Merge pull request #26255 from hpvb/fix-26239
Explicitly use floating point numbers in the our shaders
This commit is contained in:
commit
5f34664f61
|
@ -480,7 +480,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#ifdef USE_RGBA_SHADOWS
|
||||
|
||||
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
|
||||
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture2D((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
|
||||
|
||||
#else
|
||||
|
||||
|
|
|
@ -48,7 +48,7 @@ void main() {
|
|||
#ifdef USE_RGBA_SHADOWS
|
||||
|
||||
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
gl_FragColor = comp;
|
||||
#else
|
||||
|
||||
|
|
|
@ -1598,14 +1598,14 @@ FRAGMENT_SHADER_CODE
|
|||
#ifdef USE_LIGHTMAP_CAPTURE
|
||||
{
|
||||
vec3 cone_dirs[12] = vec3[](
|
||||
vec3(0, 0, 1),
|
||||
vec3(0.866025, 0, 0.5),
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(0.866025, 0.0, 0.5),
|
||||
vec3(0.267617, 0.823639, 0.5),
|
||||
vec3(-0.700629, 0.509037, 0.5),
|
||||
vec3(-0.700629, -0.509037, 0.5),
|
||||
vec3(0.267617, -0.823639, 0.5),
|
||||
vec3(0, 0, -1),
|
||||
vec3(0.866025, 0, -0.5),
|
||||
vec3(0.0, 0.0, -1.0),
|
||||
vec3(0.866025, 0.0, -0.5),
|
||||
vec3(0.267617, 0.823639, -0.5),
|
||||
vec3(-0.700629, 0.509037, -0.5),
|
||||
vec3(-0.700629, -0.509037, -0.5),
|
||||
|
|
|
@ -495,7 +495,7 @@ FRAGMENT_SHADER_CODE
|
|||
#endif
|
||||
}
|
||||
#ifdef DEBUG_ENCODED_32
|
||||
highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1));
|
||||
highp float enc32 = dot(color, highp vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0));
|
||||
color = vec4(vec3(enc32), 1.0);
|
||||
#endif
|
||||
|
||||
|
@ -589,7 +589,7 @@ FRAGMENT_SHADER_CODE
|
|||
|
||||
#ifdef USE_RGBA_SHADOWS
|
||||
|
||||
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1))
|
||||
#define SHADOW_DEPTH(m_tex, m_uv) dot(texture((m_tex), (m_uv)), vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0))
|
||||
|
||||
#else
|
||||
|
||||
|
|
|
@ -36,7 +36,7 @@ void main() {
|
|||
#ifdef USE_RGBA_SHADOWS
|
||||
|
||||
highp vec4 comp = fract(depth * vec4(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||
distance_buf = comp;
|
||||
#else
|
||||
|
||||
|
|
|
@ -400,7 +400,7 @@ void main() {
|
|||
texelFetch(skeleton_texture, tex_ofs, 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
|
||||
vec4(0.0,0.0,0.0,1.0)) *
|
||||
vec4(0.0, 0.0, 0.0, 1.0)) *
|
||||
bone_weights.x;
|
||||
|
||||
tex_ofs = ivec2(bone_indicesi.y % 256, (bone_indicesi.y / 256) * 3);
|
||||
|
@ -409,7 +409,7 @@ void main() {
|
|||
texelFetch(skeleton_texture, tex_ofs, 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
|
||||
vec4(0.0,0.0,0.0,1.0)) *
|
||||
vec4(0.0, 0.0, 0.0, 1.0)) *
|
||||
bone_weights.y;
|
||||
|
||||
tex_ofs = ivec2(bone_indicesi.z % 256, (bone_indicesi.z / 256) * 3);
|
||||
|
@ -418,7 +418,7 @@ void main() {
|
|||
texelFetch(skeleton_texture, tex_ofs, 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
|
||||
vec4(0.0,0.0,0.0,1.0)) *
|
||||
vec4(0.0, 0.0, 0.0, 1.0)) *
|
||||
bone_weights.z;
|
||||
|
||||
tex_ofs = ivec2(bone_indicesi.w % 256, (bone_indicesi.w / 256) * 3);
|
||||
|
@ -427,7 +427,7 @@ void main() {
|
|||
texelFetch(skeleton_texture, tex_ofs, 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 1), 0),
|
||||
texelFetch(skeleton_texture, tex_ofs + ivec2(0, 2), 0),
|
||||
vec4(0.0,0.0,0.0,1.0)) *
|
||||
vec4(0.0, 0.0, 0.0, 1.0)) *
|
||||
bone_weights.w;
|
||||
|
||||
world_matrix = transpose(m) * world_matrix;
|
||||
|
@ -1521,8 +1521,8 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
|
|||
|
||||
#define MAX_CONE_DIRS 6
|
||||
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
|
||||
vec3(0, 0, 1),
|
||||
vec3(0.866025, 0, 0.5),
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(0.866025, 0.0, 0.5),
|
||||
vec3(0.267617, 0.823639, 0.5),
|
||||
vec3(-0.700629, 0.509037, 0.5),
|
||||
vec3(-0.700629, -0.509037, 0.5),
|
||||
|
@ -1536,10 +1536,10 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds, ve
|
|||
#define MAX_CONE_DIRS 4
|
||||
|
||||
vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
|
||||
vec3(0.707107, 0, 0.707107),
|
||||
vec3(0, 0.707107, 0.707107),
|
||||
vec3(-0.707107, 0, 0.707107),
|
||||
vec3(0, -0.707107, 0.707107));
|
||||
vec3(0.707107, 0.0, 0.707107),
|
||||
vec3(0.0, 0.707107, 0.707107),
|
||||
vec3(-0.707107, 0.0, 0.707107),
|
||||
vec3(0.0, -0.707107, 0.707107));
|
||||
|
||||
