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@@ -1132,20 +1132,22 @@ VS::ShaderMode RasterizerGLES2::shader_get_mode(RID p_shader) const {
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}
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+void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,const String& p_light,int p_vertex_ofs,int p_fragment_ofs,int p_light_ofs) {
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-void RasterizerGLES2::shader_set_code(RID p_shader, const String& p_vertex, const String& p_fragment,int p_vertex_ofs,int p_fragment_ofs) {
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Shader *shader=shader_owner.get(p_shader);
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ERR_FAIL_COND(!shader);
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#ifdef DEBUG_ENABLED
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- if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment)
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+ if (shader->vertex_code==p_vertex && shader->fragment_code==p_fragment && shader->light_code==p_light)
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return;
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#endif
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shader->fragment_code=p_fragment;
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shader->vertex_code=p_vertex;
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+ shader->light_code=p_light;
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shader->fragment_line=p_fragment_ofs;
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shader->vertex_line=p_vertex_ofs;
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+ shader->light_line=p_light_ofs;
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_shader_make_dirty(shader);
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}
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@@ -1166,6 +1168,14 @@ String RasterizerGLES2::shader_get_fragment_code(RID p_shader) const {
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}
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+String RasterizerGLES2::shader_get_light_code(RID p_shader) const {
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+
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+ Shader *shader=shader_owner.get(p_shader);
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+ ERR_FAIL_COND_V(!shader,String());
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+ return shader->light_code;
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+
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+}
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+
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void RasterizerGLES2::_shader_make_dirty(Shader* p_shader) {
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if (p_shader->dirty_list.in_list())
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@@ -1334,38 +1344,22 @@ bool RasterizerGLES2::material_get_flag(RID p_material,VS::MaterialFlag p_flag)
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}
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-void RasterizerGLES2::material_set_hint(RID p_material, VS::MaterialHint p_hint,bool p_enabled) {
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+void RasterizerGLES2::material_set_depth_draw_mode(RID p_material, VS::MaterialDepthDrawMode p_mode) {
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Material *material = material_owner.get(p_material);
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ERR_FAIL_COND(!material);
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- ERR_FAIL_INDEX(p_hint,VS::MATERIAL_HINT_MAX);
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- material->hints[p_hint]=p_enabled;
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+ material->depth_draw_mode=p_mode;
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}
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-bool RasterizerGLES2::material_get_hint(RID p_material,VS::MaterialHint p_hint) const {
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+VS::MaterialDepthDrawMode RasterizerGLES2::material_get_depth_draw_mode(RID p_material) const {
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Material *material = material_owner.get(p_material);
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- ERR_FAIL_COND_V(!material,false);
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- ERR_FAIL_INDEX_V(p_hint,VS::MATERIAL_HINT_MAX,false);
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- return material->hints[p_hint];
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+ ERR_FAIL_COND_V(!material,VS::MATERIAL_DEPTH_DRAW_ALWAYS);
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+ return material->depth_draw_mode;
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}
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-void RasterizerGLES2::material_set_shade_model(RID p_material, VS::MaterialShadeModel p_model) {
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-
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- Material *material = material_owner.get(p_material);
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- ERR_FAIL_COND(!material);
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- material->shade_model=p_model;
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-
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-};
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-
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-VS::MaterialShadeModel RasterizerGLES2::material_get_shade_model(RID p_material) const {
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-
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- Material *material = material_owner.get(p_material);
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- ERR_FAIL_COND_V(!material,VS::MATERIAL_SHADE_MODEL_LAMBERT);
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- return material->shade_model;
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-};
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void RasterizerGLES2::material_set_blend_mode(RID p_material,VS::MaterialBlendMode p_mode) {
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@@ -3455,14 +3449,21 @@ RID RasterizerGLES2::viewport_data_create() {
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glGenFramebuffers(1, &vd->lum_fbo);
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glBindFramebuffer(GL_FRAMEBUFFER, vd->lum_fbo);
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+ GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
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+ GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
