Procházet zdrojové kódy

Several changes to better run in mobile.

Juan Linietsky před 8 roky
rodič
revize
772485cdb3

+ 8 - 1
drivers/gles3/rasterizer_gles3.cpp

@@ -30,8 +30,8 @@
 #include "rasterizer_gles3.h"
 
 #include "gl_context/context_gl.h"
-#include "project_settings.h"
 #include "os/os.h"
+#include "project_settings.h"
 #include <string.h>
 RasterizerStorage *RasterizerGLES3::get_storage() {
 
@@ -186,6 +186,9 @@ void RasterizerGLES3::initialize() {
 			GL_DEBUG_SEVERITY_HIGH_ARB,5, "hello");
 
 */
+
+	const GLubyte *renderer = glGetString(GL_RENDERER);
+	print_line("OpenGL ES 3.0 Renderer: " + String((const char *)renderer));
 	storage->initialize();
 	canvas->initialize();
 	scene->initialize();
@@ -336,6 +339,10 @@ void RasterizerGLES3::blit_render_target_to_screen(RID p_render_target, const Re
 	glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(GL_TEXTURE_2D, rt->color);
+	//glBindTexture(GL_TEXTURE_2D, rt->effects.mip_maps[0].color);
+	glActiveTexture(GL_TEXTURE1);
+	glBindTexture(GL_TEXTURE_2D, storage->resources.normal_tex);
+
 	canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1));
 	glBindTexture(GL_TEXTURE_2D, 0);
 	canvas->canvas_end();

+ 74 - 43
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -521,13 +521,7 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size
 		glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
 
 		int mmsize = reflection_atlas->size;
-
-		for (int i = 0; i < 6; i++) {
-			glTexImage2D(GL_TEXTURE_2D, i, internal_format, mmsize, mmsize, 0,
-					format, type, NULL);
-
-			mmsize >>= 1;
-		}
+		glTexStorage2DCustom(GL_TEXTURE_2D, 6, internal_format, mmsize, mmsize, format, type);
 
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -537,8 +531,6 @@ void RasterizerSceneGLES3::reflection_atlas_set_size(RID p_ref_atlas, int p_size
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 5);
 
-		mmsize = reflection_atlas->size;
-
 		for (int i = 0; i < 6; i++) {
 			glGenFramebuffers(1, &reflection_atlas->fbo[i]);
 			glBindFramebuffer(GL_FRAMEBUFFER, reflection_atlas->fbo[i]);
@@ -1962,6 +1954,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, true);
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, false);
+					state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
@@ -1972,6 +1965,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, false);
+					state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false);
 
 					//state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true);
 				} else {
@@ -1979,7 +1973,10 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, e->instance->gi_probe_instances.size() > 0);
 
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS, false);
+
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING, !p_directional_add);
+					state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, (e->sort_key & SORT_KEY_VERTEX_LIT_FLAG));
+
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_DIRECTIONAL_SHADOW, false);
 					state.scene_shader.set_conditional(SceneShaderGLES3::LIGHT_USE_PSSM4, false);
@@ -1988,6 +1985,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, shadow_filter_mode == SHADOW_FILTER_PCF5);
 					state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, shadow_filter_mode == SHADOW_FILTER_PCF13);
 					state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, use_radiance_map);
+					state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, state.used_contact_shadows);
 
 					if (p_directional_add || (directional_light && (e->sort_key & SORT_KEY_NO_DIRECTIONAL_FLAG) == 0)) {
 						state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL, true);
@@ -2136,6 +2134,8 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_
 	state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_5, false);
 	state.scene_shader.set_conditional(SceneShaderGLES3::SHADOW_MODE_PCF_13, false);
 	state.scene_shader.set_conditional(SceneShaderGLES3::USE_GI_PROBES, false);
+	state.scene_shader.set_conditional(SceneShaderGLES3::USE_CONTACT_SHADOWS, false);
+	state.scene_shader.set_conditional(SceneShaderGLES3::USE_VERTEX_LIGHTING, false);
 }
 
 void RasterizerSceneGLES3::_add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_shadow) {
@@ -2281,6 +2281,11 @@ void RasterizerSceneGLES3::_add_geometry_with_material(RasterizerStorageGLES3::G
 
 		e->sort_key |= SORT_KEY_UNSHADED_FLAG;
 	}
+
+	if (!shadow && (m->shader->spatial.uses_vertex_lighting || storage->config.force_vertex_shading)) {
+
+		e->sort_key |= SORT_KEY_VERTEX_LIT_FLAG;
+	}
 }
 
 void RasterizerSceneGLES3::_draw_sky(RasterizerStorageGLES3::Sky *p_sky, const CameraMatrix &p_projection, const Transform &p_transform, bool p_vflip, float p_scale, float p_energy) {
@@ -2912,7 +2917,19 @@ void RasterizerSceneGLES3::_setup_reflections(RID *p_reflection_probe_cull_resul
 	glBindBufferBase(GL_UNIFORM_BUFFER, 6, state.reflection_array_ubo);
 }
 
-void RasterizerSceneGLES3::_copy_screen() {
+void RasterizerSceneGLES3::_copy_screen(bool p_invalidate_color, bool p_invalidate_depth) {
+
+#ifndef GLES_OVER_GL
+	if (p_invalidate_color) {
+
+		GLenum attachments[2] = {
+			GL_COLOR_ATTACHMENT0,
+			GL_DEPTH_STENCIL_ATTACHMENT
+		};
+
+		glInvalidateFramebuffer(GL_FRAMEBUFFER, p_invalidate_depth ? 2 : 1, attachments);
+	}
+#endif
 
 	glBindVertexArray(storage->resources.quadie_array);
 	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
@@ -3080,7 +3097,7 @@ void RasterizerSceneGLES3::_blur_effect_buffer() {
 		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);
-		_copy_screen();
+		_copy_screen(true);
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_HORIZONTAL, false);
 
