using TIME in light shader enables uses_fragment_time

The GLES3 shader compiler performs certain checks to enable or disable
the usage of certain uniform variables (and with that the set-up of UBOs).

If the `TIME` variable gets used inside the `vertex` function then the
renderer knows that it has to insert that value into the UBO.
The same applies to the `fragment` function.

The `light` function gets executed inside the fragment shader for every
light source that is relevant to the current pixel. If the `TIME` variable
gets used in that function then it needs to be present in the fragment-UBO.
The check for this was missing, so if a shader uses `TIME` inside `light`
but not inside `fragment` then the uniform will not actually be set up.
This commit is contained in:
karroffel 2018-02-07 11:56:52 +01:00
parent cbdd410a6f
commit bb655856e2
2 changed files with 9 additions and 7 deletions

View File

@ -477,22 +477,22 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
current_func_name = fnode->name;
if (fnode->name == "vertex") {
if (fnode->name == vertex_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.vertex_global, added_vtx);
r_gen_code.vertex = function_code["vertex"];
r_gen_code.vertex = function_code[vertex_name];
}
if (fnode->name == "fragment") {
if (fnode->name == fragment_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.fragment = function_code["fragment"];
r_gen_code.fragment = function_code[fragment_name];
}
if (fnode->name == "light") {
if (fnode->name == light_name) {
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.light = function_code["light"];
r_gen_code.light = function_code[light_name];
}
}
@ -573,7 +573,7 @@ String ShaderCompilerGLES3::_dump_node_code(SL::Node *p_node, int p_level, Gener
if (current_func_name == vertex_name) {
r_gen_code.uses_vertex_time = true;
}
if (current_func_name == fragment_name) {
if (current_func_name == fragment_name || current_func_name == light_name) {
r_gen_code.uses_fragment_time = true;
}
}
@ -939,6 +939,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
vertex_name = "vertex";
fragment_name = "fragment";
light_name = "light";
time_name = "TIME";
List<String> func_list;

View File

@ -83,6 +83,7 @@ private:
StringName current_func_name;
StringName vertex_name;
StringName fragment_name;
StringName light_name;
StringName time_name;
Set<StringName> used_name_defines;