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-Fixed SCREEN_TEXTURE and other related 2D shader parameters.
-Fixded BackBuffercopy object

Juan Linietsky 8 years ago
parent
commit
3ce046ee0c

+ 104 - 35
drivers/gles3/rasterizer_canvas_gles3.cpp

@@ -28,10 +28,10 @@
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
 #include "rasterizer_canvas_gles3.h"
-#include "servers/visual/visual_server_raster.h"
-
 #include "global_config.h"
 #include "os/os.h"
+#include "rasterizer_scene_gles3.h"
+#include "servers/visual/visual_server_raster.h"
 #ifndef GLES_OVER_GL
 #define glClearDepth glClearDepthf
 #endif
@@ -172,6 +172,11 @@ void RasterizerCanvasGLES3::canvas_begin() {
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, Color(1, 1, 1, 1));
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, Transform2D());
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, Transform2D());
+	if (storage->frame.current_rt) {
+		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+	} else {
+		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
+	}
 
 	//state.canvas_shader.set_uniform(CanvasShaderGLES3::PROJECTION_MATRIX,state.vp);
 	//state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX,Transform());
@@ -282,7 +287,11 @@ void RasterizerCanvasGLES3::_set_texture_rect_mode(bool p_enable, bool p_ninepat
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
 	state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
-
+	if (storage->frame.current_rt) {
+		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+	} else {
+		state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
+	}
 	state.using_texture_rect = p_enable;
 	state.using_ninepatch = p_ninepatch;
 }
@@ -822,6 +831,78 @@ void RasterizerGLES2::_canvas_item_setup_shader_params(ShaderMaterial *material,
 
 #endif
 
+void RasterizerCanvasGLES3::_copy_texscreen(const Rect2 &p_rect) {
+
+	state.canvas_texscreen_used = true;
+	//blur diffuse into effect mipmaps using separatable convolution
+	//storage->shaders.copy.set_conditional(CopyShaderGLES3::GAUSSIAN_HORIZONTAL,true);
+
+	Vector2 wh(storage->frame.current_rt->width, storage->frame.current_rt->height);
+
+	Color blur_section(p_rect.position.x / wh.x, p_rect.position.y / wh.y, p_rect.size.x / wh.x, p_rect.size.y / wh.y);
+
+	if (p_rect != Rect2()) {
+
+		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, true);
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, true);
+	}
+
+	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
+
+	storage->shaders.copy.bind();
+	storage->shaders.copy.set_uniform(CopyShaderGLES3::COPY_SECTION, blur_section);
+
+	scene_render->_copy_screen();
+
+	for (int i = 0; i < storage->frame.current_rt->effects.mip_maps[1].sizes.size(); i++) {
+
+		int vp_w = storage->frame.current_rt->effects.mip_maps[1].sizes[i].width;
+		int vp_h = storage->frame.current_rt->effects.mip_maps[1].sizes[i].height;
+		glViewport(0, 0, vp_w, vp_h);
+		//horizontal pass
+		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, true);
+		scene_render->state.effect_blur_shader.bind();
+		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
+		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //previous level, since mipmaps[0] starts one level bigger
+		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[i].fbo);
+
+		scene_render->_copy_screen();
+
+		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
+
+		//vertical pass
+		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, true);
+		scene_render->state.effect_blur_shader.bind();
+		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
+		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
+		scene_render->state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::BLUR_SECTION, blur_section);
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[1].color);
+		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[i + 1].fbo); //next level, since mipmaps[0] starts one level bigger
+
+		scene_render->_copy_screen();
+
+		scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
+	}
+
+	scene_render->state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::USE_BLUR_SECTION, false);
+	storage->shaders.copy.set_conditional(CopyShaderGLES3::USE_COPY_SECTION, false);
+
+	glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //back to front
+	glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
+	state.canvas_shader.bind(); //back to canvas
+
+	if (state.using_texture_rect) {
+		state.using_texture_rect = false;
+		_set_texture_rect_mode(state.using_texture_rect, state.using_ninepatch);
+	}
+}
+
 void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light) {
 
 	Item *current_clip = NULL;
@@ -875,44 +956,17 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 				glDisable(GL_SCISSOR_TEST);
 			}
 		}
-#if 0
-		if (ci->copy_back_buffer && framebuffer.active && framebuffer.scale==1) {
 