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+ GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
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+
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glGenTextures(1, &vd->lum_color);
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glBindTexture(GL_TEXTURE_2D, vd->lum_color);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
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- GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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+ //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0,
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+ // GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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+ glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, 1, 1, 0,
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+ format_luminance_components, format_luminance_type, NULL);
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+
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, vd->lum_color, 0);
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@@ -3934,10 +3935,12 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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String vertex_code;
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String vertex_globals;
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- ShaderCompilerGLES2::Flags flags;
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+ ShaderCompilerGLES2::Flags vertex_flags;
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+ ShaderCompilerGLES2::Flags fragment_flags;
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+ ShaderCompilerGLES2::Flags light_flags;
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if (p_shader->mode==VS::SHADER_MATERIAL) {
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- Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,flags,&p_shader->uniforms);
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+ Error err = shader_precompiler.compile(p_shader->vertex_code,ShaderLanguage::SHADER_MATERIAL_VERTEX,vertex_code,vertex_globals,vertex_flags,&p_shader->uniforms);
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if (err) {
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return; //invalid
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}
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@@ -3950,11 +3953,26 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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String fragment_code;
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String fragment_globals;
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- Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,flags,&p_shader->uniforms);
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+ Error err = shader_precompiler.compile(p_shader->fragment_code,(p_shader->mode==VS::SHADER_MATERIAL?ShaderLanguage::SHADER_MATERIAL_FRAGMENT:ShaderLanguage::SHADER_POST_PROCESS),fragment_code,fragment_globals,fragment_flags,&p_shader->uniforms);
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if (err) {
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return; //invalid
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}
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+
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+ String light_code;
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+ String light_globals;
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+
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+ if (p_shader->mode==VS::SHADER_MATERIAL) {
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+
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+ Error err = shader_precompiler.compile(p_shader->light_code,(ShaderLanguage::SHADER_MATERIAL_LIGHT),light_code,light_globals,light_flags,&p_shader->uniforms);
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+ if (err) {
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+ return; //invalid
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+ }
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+ }
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+
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+ fragment_globals+=light_globals; //both fragment anyway
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+
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+
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//print_line("compiled fragment: "+fragment_code);
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// ("compiled fragment globals: "+fragment_globals);
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@@ -3975,40 +3993,43 @@ void RasterizerGLES2::_update_shader( Shader* p_shader) const {
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if (p_shader->mode==VS::SHADER_MATERIAL) {
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//print_line("setting code to id.. "+itos(p_shader->custom_code_id));
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Vector<const char*> enablers;
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- if (flags.use_color_interp)
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+ if (fragment_flags.use_color_interp)
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enablers.push_back("#define ENABLE_COLOR_INTERP\n");
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- if (flags.use_uv_interp)
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+ if (fragment_flags.use_uv_interp)
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enablers.push_back("#define ENABLE_UV_INTERP\n");
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- if (flags.use_uv2_interp)
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+ if (fragment_flags.use_uv2_interp)
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enablers.push_back("#define ENABLE_UV2_INTERP\n");
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- if (flags.use_tangent_interp)
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+ if (fragment_flags.use_tangent_interp)
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enablers.push_back("#define ENABLE_TANGENT_INTERP\n");
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- if (flags.use_var1_interp)
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+ if (fragment_flags.use_var1_interp)
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enablers.push_back("#define ENABLE_VAR1_INTERP\n");
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- if (flags.use_var2_interp)
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+ if (fragment_flags.use_var2_interp)
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enablers.push_back("#define ENABLE_VAR2_INTERP\n");
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- if (flags.uses_texscreen) {