 		//vertical pass
@@ -3091,7 +3108,7 @@ void RasterizerSceneGLES3::_blur_effect_buffer() {
 		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
-		_copy_screen();
+		_copy_screen(true);
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GAUSSIAN_VERTICAL, false);
 	}
 }
@@ -3139,7 +3156,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.ssao.depth_mipmap_fbos[i]); //copy to front first
 			glViewport(0, 0, ss[0], ss[1]);
 
-			_copy_screen();
+			_copy_screen(true);
 		}
 		ss[0] = storage->frame.current_rt->width;
 		ss[1] = storage->frame.current_rt->height;
@@ -3191,7 +3208,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 		Color white(1, 1, 1, 1);
 		glClearBufferfv(GL_COLOR, 0, white.components); // specular
 
-		_copy_screen();
+		_copy_screen(true);
 
 		//do the batm, i mean blur
 
@@ -3212,7 +3229,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 				if (i == 0) {
 					glClearBufferfv(GL_COLOR, 0, white.components); // specular
 				}
-				_copy_screen();
+				_copy_screen(true);
 			}
 		}
 
@@ -3229,7 +3246,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 		glActiveTexture(GL_TEXTURE1);
 		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.ssao.blur_red[0]); //previous level, since mipmaps[0] starts one level bigger
 		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
-		_copy_screen();
+		_copy_screen(true);
 		state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SSAO_MERGE, false);
 
 	} else {
@@ -3278,14 +3295,14 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 
 		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
 
-		_copy_screen();
+		_copy_screen(true);
 
 		glActiveTexture(GL_TEXTURE0);
 
 		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
 		state.sss_shader.set_uniform(SubsurfScatteringShaderGLES3::DIR, Vector2(0, 1));
 		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo); // copy to base level
-		_copy_screen();
+		_copy_screen(true);
 
 		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color); //restore filter
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -3337,7 +3354,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[1].sizes[0].fbo);
 		glViewport(0, 0, ssr_w, ssr_h);
 
-		_copy_screen();
+		_copy_screen(true);
 		glViewport(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height);
 	}
 
@@ -3368,7 +3385,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 	glBlendEquation(GL_FUNC_ADD);
 	glBlendFunc(GL_ONE, GL_ONE); //use additive to accumulate one over the other
 
-	_copy_screen();
+	_copy_screen(true);
 
 	glDisable(GL_BLEND); //end additive
 
@@ -3392,7 +3409,7 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env, const CameraMatrix &p_
 	glActiveTexture(GL_TEXTURE0);
 	glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
 
-	_copy_screen();
+	_copy_screen(true);
 
 	state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::SIMPLE_COPY, false);
 }
@@ -3413,13 +3430,16 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 	//copy specular to front buffer
 	//copy diffuse to effect buffer
 
-	glReadBuffer(GL_COLOR_ATTACHMENT0);
-	glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
-	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
-	glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
+	if (storage->frame.current_rt->buffers.active) {
+		//transfer to effect buffer if using buffers, also resolve MSAA
+		glReadBuffer(GL_COLOR_ATTACHMENT0);
+		glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
+		glBlitFramebuffer(0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, 0, 0, storage->frame.current_rt->width, storage->frame.current_rt->height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
 
-	glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
-	glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+		glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
+		glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
+	}
 
 	if (!env || storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]) {
 		//no environment or transparent render, simply return and convert to SRGB
@@ -3431,7 +3451,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, !storage->frame.current_rt->flags[RasterizerStorage::RENDER_TARGET_TRANSPARENT]);
 		storage->shaders.copy.bind();
 
-		_copy_screen();
+		_copy_screen(true);
 
 		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB, false);
 		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA, false); //compute luminance
@@ -3487,7 +3507,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 
 		glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->fbo); //copy to front first
 
-		_copy_screen();
+		_copy_screen(true);
 
 		glActiveTexture(GL_TEXTURE0);
 		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->color);
@@ -3574,7 +3594,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 			glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->buffers.diffuse);
 		}
 
-		_copy_screen();
+		_copy_screen(true);
 
 		if (composite_from != storage->frame.current_rt->buffers.diffuse) {
 
@@ -3614,7 +3634,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 		glBindFramebuffer(GL_FRAMEBUFFER, exposure_shrink[0].fbo);
 		glViewport(0, 0, exposure_shrink_size, exposure_shrink_size);
 
-		_copy_screen();
+		_copy_screen(true);
 
 		//second step, shrink to 2x2 pixels
 		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN, false);
@@ -3658,7 +3678,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 		state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE, env->auto_exposure_max);
 		state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE, env->auto_exposure_min);
 
-		_copy_screen();
+		_copy_screen(true);
 
 		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET, false);
 		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END, false);
@@ -3729,7 +3749,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 				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);
-			_copy_screen();
+			_copy_screen(true);
 			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_GAUSSIAN_HORIZONTAL, false);
 			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_FIRST_PASS, false);
 			state.effect_blur_shader.set_conditional(EffectBlurShaderGLES3::GLOW_USE_AUTO_EXPOSURE, false);
@@ -3837,7 +3857,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
 		state.tonemap_shader.set_uniform(TonemapShaderGLES3::BCS, Vector3(env->adjustments_brightness, env->adjustments_contrast, env->adjustments_saturation));
 	}
 
-	_copy_screen();
+	_copy_screen(true, true);
 
 	//turn off everything used
 	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE, false);
@@ -3913,7 +3933,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 
 	state.used_contact_shadows = true;
 