-			Rect2 rect;
-			int x,y;
+		if (ci->copy_back_buffer) {
 
 			if (ci->copy_back_buffer->full) {
 
-				x = viewport.x;
-				y = window_size.height-(viewport.height+viewport.y);
-			} else {
-				x = viewport.x+ci->copy_back_buffer->screen_rect.pos.x;
-				y = window_size.height-(viewport.y+ci->copy_back_buffer->screen_rect.pos.y+ci->copy_back_buffer->screen_rect.size.y);
-			}
-			glActiveTexture(GL_TEXTURE0+max_texture_units-1);
-			glBindTexture(GL_TEXTURE_2D,framebuffer.sample_color);
-
-#ifdef GLEW_ENABLED
-			if (current_rt) {
-				glReadBuffer(GL_COLOR_ATTACHMENT0);
-			} else {
-				glReadBuffer(GL_BACK);
-			}
-#endif
-			if (current_rt) {
-				glCopyTexSubImage2D(GL_TEXTURE_2D,0,viewport.x,viewport.y,viewport.x,viewport.y,viewport.width,viewport.height);
-				//window_size.height-(viewport.height+viewport.y)
+				_copy_texscreen(Rect2());
 			} else {
-				glCopyTexSubImage2D(GL_TEXTURE_2D,0,x,y,x,y,viewport.width,viewport.height);
+				_copy_texscreen(ci->copy_back_buffer->rect);
 			}
-
-			canvas_texscreen_used=true;
-			glActiveTexture(GL_TEXTURE0);
-
 		}
 
-#endif
-
 		//begin rect
 		Item *material_owner = ci->material_owner ? ci->material_owner : ci;
 
@@ -934,6 +988,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 
 			if (shader_ptr && shader_ptr != shader_cache) {
 
+				if (shader_ptr->canvas_item.uses_screen_texture && !state.canvas_texscreen_used) {
+					//copy if not copied before
+					_copy_texscreen(Rect2());
+				}
+
 				state.canvas_shader.set_custom_shader(shader_ptr->custom_code_id);
 				state.canvas_shader.bind();
 
@@ -1046,7 +1105,11 @@ void RasterizerCanvasGLES3::canvas_render_items(Item *p_item_list, int p_z, cons
 		state.canvas_shader.set_uniform(CanvasShaderGLES3::FINAL_MODULATE, state.canvas_item_modulate);
 		state.canvas_shader.set_uniform(CanvasShaderGLES3::MODELVIEW_MATRIX, state.final_transform);
 		state.canvas_shader.set_uniform(CanvasShaderGLES3::EXTRA_MATRIX, state.extra_matrix);
-
+		if (storage->frame.current_rt) {
+			state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0 / storage->frame.current_rt->width, 1.0 / storage->frame.current_rt->height));
+		} else {
+			state.canvas_shader.set_uniform(CanvasShaderGLES3::SCREEN_PIXEL_SIZE, Vector2(1.0, 1.0));
+		}
 		if (unshaded || (state.canvas_item_modulate.a > 0.001 && (!shader_cache || shader_cache->canvas_item.light_mode != RasterizerStorageGLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY) && !ci->light_masked))
 			_canvas_item_render_commands(ci, current_clip, reclip);
 
@@ -1376,6 +1439,12 @@ void RasterizerCanvasGLES3::reset_canvas() {
 	glBindBuffer(GL_ARRAY_BUFFER, 0);
 	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
 
+	//use for reading from screen
+	if (storage->frame.current_rt) {
+		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
+		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
+	}
+
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex);
 
@@ -1543,7 +1612,7 @@ void RasterizerCanvasGLES3::initialize() {
 	glBindBuffer(GL_UNIFORM_BUFFER, 0);
 
 	state.canvas_shader.init();
-	state.canvas_shader.set_base_material_tex_index(1);
+	state.canvas_shader.set_base_material_tex_index(2);
 	state.canvas_shadow_shader.init();
 
 	state.canvas_shader.set_conditional(CanvasShaderGLES3::USE_RGBA_SHADOWS, storage->config.use_rgba_2d_shadows);

+ 5 - 0
drivers/gles3/rasterizer_canvas_gles3.h

@@ -34,6 +34,8 @@
 #include "servers/visual/rasterizer.h"
 #include "shaders/canvas_shadow.glsl.gen.h"
 
