diff --git a/drivers/gles2/shader_compiler_gles2.cpp b/drivers/gles2/shader_compiler_gles2.cpp index b2a7409d43d..fa1242ceedb 100644 --- a/drivers/gles2/shader_compiler_gles2.cpp +++ b/drivers/gles2/shader_compiler_gles2.cpp @@ -806,9 +806,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMAL"] = "#define NORMAL_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; - actions[VS::SHADER_CANVAS_ITEM].usage_defines["SHADOW_COLOR"] = "#define SHADOW_COLOR_USED\n"; actions[VS::SHADER_CANVAS_ITEM].usage_defines["LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; - actions[VS::SHADER_CANVAS_ITEM].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; /** SPATIAL SHADER **/ @@ -831,7 +829,6 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize"; // gl_InstanceID is not available in OpenGL ES 2.0 actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0"; - actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; //builtins @@ -863,8 +860,10 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].renames["SCREEN_UV"] = "screen_uv"; actions[VS::SHADER_SPATIAL].renames["SCREEN_TEXTURE"] = "screen_texture"; actions[VS::SHADER_SPATIAL].renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions[VS::SHADER_SPATIAL].renames["SIDE"] = "side"; + // Defined in GLES3, but not available in GLES2 + //actions[VS::SHADER_SPATIAL].renames["DEPTH"] = "gl_FragDepth"; actions[VS::SHADER_SPATIAL].renames["ALPHA_SCISSOR"] = "alpha_scissor"; + actions[VS::SHADER_SPATIAL].renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; //for light actions[VS::SHADER_SPATIAL].renames["VIEW"] = "view"; @@ -904,6 +903,12 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n"; + // Defined in GLES3, could be implemented in GLES2 too if there's a need for it + //actions[VS::SHADER_SPATIAL].render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n"; + // Defined in GLES3, might not be possible in GLES2 as gl_FrontFacing is not available + //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; + //actions[VS::SHADER_SPATIAL].render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; + bool force_lambert = GLOBAL_GET("rendering/quality/shading/force_lambert_over_burley"); if (!force_lambert) { @@ -929,27 +934,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() { actions[VS::SHADER_SPATIAL].render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; actions[VS::SHADER_SPATIAL].render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n"; - /* PARTICLES SHADER */ - - actions[VS::SHADER_PARTICLES].renames["COLOR"] = "out_color"; - actions[VS::SHADER_PARTICLES].renames["VELOCITY"] = "out_velocity_active.xyz"; - actions[VS::SHADER_PARTICLES].renames["MASS"] = "mass"; - actions[VS::SHADER_PARTICLES].renames["ACTIVE"] = "shader_active"; - actions[VS::SHADER_PARTICLES].renames["RESTART"] = "restart"; - actions[VS::SHADER_PARTICLES].renames["CUSTOM"] = "out_custom"; - actions[VS::SHADER_PARTICLES].renames["TRANSFORM"] = "xform"; - actions[VS::SHADER_PARTICLES].renames["TIME"] = "time"; - actions[VS::SHADER_PARTICLES].renames["LIFETIME"] = "lifetime"; - actions[VS::SHADER_PARTICLES].renames["DELTA"] = "local_delta"; - actions[VS::SHADER_PARTICLES].renames["NUMBER"] = "particle_number"; - actions[VS::SHADER_PARTICLES].renames["INDEX"] = "index"; - actions[VS::SHADER_PARTICLES].renames["GRAVITY"] = "current_gravity"; - actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform"; - actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed"; - - actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; - actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; - actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; + // No defines for particle shaders in GLES2, there are no GPU particles vertex_name = "vertex"; fragment_name = "fragment"; diff --git a/drivers/gles3/shader_compiler_gles3.cpp b/drivers/gles3/shader_compiler_gles3.cpp index cda6dac506b..4d6f37e0930 100644 --- a/drivers/gles3/shader_compiler_gles3.cpp +++ b/drivers/gles3/shader_compiler_gles3.cpp @@ -963,9 +963,9 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() { actions[VS::SHADER_PARTICLES].renames["EMISSION_TRANSFORM"] = "emission_transform"; actions[VS::SHADER_PARTICLES].renames["RANDOM_SEED"] = "random_seed"; - actions[VS::SHADER_SPATIAL].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; - actions[VS::SHADER_SPATIAL].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; + actions[VS::SHADER_PARTICLES].render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n"; + actions[VS::SHADER_PARTICLES].render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n"; + actions[VS::SHADER_PARTICLES].render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n"; vertex_name = "vertex"; fragment_name = "fragment";