copy_screen_texture(p_render_data);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index fa8cf9c028..e58e45f13e 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -509,11 +509,16 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
current_repeat = RenderingServer::CanvasItemTextureRepeat::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED;
}
+ Color modulated = rect->modulate * base_color;
+ if (use_linear_colors) {
+ modulated = modulated.srgb_to_linear();
+ }
+
//bind pipeline
if (rect->flags & CANVAS_RECT_LCD) {
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
- RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate);
+ RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, modulated);
} else {
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
@@ -582,11 +587,6 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.flags |= FLAGS_USE_LCD;
}
- Color modulated = rect->modulate * base_color;
- if (use_linear_colors) {
- modulated = modulated.srgb_to_linear();
- }
-
push_constant.modulation[0] = modulated.r;
push_constant.modulation[1] = modulated.g;
push_constant.modulation[2] = modulated.b;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 4f81e36c58..0332e23993 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -50,7 +50,7 @@ layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_
vec4 screen_space_to_view_space_depth(vec4 p_depth) {
if (params.orthogonal) {
vec4 depth = p_depth * 2.0 - 1.0;
- return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
+ return -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
}
float depth_linearize_mul = params.z_near;
@@ -68,7 +68,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) {
float screen_space_to_view_space_depth(float p_depth) {
if (params.orthogonal) {
float depth = p_depth * 2.0 - 1.0;
- return ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / (2.0 * params.z_far);
+ return -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0;
}
float depth_linearize_mul = params.z_near;