-	if (storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too
+	if (!storage->config.no_depth_prepass && storage->frame.current_rt && state.debug_draw != VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { //detect with state.used_contact_shadows too
 		//pre z pass
 
 		glDisable(GL_BLEND);
@@ -3927,7 +3947,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 
 		glColorMask(0, 0, 0, 0);
 		glClearDepth(1.0f);
-		glClear(GL_DEPTH_BUFFER_BIT);
+		glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
 
 		render_list.clear();
 		_fill_render_list(p_cull_result, p_cull_count, true);
@@ -3953,6 +3973,9 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 
 		fb_cleared = true;
 		render_pass++;
+		state.using_contact_shadows = true;
+	} else {
+		state.using_contact_shadows = false;
 	}
 
 	_setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_cam_projection, p_shadow_atlas);
@@ -4034,8 +4057,13 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 
 		} else {
 
-			current_fbo = storage->frame.current_rt->buffers.fbo;
-			glBindFramebuffer(GL_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
+			if (storage->frame.current_rt->buffers.active) {
+				current_fbo = storage->frame.current_rt->buffers.fbo;
+			} else {
+				current_fbo = storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo;
+			}
+
+			glBindFramebuffer(GL_FRAMEBUFFER, current_fbo);
 			state.scene_shader.set_conditional(SceneShaderGLES3::USE_MULTIPLE_RENDER_TARGETS, false);
 
 			Vector<GLenum> draw_buffers;
@@ -4045,8 +4073,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 	}
 
 	if (!fb_cleared) {
-		glClearDepth(1.0f);
-		glClear(GL_DEPTH_BUFFER_BIT);
+		glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
 	}
 
 	Color clear_color(0, 0, 0, 0);
@@ -4111,7 +4138,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 
 		storage->shaders.copy.bind();
 
-		_copy_screen();
+		_copy_screen(true, true);
 
 		//turn off everything used
 		storage->shaders.copy.set_conditional(CopyShaderGLES3::SRGB_TO_LINEAR, false);
@@ -4178,7 +4205,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 		_render_mrts(env, p_cam_projection);
 	} else {
 		//FIXME: check that this is possible to use
-		if (storage->frame.current_rt && state.used_screen_texture) {
+		if (storage->frame.current_rt && storage->frame.current_rt->buffers.active && state.used_screen_texture) {
 			glBindFramebuffer(GL_READ_FRAMEBUFFER, storage->frame.current_rt->buffers.fbo);
 			glReadBuffer(GL_COLOR_ATTACHMENT0);
 			glBindFramebuffer(GL_DRAW_FRAMEBUFFER, storage->frame.current_rt->effects.mip_maps[0].sizes[0].fbo);
@@ -4192,7 +4219,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 		}
 	}
 
-	if (storage->frame.current_rt && state.used_screen_texture) {
+	if (storage->frame.current_rt && state.used_screen_texture && storage->frame.current_rt->buffers.active) {
 		glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 7);
 		glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->effects.mip_maps[0].color);
 	}
@@ -4273,6 +4300,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 	}
+
+	//disable all stuff
 }
 
 void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count) {
@@ -4297,6 +4326,8 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_
 	float bias = 0;
 	float normal_bias = 0;
 
+	state.using_contact_shadows = false;
+
 	CameraMatrix light_projection;
 	Transform light_transform;
 

+ 5 - 3
drivers/gles3/rasterizer_scene_gles3.h

@@ -187,6 +187,7 @@ public:
 		bool cull_front;
 		bool used_sss;
 		bool used_screen_texture;
+		bool using_contact_shadows;
 
 		VS::ViewportDebugDraw debug_draw;
 	} state;
@@ -645,8 +646,9 @@ public:
 #define SORT_KEY_UNSHADED_FLAG (uint64_t(1) << 59)
 #define SORT_KEY_NO_DIRECTIONAL_FLAG (uint64_t(1) << 58)
 #define SORT_KEY_GI_PROBES_FLAG (uint64_t(1) << 57)
-			SORT_KEY_SHADING_SHIFT = 57,
-			SORT_KEY_SHADING_MASK = 7,
+#define SORT_KEY_VERTEX_LIT_FLAG (uint64_t(1) << 56)
+			SORT_KEY_SHADING_SHIFT = 56,
+			SORT_KEY_SHADING_MASK = 15,
 			SORT_KEY_MATERIAL_INDEX_SHIFT = 40,
 			SORT_KEY_GEOMETRY_INDEX_SHIFT = 20,
 			SORT_KEY_GEOMETRY_TYPE_SHIFT = 15,
@@ -795,7 +797,7 @@ public:
 	void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_shadow_atlas);
 	void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, const CameraMatrix &p_camera_projection, RID p_reflection_atlas, Environment *p_env);
 
-	void _copy_screen();
+	void _copy_screen(bool p_invalidate_color = false, bool p_invalidate_depth = false);
 	void _copy_to_front_buffer(Environment *env);
 	void _copy_texture_to_front_buffer(GLuint p_texture); //used for debug
 

+ 100 - 32
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -99,6 +99,21 @@
 #define _EXT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E
 #define _EXT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F
 
+void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type) {
+
+#ifdef GLES_OVER_GL
+
+	for (int i = 0; i < levels; i++) {
+		glTexImage2D(target, i, internalformat, width, height, 0, format, type, NULL);
+		width = MAX(1, (width / 2));
+		height = MAX(1, (height / 2));
+	}
+
+#else
+	glTexStorage2D(target, levels, internalformat, width, height);
+#endif
+}
+
 GLuint RasterizerStorageGLES3::system_fbo = 0;
 
 Ref<Image> RasterizerStorageGLES3::_get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, uint32_t p_flags, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool &srgb) {
@@ -1412,18 +1427,10 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra
 		GLenum format = GL_RGBA;
 		GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV;
 