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+ if (fragment_flags.uses_texscreen) {
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enablers.push_back("#define ENABLE_TEXSCREEN\n");
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}
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- if (flags.uses_screen_uv) {
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+ if (fragment_flags.uses_screen_uv) {
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enablers.push_back("#define ENABLE_SCREEN_UV\n");
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}
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- if (flags.uses_discard) {
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+ if (fragment_flags.uses_discard) {
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enablers.push_back("#define ENABLE_DISCARD\n");
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}
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+ if (light_flags.uses_light) {
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+ enablers.push_back("#define USE_LIGHT_SHADER_CODE\n");
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+ }
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- material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names,enablers);
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+ material_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, light_code, fragment_globals,uniform_names,enablers);
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} else {
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//postprocess_shader.set_custom_shader_code(p_shader->custom_code_id,vertex_code, vertex_globals,fragment_code, fragment_globals,uniform_names);
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}
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p_shader->valid=true;
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- p_shader->has_alpha=flags.uses_alpha || flags.uses_texscreen;
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- p_shader->writes_vertex=flags.vertex_code_writes_vertex;
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- p_shader->uses_discard=flags.uses_discard;
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- p_shader->has_texscreen=flags.uses_texscreen;
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- p_shader->has_screen_uv=flags.uses_screen_uv;
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- p_shader->can_zpass=!flags.uses_discard && !flags.vertex_code_writes_vertex;
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+ p_shader->has_alpha=fragment_flags.uses_alpha || fragment_flags.uses_texscreen;
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+ p_shader->writes_vertex=vertex_flags.vertex_code_writes_vertex;
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+ p_shader->uses_discard=fragment_flags.uses_discard;
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+ p_shader->has_texscreen=fragment_flags.uses_texscreen;
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+ p_shader->has_screen_uv=fragment_flags.uses_screen_uv;
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+ p_shader->can_zpass=!fragment_flags.uses_discard && !vertex_flags.vertex_code_writes_vertex;
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p_shader->version++;
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}
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@@ -4073,10 +4094,10 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
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if (shadow) {
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- if (has_blend_alpha || (has_base_alpha && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]))
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+ if (has_blend_alpha || (has_base_alpha && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA))
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return; //bye
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- if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && !m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
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+ if (m->shader_cache && !m->shader_cache->writes_vertex && !m->shader_cache->uses_discard && m->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
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//shader does not use discard and does not write a vertex position, use generic material
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m = shadow_mat_ptr;
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if (m->last_pass!=frame) {
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@@ -4159,7 +4180,7 @@ void RasterizerGLES2::_add_geometry( const Geometry* p_geometry, const InstanceD
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e->light_type=0xFF; // no lights!
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e->light=0xFFFF;
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- if (!shadow && !has_blend_alpha && has_alpha && m->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS]) {
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+ if (!shadow && !has_blend_alpha && has_alpha && m->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA) {
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//if nothing exists, add this element as opaque too
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RenderList::Element *oe = opaque_render_list.add_element();
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@@ -4411,7 +4432,7 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
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material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_PCF_HQ,shadow_filter==SHADOW_FILTER_PCF13);
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material_shader.set_conditional(MaterialShaderGLES2::USE_SHADOW_ESM,shadow_filter==SHADOW_FILTER_ESM);
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- if (p_opaque_pass && p_material->hints[VS::MATERIAL_HINT_OPAQUE_PRE_PASS] && p_material->shader_cache && p_material->shader_cache->has_alpha) {
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+ if (p_opaque_pass && p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_OPAQUE_PRE_PASS_ALPHA && p_material->shader_cache && p_material->shader_cache->has_alpha) {
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material_shader.set_conditional(MaterialShaderGLES2::ENABLE_CLIP_ALPHA,true);
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} else {
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@@ -4423,7 +4444,8 @@ bool RasterizerGLES2::_setup_material(const Geometry *p_geometry,const Material
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if (!shadow) {
