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@@ -1337,7 +1337,7 @@ void fragment() {)";
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}
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// Heightmapping isn't supported at the same time as triplanar mapping.
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- if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
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+ if (features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) {
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// Binormal is negative due to mikktspace. Flipping it "unflips" it.
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code += R"(
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{
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@@ -1637,21 +1637,20 @@ void fragment() {)";
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// Use the slightly more expensive circular fade (distance to the object) instead of linear
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// (Z distance), so that the fade is always the same regardless of the camera angle.
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if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
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- if (!RenderingServer::get_singleton()->is_low_end()) {
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- code += "\n {";
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+ code += "\n {";
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- if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
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- code += R"(
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+ if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
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+ code += R"(
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// Distance Fade: Object Dither
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float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));
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)";
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- } else {
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- code += R"(
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+ } else {
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+ code += R"(
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// Distance Fade: Pixel Dither
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float fade_distance = length(VERTEX);
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)";
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- }
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- code += R"(
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+ }
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+ code += R"(
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// Use interleaved gradient noise, which is fast but still looks good.
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const vec3 magic = vec3(0.06711056, 0.00583715, 52.9829189);
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float fade = clamp(smoothstep(distance_fade_min, distance_fade_max, fade_distance), 0.0, 1.0);
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@@ -1661,7 +1660,6 @@ void fragment() {)";
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}
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}
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)";
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- }
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} else {
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code += R"(
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// Distance Fade: Pixel Alpha
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