-		while (mm_level) {
-
-			glTexImage2D(GL_TEXTURE_2D, lod, internal_format, size, size * 2, 0, format, type, NULL);
-			lod++;
-			mm_level--;
-
-			if (size > 1)
-				size >>= 1;
-		}
+		glTexStorage2DCustom(GL_TEXTURE_2D, mipmaps, internal_format, size, size * 2.0, format, type);
 
 		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
-		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, lod - 1);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1);
 
 		lod = 0;
 		mm_level = mipmaps;
@@ -1593,6 +1600,7 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 			p_shader->spatial.unshaded = false;
 			p_shader->spatial.ontop = false;
 			p_shader->spatial.uses_sss = false;
+			p_shader->spatial.uses_vertex_lighting = false;
 			p_shader->spatial.uses_screen_texture = false;
 			p_shader->spatial.uses_vertex = false;
 			p_shader->spatial.writes_modelview_or_projection = false;
@@ -1614,6 +1622,8 @@ void RasterizerStorageGLES3::_update_shader(Shader *p_shader) const {
 			shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded;
 			shaders.actions_scene.render_mode_flags["ontop"] = &p_shader->spatial.ontop;
 
+			shaders.actions_scene.render_mode_flags["vertex_lighting"] = &p_shader->spatial.uses_vertex_lighting;
+
 			shaders.actions_scene.usage_flag_pointers["ALPHA"] = &p_shader->spatial.uses_alpha;
 			shaders.actions_scene.usage_flag_pointers["VERTEX"] = &p_shader->spatial.uses_vertex;
 
@@ -5818,17 +5828,20 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 		rt->fbo = 0;
 	}
 
-	if (rt->buffers.fbo) {
+	if (rt->buffers.active) {
 		glDeleteFramebuffers(1, &rt->buffers.fbo);
 		glDeleteRenderbuffers(1, &rt->buffers.depth);
 		glDeleteRenderbuffers(1, &rt->buffers.diffuse);
-		glDeleteRenderbuffers(1, &rt->buffers.specular);
-		glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
-		glDeleteRenderbuffers(1, &rt->buffers.sss);
-		glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
-		glDeleteTextures(1, &rt->buffers.effect);
+		if (rt->buffers.effects_active) {
+			glDeleteRenderbuffers(1, &rt->buffers.specular);
+			glDeleteRenderbuffers(1, &rt->buffers.normal_rough);
+			glDeleteRenderbuffers(1, &rt->buffers.sss);
+			glDeleteFramebuffers(1, &rt->buffers.effect_fbo);
+			glDeleteTextures(1, &rt->buffers.effect);
+		}
 
-		rt->buffers.fbo = 0;
+		rt->buffers.effects_active = false;
+		rt->buffers.active = false;
 	}
 
 	if (rt->depth) {
@@ -5866,13 +5879,15 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 	tex->active = false;
 
 	for (int i = 0; i < 2; i++) {
-		for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
-			glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo);
-		}
+		if (rt->effects.mip_maps[i].color) {
+			for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
+				glDeleteFramebuffers(1, &rt->effects.mip_maps[i].sizes[j].fbo);
+			}
 
-		glDeleteTextures(1, &rt->effects.mip_maps[i].color);
-		rt->effects.mip_maps[i].sizes.clear();
-		rt->effects.mip_maps[i].levels = 0;
+			glDeleteTextures(1, &rt->effects.mip_maps[i].color);
+			rt->effects.mip_maps[i].sizes.clear();
+			rt->effects.mip_maps[i].levels = 0;
+		}
 	}
 
 	/*
@@ -5899,10 +5914,20 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 
 	if (!hdr || rt->flags[RENDER_TARGET_NO_3D]) {
 
-		color_internal_format = GL_RGBA8;
-		color_format = GL_RGBA;
-		color_type = GL_UNSIGNED_BYTE;
-		image_format = Image::FORMAT_RGBA8;
+		if (rt->flags[RENDER_TARGET_NO_3D_EFFECTS] && !rt->flags[RENDER_TARGET_TRANSPARENT]) {
+			//if this is not used, linear colorspace looks pretty bad
+			//this is the default mode used for mobile
+			color_internal_format = GL_RGB10_A2;
+			color_format = GL_RGBA;
+			color_type = GL_UNSIGNED_INT_2_10_10_10_REV;
+			image_format = Image::FORMAT_RGBA8;
+		} else {
+
+			color_internal_format = GL_RGBA8;
+			color_format = GL_RGBA;
+			color_type = GL_UNSIGNED_BYTE;
+			image_format = Image::FORMAT_RGBA8;
+		}
 	} else {
 		color_internal_format = GL_RGBA16F;
 		color_format = GL_RGBA;
@@ -5967,7 +5992,9 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 
 	/* BACK FBO */
 
-	if (!rt->flags[RENDER_TARGET_NO_3D]) {
+	if (!rt->flags[RENDER_TARGET_NO_3D] && (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS] || rt->msaa != VS::VIEWPORT_MSAA_DISABLED)) {
+
+		rt->buffers.active = true;
 
 		static const int msaa_value[] = { 0, 2, 4, 8, 16 };
 		int msaa = msaa_value[rt->msaa];
@@ -5997,6 +6024,7 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 
 		if (!rt->flags[RENDER_TARGET_NO_3D_EFFECTS]) {
 
+			rt->buffers.effects_active = true;
 			glGenRenderbuffers(1, &rt->buffers.specular);
 			glBindRenderbuffer(GL_RENDERBUFFER, rt->buffers.specular);
 
@@ -6140,7 +6168,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 				_render_target_clear(rt);
 				ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE);
 			}
+		} else {
+			rt->buffers.effects_active = false;
 		}
+	} else {
+		rt->buffers.active = false;
+		rt->buffers.effects_active = true;
 	}
 
 	if (!rt->flags[RENDER_TARGET_NO_SAMPLING]) {
@@ -6164,8 +6197,6 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 			while (true) {
 