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bool depth_test=!p_material->flags[VS::MATERIAL_FLAG_ONTOP];
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- bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
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+ bool depth_write=p_material->depth_draw_mode!=VS::MATERIAL_DEPTH_DRAW_NEVER && (p_opaque_pass || p_material->depth_draw_mode==VS::MATERIAL_DEPTH_DRAW_ALWAYS);
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+ //bool depth_write=!p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW] && (p_opaque_pass || !p_material->hints[VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA]);
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if (current_depth_mask!=depth_write) {
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current_depth_mask=depth_write;
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@@ -4594,7 +4616,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
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VL_LIGHT_DIR,
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VL_LIGHT_ATTENUATION,
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VL_LIGHT_SPOT_ATTENUATION,
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- VL_LIGHT_AMBIENT,
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VL_LIGHT_DIFFUSE,
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VL_LIGHT_SPECULAR,
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VL_LIGHT_MAX
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@@ -4605,7 +4626,6 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
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MaterialShaderGLES2::LIGHT_DIRECTION,
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MaterialShaderGLES2::LIGHT_ATTENUATION,
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MaterialShaderGLES2::LIGHT_SPOT_ATTENUATION,
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- MaterialShaderGLES2::LIGHT_AMBIENT,
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MaterialShaderGLES2::LIGHT_DIFFUSE,
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MaterialShaderGLES2::LIGHT_SPECULAR,
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};
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@@ -4617,12 +4637,10 @@ void RasterizerGLES2::_setup_light(uint16_t p_light) {
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LightInstance *li=light_instances[p_light];
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Light *l=li->base;
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- Color col_ambient=_convert_color(l->colors[VS::LIGHT_COLOR_AMBIENT]);
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Color col_diffuse=_convert_color(l->colors[VS::LIGHT_COLOR_DIFFUSE]);
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Color col_specular=_convert_color(l->colors[VS::LIGHT_COLOR_SPECULAR]);
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for(int j=0;j<3;j++) {
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- light_data[VL_LIGHT_AMBIENT][j]=col_ambient[j];
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light_data[VL_LIGHT_DIFFUSE][j]=col_diffuse[j];
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light_data[VL_LIGHT_SPECULAR][j]=col_specular[j];
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}
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@@ -5761,6 +5779,17 @@ void RasterizerGLES2::_render_list_forward(RenderList *p_render_list,const Trans
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//material_shader.set_uniform(MaterialShaderGLES2::SKELETON_MATRICES,6);
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material_shader.set_uniform(MaterialShaderGLES2::SKELTEX_PIXEL_SIZE,skeleton->pixel_size);
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}
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+ if (!shadow) {
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+
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+ if (!additive && current_env && current_env->fx_enabled[VS::ENV_FX_AMBIENT_LIGHT]) {
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+ Color ambcolor = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_COLOR];
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+ float ambnrg = current_env->fx_param[VS::ENV_FX_PARAM_AMBIENT_LIGHT_ENERGY];
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+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3(ambcolor.r*ambnrg,ambcolor.g*ambnrg,ambcolor.b*ambnrg));
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+ } else {
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+ material_shader.set_uniform(MaterialShaderGLES2::AMBIENT_LIGHT,Vector3());
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+ }
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+ }
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+
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_rinfo.shader_change_count++;
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}
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@@ -5908,6 +5937,8 @@ void RasterizerGLES2::_process_glow_bloom() {
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glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
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glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
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copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
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+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
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+// copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,1.0);
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copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_TRESHOLD,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_TRESHOLD]));
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copy_shader.set_uniform(CopyShaderGLES2::HDR_GLOW_SCALE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_GLOW_SCALE]));
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@@ -5987,7 +6018,7 @@ void RasterizerGLES2::_process_hdr() {
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_copy_screen_quad();
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copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_COPY,false);
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- int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
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+// int passes = current_env->fx_param[VS::ENV_FX_PARAM_GLOW_BLUR_PASSES];
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copy_shader.set_conditional(CopyShaderGLES2::USE_HDR_REDUCE,true);
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copy_shader.bind();