+class RasterizerSceneGLES3;
+
 class RasterizerCanvasGLES3 : public RasterizerCanvas {
 public:
 	struct CanvasItemUBO {
@@ -42,6 +44,8 @@ public:
 		float time;
 	};
 
+	RasterizerSceneGLES3 *scene_render;
+
 	struct Data {
 
 		GLuint canvas_quad_vertices;
@@ -118,6 +122,7 @@ public:
 	_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
 	_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
 	_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
+	_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
 
 	virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light);
 	virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);

+ 1 - 0
drivers/gles3/rasterizer_gles3.cpp

@@ -412,6 +412,7 @@ RasterizerGLES3::RasterizerGLES3() {
 	canvas = memnew(RasterizerCanvasGLES3);
 	scene = memnew(RasterizerSceneGLES3);
 	canvas->storage = storage;
+	canvas->scene_render = scene;
 	storage->canvas = canvas;
 	scene->storage = storage;
 	storage->scene = scene;

+ 6 - 0
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -1445,6 +1445,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 
 			p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL;
 			p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX;
+			p_shader->canvas_item.uses_screen_texture = false;
+			p_shader->canvas_item.uses_screen_uv = false;
 
 			shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD);
 			shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX);
@@ -1455,6 +1457,10 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 			shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED);
 			shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY);
 
+			shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv;
+			shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv;
+			shaders.actions_canvas.usage_flag_pointers["SCREEN_TEXTURE"] = &p_shader->canvas_item.uses_screen_texture;
+
 			actions = &shaders.actions_canvas;
 			actions->uniforms = &p_shader->uniforms;
 

+ 2 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -401,6 +401,8 @@ public:
 			};
 
 			int light_mode;
+			bool uses_screen_texture;
+			bool uses_screen_uv;
 
 		} canvas_item;
 

+ 3 - 1
drivers/gles3/shader_compiler_gles3.cpp

@@ -680,7 +680,8 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_CANVAS_ITEM].renames["TEXTURE_PIXEL_SIZE"] = "color_texpixel_size";
 	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_UV"] = "screen_uv";
 	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_TEXTURE"] = "screen_texture";
-	actions[VS::SHADER_CANVAS_ITEM].renames["POSITION"] = "(gl_FragCoord.xy)";
+	actions[VS::SHADER_CANVAS_ITEM].renames["SCREEN_PIXEL_SIZE"] = "screen_pixel_size";
+	actions[VS::SHADER_CANVAS_ITEM].renames["FRAGCOORD"] = "gl_FragCoord";
 	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_COORD"] = "gl_PointCoord";
 
 	actions[VS::SHADER_CANVAS_ITEM].renames["LIGHT_VEC"] = "light_vec";
@@ -694,6 +695,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["COLOR"] = "#define COLOR_USED\n";
 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
 	actions[VS::SHADER_CANVAS_ITEM].usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+	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";

+ 17 - 16
drivers/gles3/shader_gles3.cpp

@@ -289,16 +289,17 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
 #endif
 
 	strings.push_back(vertex_code0.get_data());
+
 	if (cc) {
-		code_globals = cc->vertex_globals.ascii();
-		strings.push_back(code_globals.get_data());
+		material_string = cc->uniforms.ascii();
+		strings.push_back(material_string.get_data());
 	}
 
 	strings.push_back(vertex_code1.get_data());
 
 	if (cc) {
-		material_string = cc->uniforms.ascii();
-		strings.push_back(material_string.get_data());
+		code_globals = cc->vertex_globals.ascii();
+		strings.push_back(code_globals.get_data());
 	}
 
 	strings.push_back(vertex_code2.get_data());
@@ -387,15 +388,15 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
 
 	strings.push_back(fragment_code0.get_data());
 	if (cc) {
-		code_globals = cc->fragment_globals.ascii();
-		strings.push_back(code_globals.get_data());
+		material_string = cc->uniforms.ascii();
+		strings.push_back(material_string.get_data());
 	}
 
 	strings.push_back(fragment_code1.get_data());
 