 				RenderTarget::Effects::MipMaps::Size mm;
-
-				glTexImage2D(GL_TEXTURE_2D, level, color_internal_format, w, h, 0, color_format, color_type, NULL);
 				mm.width = w;
 				mm.height = h;
 				rt->effects.mip_maps[i].sizes.push_back(mm);
@@ -6179,8 +6210,13 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 				level++;
 			}
 
+			glTexStorage2DCustom(GL_TEXTURE_2D, level + 1, color_internal_format, rt->width, rt->height, color_format, color_type);
+
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
 			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, level);
+			glDisable(GL_SCISSOR_TEST);
+			glColorMask(1, 1, 1, 1);
+			glDepthMask(GL_TRUE);
 
 			for (int j = 0; j < rt->effects.mip_maps[i].sizes.size(); j++) {
 
@@ -6189,6 +6225,11 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 				glGenFramebuffers(1, &mm.fbo);
 				glBindFramebuffer(GL_FRAMEBUFFER, mm.fbo);
 				glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->effects.mip_maps[i].color, j);
+				bool used_depth = false;
+				if (j == 0 && i == 0 && rt->buffers.active == false && !rt->flags[RENDER_TARGET_NO_3D]) { //will use this one for rendering 3D
+					glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, rt->depth, 0);
+					used_depth = true;
+				}
 
 				GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
 				if (status != GL_FRAMEBUFFER_COMPLETE) {
@@ -6197,7 +6238,12 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt) {
 				}
 
 				float zero[4] = { 1, 0, 1, 0 };
+				glViewport(0, 0, rt->effects.mip_maps[i].sizes[j].width, rt->effects.mip_maps[i].sizes[j].height);
+
 				glClearBufferfv(GL_COLOR, 0, zero);
+				if (used_depth) {
+					glClearBufferfi(GL_DEPTH_STENCIL, 0, 1.0, 0);
+				}
 			}
 
 			glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo);
@@ -6838,7 +6884,6 @@ void RasterizerStorageGLES3::initialize() {
 
 		int max_extensions = 0;
 		glGetIntegerv(GL_NUM_EXTENSIONS, &max_extensions);
-		print_line("GLES3: max extensions: " + itos(max_extensions));
 		for (int i = 0; i < max_extensions; i++) {
 			const GLubyte *s = glGetStringi(GL_EXTENSIONS, i);
 			if (!s)
@@ -6864,7 +6909,6 @@ void RasterizerStorageGLES3::initialize() {
 	config.hdr_supported = false;
 #endif
 
-	print_line("hdr supported: " + itos(config.hdr_supported));
 	config.pvrtc_supported = config.extensions.has("GL_IMG_texture_compression_pvrtc");
 	config.srgb_decode_supported = config.extensions.has("GL_EXT_texture_sRGB_decode");
 
@@ -6997,6 +7041,8 @@ void RasterizerStorageGLES3::initialize() {
 	}
 
 	shaders.cubemap_filter.init();
+	bool ggx_hq = GLOBAL_GET("rendering/quality/reflections/high_quality_ggx.mobile");
+	shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::LOW_QUALITY, !ggx_hq);
 	shaders.particles.init();
 
 #ifdef GLES_OVER_GL
@@ -7010,6 +7056,28 @@ void RasterizerStorageGLES3::initialize() {
 	config.keep_original_textures = false;
 	config.generate_wireframes = false;
 	config.use_texture_array_environment = GLOBAL_GET("rendering/quality/reflections/texture_array_reflections");
+
+	config.force_vertex_shading = GLOBAL_GET("rendering/quality/shading/force_vertex_shading");
+
+	GLOBAL_DEF("rendering/quality/depth_prepass/disable", false);
+
+	String renderer = (const char *)glGetString(GL_RENDERER);
+
+	config.no_depth_prepass = !bool(GLOBAL_GET("rendering/quality/depth_prepass/enable"));
+	if (!config.no_depth_prepass) {
+
+		String vendors = GLOBAL_GET("rendering/quality/depth_prepass/disable_for_vendors");
+		Vector<String> vendor_match = vendors.split(",");
+		for (int i = 0; i < vendor_match.size(); i++) {
+			String v = vendor_match[i].strip_edges();
+			if (v == String())
+				continue;
+
+			if (renderer.findn(v) != -1) {
+				config.no_depth_prepass = true;
+			}
+		}
+	}
 }
 
 void RasterizerStorageGLES3::finalize() {

+ 11 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -48,6 +48,8 @@ class RasterizerSceneGLES3;
 #define _DECODE_EXT 0x8A49
 #define _SKIP_DECODE_EXT 0x8A4A
 
+void glTexStorage2DCustom(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type);
+
 class RasterizerStorageGLES3 : public RasterizerStorage {
 public:
 	RasterizerCanvasGLES3 *canvas;
@@ -91,6 +93,9 @@ public:
 		Set<String> extensions;
 
 		bool keep_original_textures;
+
+		bool no_depth_prepass;
+		bool force_vertex_shading;
 	} config;
 
 	mutable struct Shaders {
@@ -444,6 +449,7 @@ public:
 			bool uses_sss;
 			bool uses_screen_texture;
 			bool writes_modelview_or_projection;
+			bool uses_vertex_lighting;
 
 		} spatial;
 
