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Add a default POINT_SIZE

clayjohn преди 5 години
родител
ревизия
676f647c74

+ 2 - 2
drivers/gles2/shader_compiler_gles2.cpp

@@ -911,7 +911,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 
 
 	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
 	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
 	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
 	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
-	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
+	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
 
 
 	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
 	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
 	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
 	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
@@ -986,7 +986,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
 	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
 	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
 	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
 	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
 	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
 	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
-	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
+	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
 	// gl_InstanceID is not available in OpenGL ES 2.0
 	// gl_InstanceID is not available in OpenGL ES 2.0
 	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
 	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "0";
 
 

+ 4 - 0
drivers/gles2/shaders/canvas.glsl

@@ -149,6 +149,8 @@ void main() {
 	uv = uv_attrib;
 	uv = uv_attrib;
 #endif
 #endif
 
 
+	float point_size = 1.0;
+
 	{
 	{
 		vec2 src_vtx = outvec.xy;
 		vec2 src_vtx = outvec.xy;
 		/* clang-format off */
 		/* clang-format off */
@@ -158,6 +160,8 @@ VERTEX_SHADER_CODE
 		/* clang-format on */
 		/* clang-format on */
 	}
 	}
 
 
+	gl_PointSize = point_size;
+
 #if !defined(SKIP_TRANSFORM_USED)
 #if !defined(SKIP_TRANSFORM_USED)
 	outvec = extra_matrix_instance * outvec;
 	outvec = extra_matrix_instance * outvec;
 	outvec = modelview_matrix * outvec;
 	outvec = modelview_matrix * outvec;

+ 3 - 0
drivers/gles2/shaders/scene.glsl

@@ -423,6 +423,8 @@ void main() {
 #define projection_matrix local_projection_matrix
 #define projection_matrix local_projection_matrix
 #define world_transform world_matrix
 #define world_transform world_matrix
 
 
+	float point_size = 1.0;
+
 	{
 	{
 		/* clang-format off */
 		/* clang-format off */
 
 
@@ -431,6 +433,7 @@ VERTEX_SHADER_CODE
 		/* clang-format on */
 		/* clang-format on */
 	}
 	}
 
 
+	gl_PointSize = point_size;
 	vec4 outvec = vertex;
 	vec4 outvec = vertex;
 
 
 	// use local coordinates
 	// use local coordinates

+ 2 - 2
drivers/gles3/shader_compiler_gles3.cpp

@@ -913,7 +913,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 
 
 	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
 	actions[VS::SHADER_CANVAS_ITEM].renames["VERTEX"] = "outvec.xy";
 	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
 	actions[VS::SHADER_CANVAS_ITEM].renames["UV"] = "uv";
-	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "gl_PointSize";
+	actions[VS::SHADER_CANVAS_ITEM].renames["POINT_SIZE"] = "point_size";
 
 
 	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
 	actions[VS::SHADER_CANVAS_ITEM].renames["WORLD_MATRIX"] = "modelview_matrix";
 	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
 	actions[VS::SHADER_CANVAS_ITEM].renames["PROJECTION_MATRIX"] = "projection_matrix";
@@ -970,7 +970,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
 	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
 	actions[VS::SHADER_SPATIAL].renames["UV"] = "uv_interp";
 	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
 	actions[VS::SHADER_SPATIAL].renames["UV2"] = "uv2_interp";
 	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
 	actions[VS::SHADER_SPATIAL].renames["COLOR"] = "color_interp";
-	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "gl_PointSize";
+	actions[VS::SHADER_SPATIAL].renames["POINT_SIZE"] = "point_size";
 	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
 	actions[VS::SHADER_SPATIAL].renames["INSTANCE_ID"] = "gl_InstanceID";
 
 
 	//builtins
 	//builtins

+ 2 - 0
drivers/gles3/shaders/canvas.glsl

@@ -150,6 +150,7 @@ void main() {
 
 
 #define extra_matrix extra_matrix_instance
 #define extra_matrix extra_matrix_instance
 
 
+	float point_size = 1.0;
 	//for compatibility with the fragment shader we need to use uv here
 	//for compatibility with the fragment shader we need to use uv here
 	vec2 uv = uv_interp;
 	vec2 uv = uv_interp;
 	{
 	{
@@ -160,6 +161,7 @@ VERTEX_SHADER_CODE
 		/* clang-format on */
 		/* clang-format on */
 	}
 	}
 
 
+	gl_PointSize = point_size;
 	uv_interp = uv;
 	uv_interp = uv;
 
 
 #ifdef USE_NINEPATCH
 #ifdef USE_NINEPATCH

+ 4 - 0
drivers/gles3/shaders/scene.glsl

@@ -432,6 +432,8 @@ void main() {
 	}
 	}
 #endif
 #endif
 
 
+	float point_size = 1.0;
+
 	highp mat4 modelview = camera_inverse_matrix * world_matrix;
 	highp mat4 modelview = camera_inverse_matrix * world_matrix;
 	{
 	{
 		/* clang-format off */
 		/* clang-format off */
@@ -441,6 +443,8 @@ VERTEX_SHADER_CODE
 		/* clang-format on */
 		/* clang-format on */
 	}
 	}
 
 
+	gl_PointSize = point_size;
+
 // using local coordinates (default)
 // using local coordinates (default)
 #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
 #if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)