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@@ -6351,6 +6382,28 @@ void RasterizerGLES2::end_scene() {
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glDepthMask(false);
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if (current_env && current_env->fx_enabled[VS::ENV_FX_HDR]) {
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+
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+ int hdr_tm = current_env->fx_param[VS::ENV_FX_PARAM_HDR_TONEMAPPER];
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+ switch(hdr_tm) {
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+ case VS::ENV_FX_HDR_TONE_MAPPER_LINEAR: {
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+
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+
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+ } break;
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+ case VS::ENV_FX_HDR_TONE_MAPPER_LOG: {
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+ copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,true);
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+
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+ } break;
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+ case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT: {
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+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
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+ } break;
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+ case VS::ENV_FX_HDR_TONE_MAPPER_REINHARDT_AUTOWHITE: {
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+
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+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,true);
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+ copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,true);
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+ } break;
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|
+ }
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+
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+
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_process_hdr();
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}
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if (current_env && current_env->fx_enabled[VS::ENV_FX_GLOW]) {
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@@ -6400,6 +6453,7 @@ void RasterizerGLES2::end_scene() {
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glBindTexture(GL_TEXTURE_2D, current_vd->lum_color );
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glUniform1i(copy_shader.get_uniform_location(CopyShaderGLES2::HDR_SOURCE),2);
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copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_EXPOSURE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_EXPOSURE]));
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+ copy_shader.set_uniform(CopyShaderGLES2::TONEMAP_WHITE,float(current_env->fx_param[VS::ENV_FX_PARAM_HDR_WHITE]));
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}
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@@ -6430,6 +6484,9 @@ void RasterizerGLES2::end_scene() {
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copy_shader.set_conditional(CopyShaderGLES2::USE_FXAA,false);
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copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SCREEN,false);
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|
copy_shader.set_conditional(CopyShaderGLES2::USE_GLOW_SOFTLIGHT,false);
|
|
|
+ copy_shader.set_conditional(CopyShaderGLES2::USE_REINHARDT_TONEMAPPER,false);
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|
|
+ copy_shader.set_conditional(CopyShaderGLES2::USE_AUTOWHITE,false);
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|
|
+ copy_shader.set_conditional(CopyShaderGLES2::USE_LOG_TONEMAPPER,false);
|
|
|
|
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|
material_shader.set_conditional(MaterialShaderGLES2::USE_8BIT_HDR,false);
|
|
|
|
|
@@ -6444,6 +6501,7 @@ void RasterizerGLES2::end_scene() {
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|
|
if (GLOBAL_DEF("rasterizer/debug_shadow_maps",false)) {
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|
|
_debug_shadows();
|
|
|
}
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|
+// _debug_luminances();
|
|
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|
|
|
|
|
|
}
|
|
@@ -6813,7 +6871,7 @@ void RasterizerGLES2::_debug_draw_shadows_type(Vector<ShadowBuffer>& p_shadows,P
|
|
|
|
|
|
void RasterizerGLES2::_debug_luminances() {
|
|
|
|
|
|
- canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,true);
|
|
|
+ canvas_shader.set_conditional(CanvasShaderGLES2::DEBUG_ENCODED_32,!use_fp16_fb);
|
|
|
canvas_begin();
|
|
|
glDisable(GL_BLEND);
|
|
|
canvas_shader.bind();
|
|
@@ -6821,10 +6879,17 @@ void RasterizerGLES2::_debug_luminances() {
|
|
|
Size2 debug_size(128,128);
|
|
|
Size2 ofs;
|
|
|
|
|
|
- for (int i=0;i<framebuffer.luminance.size();i++) {
|
|
|
|
|
|
- _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
|
|
|
- ofs.x+=debug_size.x;
|
|
|
+ for (int i=0;i<=framebuffer.luminance.size();i++) {
|
|
|
+
|
|
|
+ if (i==framebuffer.luminance.size()) {
|
|
|
+ if (!current_vd)
|
|
|
+ break;
|
|
|
+ _debug_draw_shadow(current_vd->lum_color, Rect2( ofs, debug_size ));
|
|
|
+ } else {
|
|
|
+ _debug_draw_shadow(framebuffer.luminance[i].color, Rect2( ofs, debug_size ));
|
|
|
+ }
|
|
|
+ ofs.x+=debug_size.x/2;
|
|
|
if ( (ofs.x+debug_size.x) > viewport.width ) {
|
|
|
|
|
|
ofs.x=0;
|
|
@@ -7936,9 +8001,14 @@ void RasterizerGLES2::_update_framebuffer() {
|
|
|
GLuint format_rgba = GL_RGBA;
|
|
|
GLuint format_rgb = use_fp16_fb?_GL_RGB16F_EXT:GL_RGB;
|
|
|
GLuint format_type = use_fp16_fb?_GL_HALF_FLOAT_OES:GL_UNSIGNED_BYTE;
|
|
|
- GLuint format_luminance = use_fp16_fb?_GL_RED_EXT:GL_RGBA;
|
|
|
+ /*GLuint format_luminance = use_fp16_fb?GL_RGB16F:GL_RGBA;
|
|
|
+ GLuint format_luminance_type = use_fp16_fb?(use_fu_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
|
|
|
+ GLuint format_luminance_components = use_fp16_fb?GL_RGB:GL_RGBA;*/
|
|
|
+
|
|
|
+ GLuint format_luminance = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
|
|
|
GLuint format_luminance_type = use_fp16_fb?(full_float_fb_supported?GL_FLOAT:_GL_HALF_FLOAT_OES):GL_UNSIGNED_BYTE;
|
|
|
- GLuint format_luminance_components = use_fp16_fb?_GL_RED_EXT:GL_RGBA;
|
|
|
+ GLuint format_luminance_components = use_fp16_fb?_GL_RG_EXT:GL_RGBA;
|
|
|
+
|
|
|
|
|
|
|
|
|
|
|
@@ -8082,8 +8152,8 @@ void RasterizerGLES2::_update_framebuffer() {
|
|
|
|
|
|
glGenTextures(1, &lb.color);
|
|
|
glBindTexture(GL_TEXTURE_2D, lb.color);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
|
glTexImage2D(GL_TEXTURE_2D, 0, format_luminance, lb.size, lb.size, 0,
|