@@ -1193,6 +1199,9 @@ public:
 		GLuint depth;
 
 		struct Buffers {
+
+			bool active;
+			bool effects_active;
 			GLuint fbo;
 			GLuint depth;
 			GLuint specular;
@@ -1282,6 +1291,8 @@ public:
 			flags[RENDER_TARGET_NO_3D] = false;
 			flags[RENDER_TARGET_NO_SAMPLING] = false;
 			flags[RENDER_TARGET_HDR] = true;
+			buffers.active = false;
+			buffers.effects_active = false;
 
 			last_exposure_tick = 0;
 		}

+ 1 - 0
drivers/gles3/shader_gles3.cpp

@@ -208,6 +208,7 @@ ShaderGLES3::Version *ShaderGLES3::get_current_version() {
 	Vector<const char *> strings;
 #ifdef GLES_OVER_GL
 	strings.push_back("#version 330\n");
+	strings.push_back("#define GLES_OVER_GL\n");
 #else
 	strings.push_back("#version 300 es\n");
 #endif

+ 4 - 9
drivers/gles3/shaders/copy.glsl

@@ -49,6 +49,9 @@ void main() {
 
 #define M_PI 3.14159265359
 
+#if !defined(USE_GLES_OVER_GL)
+precision mediump float;
+#endif
 
 #if defined(USE_CUBEMAP) || defined(USE_PANORAMA)
 in vec3 cube_interp;
@@ -87,14 +90,6 @@ vec4 texturePanorama(vec3 normal,sampler2D pano ) {
 
 #endif
 
-float sRGB_gamma_correct(float c){
-    float a = 0.055;
-    if(c < 0.0031308)
-	return 12.92*c;
-    else
-	return (1.0+a)*pow(c, 1.0/2.4) - a;
-}
-
 
 uniform float stuff;
 uniform vec2 pixel_size;
@@ -131,7 +126,7 @@ void main() {
 	vec4 color = texture( source_cube,  normalize(cube_interp) );
 
 #else
-	vec4 color = texture( source,  uv_interp );
+	vec4 color = textureLod( source,  uv_interp,0.0 );
 #endif
 
 

+ 1 - 1
drivers/gles3/shaders/cubemap_filter.glsl

@@ -204,7 +204,7 @@ vec4 textureDualParaboloidArray(vec3 normal) {
 	vec3 norm = normalize(normal);
 	norm.xy/=1.0+abs(norm.z);
 	norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
-	if (norm.z<0) {
+	if (norm.z<0.0) {
 		norm.y=0.5-norm.y+0.5;
 	}
 	return textureLod(source_dual_paraboloid_array, vec3(norm.xy, float(source_array_index) ), 0.0);

+ 3 - 0
drivers/gles3/shaders/effect_blur.glsl

@@ -25,6 +25,9 @@ void main() {
 
 [fragment]
 
+#if !defined(GLES_OVER_GL)
+precision mediump float;
+#endif
 
 in vec2 uv_interp;
 uniform sampler2D source_color; //texunit:0

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

@@ -178,7 +178,7 @@ VERTEX_SHADER_CODE
 
 #if !defined(DISABLE_FORCE)
 
-		if (true) {
+		if (false) {
 
 			vec3 force = vec3(0.0);
 			for(int i=0;i<attractor_count;i++) {
@@ -187,7 +187,7 @@ VERTEX_SHADER_CODE
 				float dist = length(rel_vec);
 				if (attractors[i].radius < dist)
 					continue;
-				if (attractors[i].eat_radius>0 &&  attractors[i].eat_radius > dist) {
+				if (attractors[i].eat_radius>0.0 &&  attractors[i].eat_radius > dist) {
 					out_velocity_active.a=0.0;
 				}
 

+ 3 - 0
drivers/gles3/shaders/resolve.glsl

@@ -15,6 +15,9 @@ void main() {
 
 [fragment]
 
+#if !defined(GLES_OVER_GL)
+precision mediump float;
+#endif
 
 in vec2 uv_interp;
 uniform sampler2D source_specular; //texunit:0

+ 229 - 64
drivers/gles3/shaders/scene.glsl

@@ -64,44 +64,45 @@ layout(std140) uniform SceneData { //ubo:0
 	highp mat4 camera_inverse_matrix;
 	highp mat4 camera_matrix;
 
-	highp vec4 ambient_light_color;
-	highp vec4 bg_color;
+	mediump vec4 ambient_light_color;
+	mediump vec4 bg_color;
 
-	vec4 fog_color_enabled;
-	vec4 fog_sun_color_amount;
+	mediump vec4 fog_color_enabled;
+	mediump vec4 fog_sun_color_amount;
 
-	float ambient_energy;
-	float bg_energy;
+	mediump float ambient_energy;
+	mediump float bg_energy;
 
-	float z_offset;
-	float z_slope_scale;
-	float shadow_dual_paraboloid_render_zfar;
-	float shadow_dual_paraboloid_render_side;
+	mediump float z_offset;
+	mediump float z_slope_scale;
+	highp float shadow_dual_paraboloid_render_zfar;
+	highp float shadow_dual_paraboloid_render_side;
 
 	highp vec2 screen_pixel_size;
-	vec2 shadow_atlas_pixel_size;
-	vec2 directional_shadow_pixel_size;
+	highp vec2 shadow_atlas_pixel_size;
+	highp vec2 directional_shadow_pixel_size;
 
-	float time;
-	float z_far;
-	float reflection_multiplier;
-	float subsurface_scatter_width;
-	float ambient_occlusion_affect_light;
+	highp float time;
+	highp float z_far;
+	mediump float reflection_multiplier;
+	mediump float subsurface_scatter_width;
+	mediump float ambient_occlusion_affect_light;
 
 	bool fog_depth_enabled;
-	float fog_depth_begin;
-	float fog_depth_curve;
+	highp float fog_depth_begin;
+	highp float fog_depth_curve;
 	bool fog_transmit_enabled;
-	float fog_transmit_curve;
+	highp float fog_transmit_curve;
 	bool fog_height_enabled;
-	float fog_height_min;
-	float fog_height_max;
-	float fog_height_curve;
+	highp float fog_height_min;
+	highp float fog_height_max;
+	highp float fog_height_curve;
 