 	if (cc) {
-		material_string = cc->uniforms.ascii();
-		strings.push_back(material_string.get_data());
+		code_globals = cc->fragment_globals.ascii();
+		strings.push_back(code_globals.get_data());
 	}
 
 	strings.push_back(fragment_code2.get_data());
@@ -617,21 +618,21 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
 		String material_tag = "\nMATERIAL_UNIFORMS";
 		String code_tag = "\nVERTEX_SHADER_CODE";
 		String code = vertex_code;
-		int cpos = code.find(globals_tag);
+		int cpos = code.find(material_tag);
 		if (cpos == -1) {
 			vertex_code0 = code.ascii();
 		} else {
 			vertex_code0 = code.substr(0, cpos).ascii();
-			code = code.substr(cpos + globals_tag.length(), code.length());
+			code = code.substr(cpos + material_tag.length(), code.length());
 
-			cpos = code.find(material_tag);
+			cpos = code.find(globals_tag);
 
 			if (cpos == -1) {
 				vertex_code1 = code.ascii();
 			} else {
 
 				vertex_code1 = code.substr(0, cpos).ascii();
-				String code2 = code.substr(cpos + material_tag.length(), code.length());
+				String code2 = code.substr(cpos + globals_tag.length(), code.length());
 
 				cpos = code2.find(code_tag);
 				if (cpos == -1) {
@@ -651,14 +652,14 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
 		String code_tag = "\nFRAGMENT_SHADER_CODE";
 		String light_code_tag = "\nLIGHT_SHADER_CODE";
 		String code = fragment_code;
-		int cpos = code.find(globals_tag);
+		int cpos = code.find(material_tag);
 		if (cpos == -1) {
 			fragment_code0 = code.ascii();
 		} else {
 			fragment_code0 = code.substr(0, cpos).ascii();
 			//print_line("CODE0:\n"+String(fragment_code0.get_data()));
-			code = code.substr(cpos + globals_tag.length(), code.length());
-			cpos = code.find(material_tag);
+			code = code.substr(cpos + material_tag.length(), code.length());
+			cpos = code.find(globals_tag);
 
 			if (cpos == -1) {
 				fragment_code1 = code.ascii();
@@ -667,7 +668,7 @@ void ShaderGLES3::setup(const char **p_conditional_defines, int p_conditional_co
 				fragment_code1 = code.substr(0, cpos).ascii();
 				//print_line("CODE1:\n"+String(fragment_code1.get_data()));
 
-				String code2 = code.substr(cpos + material_tag.length(), code.length());
+				String code2 = code.substr(cpos + globals_tag.length(), code.length());
 				cpos = code2.find(light_code_tag);
 
 				if (cpos == -1) {

+ 11 - 4
drivers/gles3/shaders/canvas.glsl

@@ -90,7 +90,6 @@ uniform int h_frames;
 uniform int v_frames;
 #endif
 
-VERTEX_SHADER_GLOBALS
 
 #if defined(USE_MATERIAL)
 
@@ -102,6 +101,8 @@ MATERIAL_UNIFORMS
 
 #endif
 
+VERTEX_SHADER_GLOBALS
+
 void main() {
 
 	vec4 vertex_color = color_attrib;
@@ -211,6 +212,11 @@ uniform sampler2D screen_texture; // texunit:-3
 
 #endif
 
+#if defined(SCREEN_UV_USED)
+
+uniform vec2 screen_pixel_size;
+#endif
+
 layout(std140) uniform CanvasItemData {
 
 	highp mat4 projection_matrix;
@@ -256,7 +262,7 @@ const bool at_light_pass = false;
 
 uniform mediump vec4 final_modulate;
 
-FRAGMENT_SHADER_GLOBALS
+
 
 
 layout(location=0) out mediump vec4 frag_color;
@@ -272,6 +278,7 @@ MATERIAL_UNIFORMS
 
 #endif
 
+FRAGMENT_SHADER_GLOBALS
 
 void light_compute(inout vec3 light,vec3 light_vec,float light_height,vec4 light_color,vec2 light_uv,vec4 shadow,vec3 normal,vec2 uv,vec2 screen_uv,vec4 color) {
 
@@ -410,8 +417,8 @@ void main() {
 
 
 
-#if defined(ENABLE_SCREEN_UV)
-	vec2 screen_uv = gl_FragCoord.xy*screen_uv_mult;
+#if defined(SCREEN_UV_USED)
+	vec2 screen_uv = gl_FragCoord.xy*screen_pixel_size;
 #endif
 