float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
|
||||
float cone_angle_tan = 0.98269;
|
||||
|
@ -1575,7 +1575,7 @@ void gi_probes_compute(vec3 pos, vec3 normal, float roughness, inout vec3 out_sp
|
|||
vec3 ref_vec = normalize(reflect(normalize(pos), normal));
|
||||
|
||||
//find arbitrary tangent and bitangent, then build a matrix
|
||||
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0, 0, 1) : vec3(0, 1, 0);
|
||||
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
|
||||
vec3 tangent = normalize(cross(v0, normal));
|
||||
vec3 bitangent = normalize(cross(tangent, normal));
|
||||
mat3 normal_mat = mat3(tangent, bitangent, normal);
|
||||
|
@ -1963,14 +1963,14 @@ FRAGMENT_SHADER_CODE
|
|||
#ifdef USE_LIGHTMAP_CAPTURE
|
||||
{
|
||||
vec3 cone_dirs[12] = vec3[](
|
||||
vec3(0, 0, 1),
|
||||
vec3(0.866025, 0, 0.5),
|
||||
vec3(0.0, 0.0, 1.0),
|
||||
vec3(0.866025, 0.0, 0.5),
|
||||
vec3(0.267617, 0.823639, 0.5),
|
||||
vec3(-0.700629, 0.509037, 0.5),
|
||||
vec3(-0.700629, -0.509037, 0.5),
|
||||
vec3(0.267617, -0.823639, 0.5),
|
||||
vec3(0, 0, -1),
|
||||
vec3(0.866025, 0, -0.5),
|
||||
vec3(0.0, 0.0, -1.0),
|
||||
vec3(0.866025, 0.0, -0.5),
|
||||
vec3(0.267617, 0.823639, -0.5),
|
||||
vec3(-0.700629, 0.509037, -0.5),
|
||||
vec3(-0.700629, -0.509037, -0.5),
|
||||
|
|
|
@ -77,7 +77,7 @@ void main() {
|
|||
return;
|
||||
}
|
||||
//ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
|
||||
//ray_dir = normalize(vec3(1, 1, -1));
|
||||
//ray_dir = normalize(vec3(1.0, 1.0, -1.0));
|
||||
|
||||
////////////////
|
||||
|
||||
|
|
|
@ -607,17 +607,17 @@ void SpatialMaterial::_update_shader() {
|
|||
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n";
|
||||
|
||||
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
|
||||
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n";
|
||||
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
}
|
||||
} break;
|
||||
case BILLBOARD_FIXED_Y: {
|
||||
|
||||
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n";
|
||||
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n";
|
||||
|
||||
if (flags[FLAG_BILLBOARD_KEEP_SCALE]) {
|
||||
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,1,0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n";
|
||||
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
} else {
|
||||
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1,0,0,0),vec4(0,1.0/length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n";
|
||||
code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n";
|
||||
}
|
||||
} break;
|
||||
case BILLBOARD_PARTICLES: {
|
||||
|
@ -625,7 +625,7 @@ void SpatialMaterial::_update_shader() {
|
|||
//make billboard
|
||||
code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n";
|
||||
//rotate by rotation
|
||||
code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n";
|
||||
code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n";
|
||||
//set modelview
|
||||
code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n";
|
||||
|
||||
|
|
|
@ -311,8 +311,8 @@ void ParticlesMaterial::_update_shader() {
|
|||
//initiate velocity spread in 3D
|
||||
code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n";
|
||||
code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n";
|
||||
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0, cos(angle1_rad));\n";
|
||||
code += " vec3 direction_yz = vec3(0, sin(angle2_rad), cos(angle2_rad));\n";
|
||||
code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n";
|
||||
code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n";
|
||||
code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n";
|
||||
code += " vec3 direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n";
|
||||
code += " direction = normalize(direction);\n";
|
||||
|
@ -347,7 +347,7 @@ void ParticlesMaterial::_update_shader() {
|
|||
code += " VELOCITY.xy = rotm * VELOCITY.xy;\n";
|
||||
} else {
|
||||
code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n";
|
||||
code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0, 1.0, 0.0);\n";
|
||||
code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n";
|
||||
code += " vec3 tangent = normalize(cross(v0, normal));\n";
|
||||
code += " vec3 bitangent = normalize(cross(tangent, normal));\n";
|
||||
code += " VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n";
|
||||
|
|
Loading…
Reference in New Issue