 };
 
 uniform highp mat4 world_transform;
 
+
 #ifdef USE_LIGHT_DIRECTIONAL
 
 layout(std140) uniform DirectionalLightData { //ubo:3
@@ -121,6 +122,90 @@ layout(std140) uniform DirectionalLightData { //ubo:3
 
 #endif
 
+#ifdef USE_VERTEX_LIGHTING
+//omni and spot
+
+struct LightData {
+
+	highp vec4 light_pos_inv_radius;
+	mediump vec4 light_direction_attenuation;
+	mediump vec4 light_color_energy;
+	mediump vec4 light_params; //cone attenuation, angle, specular, shadow enabled,
+	mediump vec4 light_clamp;
+	mediump vec4 shadow_color_contact;
+	highp mat4 shadow_matrix;
+
+};
+
+
+layout(std140) uniform OmniLightData { //ubo:4
+
+	LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+layout(std140) uniform SpotLightData { //ubo:5
+
+	LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
+};
+
+#ifdef USE_FORWARD_LIGHTING
+
+
+uniform int omni_light_indices[MAX_FORWARD_LIGHTS];
+uniform int omni_light_count;
+
+uniform int spot_light_indices[MAX_FORWARD_LIGHTS];
+uniform int spot_light_count;
+
+#endif
+
+out vec4 diffuse_light_interp;
+out vec4 specular_light_interp;
+
+void light_compute(vec3 N, vec3 L,vec3 V, vec3 light_color,float roughness,inout vec3 diffuse, inout vec3 specular) {
+
+	float dotNL = max(dot(N,L), 0.0 );
+	diffuse += dotNL * light_color;
+
+	if (roughness > 0.0) {
+
+		vec3 H = normalize(V + L);
+		float dotNH = max(dot(N,H), 0.0 );
+		float intensity = pow( dotNH, (1.0-roughness) * 256.0);
+		specular += light_color * intensity;
+
+	}
+}
+
+void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal, float roughness,inout vec3 diffuse, inout vec3 specular) {
+
+	vec3 light_rel_vec = omni_lights[idx].light_pos_inv_radius.xyz-vertex;
+	float light_length = length( light_rel_vec );
+	float normalized_distance = light_length*omni_lights[idx].light_pos_inv_radius.w;
+	vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.0), omni_lights[idx].light_direction_attenuation.w ));
+
+	light_compute(normal,normalize(light_rel_vec),eye_vec,omni_lights[idx].light_color_energy.rgb * light_attenuation,roughness,diffuse,specular);
+
+}
+
+void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, float roughness, inout vec3 diffuse, inout vec3 specular) {
+
+	vec3 light_rel_vec = spot_lights[idx].light_pos_inv_radius.xyz-vertex;
+	float light_length = length( light_rel_vec );
+	float normalized_distance = light_length*spot_lights[idx].light_pos_inv_radius.w;
+	vec3 light_attenuation = vec3(pow( max(1.0 - normalized_distance, 0.001), spot_lights[idx].light_direction_attenuation.w ));
+	vec3 spot_dir = spot_lights[idx].light_direction_attenuation.xyz;
+	float spot_cutoff=spot_lights[idx].light_params.y;
+	float scos = max(dot(-normalize(light_rel_vec), spot_dir),spot_cutoff);
+	float spot_rim = (1.0 - scos) / (1.0 - spot_cutoff);
+	light_attenuation *= 1.0 - pow( max(spot_rim,0.001), spot_lights[idx].light_params.x);
+
+
+	light_compute(normal,normalize(light_rel_vec),eye_vec,spot_lights[idx].light_color_energy.rgb*light_attenuation,roughness,diffuse,specular);
+}
+
+
+#endif
 
 /* Varyings */
 
@@ -288,6 +373,8 @@ void main() {
 #endif
 #endif
 
+	float roughness=0.0;
+
 //defines that make writing custom shaders easier
 #define projection_matrix local_projection
 #define world_transform world_matrix
@@ -376,6 +463,54 @@ VERTEX_SHADER_CODE
 #endif
 
 	position_interp=gl_Position;
+
+#ifdef USE_VERTEX_LIGHTING
+
+	diffuse_light_interp=vec4(0.0);
+	specular_light_interp=vec4(0.0);
+
+#ifdef USE_FORWARD_LIGHTING
+
+	for(int i=0;i<omni_light_count;i++) {
+		light_process_omni(omni_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb);
+	}
+
+	for(int i=0;i<spot_light_count;i++) {
+		light_process_spot(spot_light_indices[i],vertex_interp,-normalize( vertex_interp ),normal_interp,roughness,diffuse_light_interp.rgb,specular_light_interp.rgb);
+	}
+#endif
+
+#ifdef USE_LIGHT_DIRECTIONAL
+
+	vec3 directional_diffuse = vec3(0.0);
+	vec3 directional_specular = vec3(0.0);
+	light_compute(normal_interp,-light_direction_attenuation.xyz,-normalize( vertex_interp ),normal_interp,roughness,directional_diffuse,directional_specular);
+
+	float diff_avg = dot(diffuse_light_interp.rgb,vec3(0.33333));
+	float diff_dir_avg = dot(directional_diffuse,vec3(0.33333));
+	if (diff_avg>0.0) {
+		diffuse_light_interp.a=diff_dir_avg/(diff_avg+diff_dir_avg);
+	} else {
+		diffuse_light_interp.a=1.0;
+	}
+
+	diffuse_light_interp.rgb+=directional_diffuse;
+
+	float spec_avg = dot(specular_light_interp.rgb,vec3(0.33333));
+	float spec_dir_avg = dot(directional_specular,vec3(0.33333));
+	if (spec_avg>0.0) {
+		specular_light_interp.a=spec_dir_avg/(spec_avg+spec_dir_avg);
+	} else {
+		specular_light_interp.a=1.0;
+	}
+
+	specular_light_interp.rgb+=directional_specular;
+
+#endif //USE_LIGHT_DIRECTIONAL
+
+
+#endif // USE_VERTEX_LIGHTING
+
 }
 
