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Use vertex shader workaround for Mali GXX GPUs for glow shader

We applied this same workaround to the tonemap shader and DoF, but didn't apply it to glow since the bug didn't manifest on our test devices.
clayjohn 2 주 전
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4b84207d2f
1개의 변경된 파일16개의 추가작업 그리고 3개의 파일을 삭제
  1. 16 3
      servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl

+ 16 - 3
servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl

@@ -11,9 +11,22 @@ layout(location = 0) out vec2 uv_interp;
 /* clang-format on */
 
 void main() {
-	vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
-	gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
-	uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
+	// old code, ARM driver bug on Mali-GXXx GPUs and Vulkan API 1.3.xxx
+	// https://github.com/godotengine/godot/pull/92817#issuecomment-2168625982
+	//vec2 base_arr[3] = vec2[](vec2(-1.0, -1.0), vec2(-1.0, 3.0), vec2(3.0, -1.0));
+	//gl_Position = vec4(base_arr[gl_VertexIndex], 0.0, 1.0);
+	//uv_interp = clamp(gl_Position.xy, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
+
+	vec2 vertex_base;
+	if (gl_VertexIndex == 0) {
+		vertex_base = vec2(-1.0, -1.0);
+	} else if (gl_VertexIndex == 1) {
+		vertex_base = vec2(-1.0, 3.0);
+	} else {
+		vertex_base = vec2(3.0, -1.0);
+	}
+	gl_Position = vec4(vertex_base, 0.0, 1.0);
+	uv_interp = clamp(vertex_base, vec2(0.0, 0.0), vec2(1.0, 1.0)) * 2.0; // saturate(x) * 2.0
 }
 
 /* clang-format off */