 

+ 13 - 0
drivers/gles3/shaders/copy.glsl

@@ -17,6 +17,12 @@ out vec2 uv_interp;
 
 out vec2 uv2_interp;
 
+#ifdef USE_COPY_SECTION
+
+uniform vec4 copy_section;
+
+#endif
+
 void main() {
 
 #if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
@@ -30,6 +36,13 @@ void main() {
 #endif
 	uv2_interp = uv2_in;
 	gl_Position = vertex_attrib;
+
+#ifdef USE_COPY_SECTION
+
+	uv_interp = copy_section.xy + uv_interp * copy_section.zw;
+	gl_Position.xy = (copy_section.xy + (gl_Position.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
+#endif
+
 }
 
 [fragment]

+ 11 - 1
drivers/gles3/shaders/effect_blur.glsl

@@ -6,11 +6,21 @@ layout(location=4) in vec2 uv_in;
 
 out vec2 uv_interp;
 
+#ifdef USE_BLUR_SECTION
+
+uniform vec4 blur_section;
+
+#endif
 
 void main() {
 
-	uv_interp = uv_in;
+	uv_interp = uv_in;	
 	gl_Position = vertex_attrib;
+#ifdef USE_BLUR_SECTION
+
+	uv_interp = blur_section.xy + uv_interp * blur_section.zw;
+	gl_Position.xy = (blur_section.xy + (gl_Position.xy * 0.5 + 0.5) * blur_section.zw) * 2.0 - 1.0;
+#endif
 }
 
 [fragment]

+ 5 - 2
drivers/gles3/shaders/particles.glsl

@@ -47,7 +47,6 @@ out highp vec4 out_xform_1; //tfb:
 out highp vec4 out_xform_2; //tfb:
 out highp vec4 out_xform_3; //tfb:
 
-VERTEX_SHADER_GLOBALS
 
 #if defined(USE_MATERIAL)
 
@@ -59,6 +58,9 @@ MATERIAL_UNIFORMS
 
 #endif
 
+
+VERTEX_SHADER_GLOBALS
+
 uint hash(uint x) {
 
 	x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
@@ -233,7 +235,6 @@ VERTEX_SHADER_CODE
 
 //any code here is never executed, stuff is filled just so it works
 
-FRAGMENT_SHADER_GLOBALS
 
 #if defined(USE_MATERIAL)
 
@@ -245,6 +246,8 @@ MATERIAL_UNIFORMS
 
 #endif
 
+FRAGMENT_SHADER_GLOBALS
+
 void main() {
 
 	{

+ 4 - 3
drivers/gles3/shaders/scene.glsl

@@ -146,7 +146,7 @@ out vec3 binormal_interp;
 #endif
 
 
-VERTEX_SHADER_GLOBALS
+
 
 
 #if defined(USE_MATERIAL)
@@ -159,6 +159,8 @@ MATERIAL_UNIFORMS
 
 #endif
 
+VERTEX_SHADER_GLOBALS
+
 #ifdef RENDER_DEPTH_DUAL_PARABOLOID
 
 out highp float dp_clip;
@@ -418,8 +420,6 @@ layout(std140) uniform Radiance { //ubo:2
 /* Material Uniforms */
 
 
-FRAGMENT_SHADER_GLOBALS
-
 
 #if defined(USE_MATERIAL)
 
@@ -431,6 +431,7 @@ MATERIAL_UNIFORMS
 
 #endif
 
+FRAGMENT_SHADER_GLOBALS
 
 layout(std140) uniform SceneData {
 

+ 1 - 1
editor/editor_settings.cpp

@@ -42,7 +42,7 @@
 #include "os/keyboard.h"
 #include "os/os.h"
 #include "scene/main/node.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "scene/main/viewport.h"
 #include "translations.gen.h"
 #include "version.h"

+ 1 - 1
main/main.cpp

@@ -43,7 +43,7 @@
 
 #include "input_map.h"
 #include "io/resource_loader.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "servers/audio_server.h"
 
 #include "io/resource_loader.h"

+ 1 - 1
main/performance.cpp

@@ -30,7 +30,7 @@
 #include "performance.h"
 #include "message_queue.h"
 #include "os/os.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "servers/physics_2d_server.h"
 #include "servers/physics_server.h"
 #include "servers/visual_server.h"

+ 1 - 1
main/tests/test_gui.cpp

@@ -50,7 +50,7 @@
 #include "scene/gui/tab_container.h"
 #include "scene/gui/texture_rect.h"
 #include "scene/gui/tree.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 
 #include "scene/3d/camera.h"
 #include "scene/main/viewport.h"

+ 1 - 1
modules/gdnative/gdnative.cpp

@@ -35,7 +35,7 @@
 #include "os/file_access.h"
 #include "os/os.h"
 
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "scene/resources/scene_format_text.h"
 
 #if defined(TOOLS_ENABLED) && defined(DEBUG_METHODS_ENABLED)

+ 1 - 1
modules/visual_script/visual_script_func_nodes.cpp

@@ -33,7 +33,7 @@
 #include "io/resource_loader.h"
 #include "os/os.h"
 #include "scene/main/node.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "visual_script_nodes.h"
 
 //////////////////////////////////////////

+ 1 - 1
modules/visual_script/visual_script_nodes.cpp

@@ -34,7 +34,7 @@
 #include "os/input.h"
 #include "os/os.h"
 #include "scene/main/node.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 
 //////////////////////////////////////////
 ////////////////FUNCTION//////////////////

+ 1 - 1
modules/visual_script/visual_script_yield_nodes.cpp

@@ -31,7 +31,7 @@
 
 #include "os/os.h"
 #include "scene/main/node.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "visual_script_nodes.h"
 
 //////////////////////////////////////////

+ 1 - 1
scene/2d/canvas_item.h

@@ -31,7 +31,7 @@
 #define CANVAS_ITEM_H
 
 #include "scene/main/node.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "scene/resources/material.h"
 #include "scene/resources/shader.h"
 #include "scene/resources/texture.h"

+ 1 - 1
scene/3d/spatial.h

@@ -31,7 +31,7 @@
 #define SPATIAL_H
 
 #include "scene/main/node.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 
 /**
 	@author Juan Linietsky <[email protected]>

+ 1 - 1
scene/main/node.h

@@ -35,7 +35,7 @@
 #include "map.h"
 #include "object.h"
 #include "path_db.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "script_language.h"
 
 class Viewport;

+ 1 - 1
scene/main/scene_main_loop.cpp → scene/main/scene_tree.cpp

@@ -27,7 +27,7 @@
 /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
 /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 /*************************************************************************/
-#include "scene_main_loop.h"
+#include "scene_tree.h"
 
 #include "global_config.h"
 #include "message_queue.h"

+ 0 - 0
scene/main/scene_main_loop.h → scene/main/scene_tree.h


+ 1 - 1
scene/register_scene_types.cpp

@@ -129,7 +129,7 @@
 #include "scene/animation/animation_tree_player.h"
 #include "scene/animation/tween.h"
 #include "scene/main/resource_preloader.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "scene/resources/packed_scene.h"
 
 #include "scene/resources/mesh_data_tool.h"

+ 1 - 1
scene/resources/shape.cpp

@@ -30,7 +30,7 @@
 #include "shape.h"
 
 #include "os/os.h"
-#include "scene/main/scene_main_loop.h"
+#include "scene/main/scene_tree.h"
 #include "scene/resources/mesh.h"
 #include "servers/physics_server.h"
 

+ 4 - 2
servers/visual/shader_types.cpp

@@ -102,7 +102,6 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["AO"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["EMISSION"] = ShaderLanguage::TYPE_VEC3;
-	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SPECIAL"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DISCARD"] = ShaderLanguage::TYPE_BOOL;
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
 	shader_modes[VS::SHADER_SPATIAL].functions["fragment"]["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
@@ -156,7 +155,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
 
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4;
-	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP"] = ShaderLanguage::TYPE_VEC3;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["NORMALMAP_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
@@ -165,9 +164,12 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
+	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["POINT_COORD"] = ShaderLanguage::TYPE_VEC2;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["TIME"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL;
+	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D;
+	shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"]["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2;
 
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["POSITION"] = ShaderLanguage::TYPE_VEC2;
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"]["NORMAL"] = ShaderLanguage::TYPE_VEC3;