parent
393daf0502
commit
a0fc641f25
|
@ -1132,9 +1132,9 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
|
|||
state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
|
||||
}
|
||||
|
||||
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
||||
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
||||
|
||||
/*
|
||||
/*
|
||||
if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
|
||||
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
||||
else
|
||||
|
@ -4011,6 +4011,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
|
|||
state.ubo_data.shadow_dual_paraboloid_render_side = 0;
|
||||
state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
|
||||
|
||||
p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]);
|
||||
|
||||
if (storage->frame.current_rt) {
|
||||
state.ubo_data.screen_pixel_size[0] = 1.0 / storage->frame.current_rt->width;
|
||||
state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height;
|
||||
|
|
|
@ -124,6 +124,7 @@ public:
|
|||
float z_slope_scale;
|
||||
float shadow_dual_paraboloid_render_zfar;
|
||||
float shadow_dual_paraboloid_render_side;
|
||||
float viewport_size[2];
|
||||
float screen_pixel_size[2];
|
||||
float shadow_atlas_pixel_size[2];
|
||||
float shadow_directional_pixel_size[2];
|
||||
|
@ -143,7 +144,7 @@ public:
|
|||
float fog_height_min;
|
||||
float fog_height_max;
|
||||
float fog_height_curve;
|
||||
uint8_t padding[8];
|
||||
// make sure this struct is padded to be a multiple of 16 bytes for webgl
|
||||
|
||||
} ubo_data;
|
||||
|
||||
|
|
|
@ -766,7 +766,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
|||
//builtins
|
||||
|
||||
actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
|
||||
//actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
|
||||
actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
|
||||
|
||||
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
|
||||
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing";
|
||||
|
|
|
@ -80,6 +80,7 @@ layout(std140) uniform SceneData { //ubo:0
|
|||
highp float shadow_dual_paraboloid_render_zfar;
|
||||
highp float shadow_dual_paraboloid_render_side;
|
||||
|
||||
highp vec2 viewport_size;
|
||||
highp vec2 screen_pixel_size;
|
||||
highp vec2 shadow_atlas_pixel_size;
|
||||
highp vec2 directional_shadow_pixel_size;
|
||||
|
@ -566,6 +567,7 @@ in vec3 normal_interp;
|
|||
uniform bool no_ambient_light;
|
||||
|
||||
|
||||
|
||||
#ifdef USE_RADIANCE_MAP
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue