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-rw-r--r--servers/rendering/shader_compiler.cpp5
1 files changed, 4 insertions, 1 deletions
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp
index 1e95cdde0c..880c13096e 100644
--- a/servers/rendering/shader_compiler.cpp
+++ b/servers/rendering/shader_compiler.cpp
@@ -1191,6 +1191,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
// we will add logic to automatically switch between
// sampler2D and sampler2D array and vec2 UV and vec3 UV.
bool multiview_uv_needed = false;
+ bool is_normal_roughness_texture = false;
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
@@ -1259,7 +1260,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
// Need to map from texture to sampler in order to sample when using Vulkan GLSL.
String sampler_name;
bool is_depth_texture = false;
- bool is_normal_roughness_texture = false;
if (actions.custom_samplers.has(texture_uniform)) {
sampler_name = actions.custom_samplers[texture_uniform];
@@ -1340,6 +1340,9 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) {
code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
}
+ if (is_normal_roughness_texture) {
+ code = "normal_roughness_compatibility(" + code + ")";
+ }
} break;
case SL::OP_INDEX: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);