 
@@ -455,7 +590,7 @@ vec3 textureDualParaboloid(sampler2DArray p_tex, vec3 p_vec,float p_roughness) {
 	// we need to lie the derivatives (normg) and assume that DP side is always the same
 	// to get proper texure filtering
 	vec2 normg=norm.xy;
-	if (norm.z>0) {
+	if (norm.z>0.0) {
 		norm.y=0.5-norm.y+0.5;
 	}
 
@@ -479,7 +614,7 @@ vec3 textureDualParaboloid(sampler2D p_tex, vec3 p_vec,float p_roughness) {
 	vec3 norm = normalize(p_vec);
 	norm.xy/=1.0+abs(norm.z);
 	norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
-	if (norm.z>0) {
+	if (norm.z>0.0) {
 		norm.y=0.5-norm.y+0.5;
 	}
 	return textureLod(p_tex, norm.xy, p_roughness * RADIANCE_MAX_LOD).xyz;
@@ -511,39 +646,39 @@ layout(std140) uniform SceneData {
 	highp mat4 camera_inverse_matrix;
 	highp mat4 camera_matrix;
 
-	highp vec4 ambient_light_color;
-	highp vec4 bg_color;
+	mediump vec4 ambient_light_color;
+	mediump vec4 bg_color;
 
-	vec4 fog_color_enabled;
-	vec4 fog_sun_color_amount;
+	mediump vec4 fog_color_enabled;
+	mediump vec4 fog_sun_color_amount;
 
-	float ambient_energy;
-	float bg_energy;
+	mediump float ambient_energy;
+	mediump float bg_energy;
 
-	float z_offset;
-	float z_slope_scale;
-	float shadow_dual_paraboloid_render_zfar;
-	float shadow_dual_paraboloid_render_side;
+	mediump float z_offset;
+	mediump float z_slope_scale;
+	highp float shadow_dual_paraboloid_render_zfar;
+	highp float shadow_dual_paraboloid_render_side;
 
 	highp vec2 screen_pixel_size;
-	vec2 shadow_atlas_pixel_size;
-	vec2 directional_shadow_pixel_size;
+	highp vec2 shadow_atlas_pixel_size;
+	highp vec2 directional_shadow_pixel_size;
 
-	float time;
-	float z_far;
-	float reflection_multiplier;
-	float subsurface_scatter_width;
-	float ambient_occlusion_affect_light;
+	highp float time;
+	highp float z_far;
+	mediump float reflection_multiplier;
+	mediump float subsurface_scatter_width;
+	mediump float ambient_occlusion_affect_light;
 
 	bool fog_depth_enabled;
-	float fog_depth_begin;
-	float fog_depth_curve;
+	highp float fog_depth_begin;
+	highp float fog_depth_curve;
 	bool fog_transmit_enabled;
-	float fog_transmit_curve;
+	highp float fog_transmit_curve;
 	bool fog_height_enabled;
-	float fog_height_min;
-	float fog_height_max;
-	float fog_height_curve;
+	highp float fog_height_min;
+	highp float fog_height_max;
+	highp float fog_height_curve;
 };
 
 //directional light data
@@ -570,6 +705,10 @@ uniform highp sampler2DShadow directional_shadow; //texunit:-4
 
 #endif
 
+#ifdef USE_VERTEX_LIGHTING
+in vec4 diffuse_light_interp;
+in vec4 specular_light_interp;
+#endif
 //omni and spot
 
 struct LightData {
@@ -655,6 +794,8 @@ layout(location=0) out vec4 frag_color;
 in highp vec4 position_interp;
 uniform highp sampler2D depth_buffer; //texunit:-8
 
+#ifdef USE_CONTACT_SHADOWS
+
 float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
 
 	if (abs(dir.z)>0.99)
@@ -715,6 +856,8 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
 	return 1.0;
 }
 
+#endif
+
 // GGX Specular
 // Source: http://www.filmicworlds.com/images/ggx-opt/optimized-ggx.hlsl
 float G1V(float dotNV, float k)
@@ -1010,13 +1153,16 @@ void light_process_omni(int idx, vec3 vertex, vec3 eye_vec,vec3 normal,vec3 bino
 
 		splane.xy = clamp_rect.xy+splane.xy*clamp_rect.zw;
 		float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,clamp_rect);
+
+#ifdef USE_CONTACT_SHADOWS
+
 		if (shadow>0.01 && omni_lights[idx].shadow_color_contact.a>0.0) {
 
 			float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,omni_lights[idx].shadow_color_contact.a));
 			shadow=min(shadow,contact_shadow);
 
-
 		}
+#endif
 		light_attenuation*=mix(omni_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
 	}
 
@@ -1043,13 +1189,14 @@ void light_process_spot(int idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 bi
 
 		float shadow = sample_shadow(shadow_atlas,shadow_atlas_pixel_size,splane.xy,splane.z,spot_lights[idx].light_clamp);
 
+#ifdef USE_CONTACT_SHADOWS
 		if (shadow>0.01 && spot_lights[idx].shadow_color_contact.a>0.0) {
 
 			float contact_shadow = contact_shadow_compute(vertex,normalize(light_rel_vec),min(light_length,spot_lights[idx].shadow_color_contact.a));
 			shadow=min(shadow,contact_shadow);
 
 		}
-
+#endif
 		light_attenuation*=mix(spot_lights[idx].shadow_color_contact.rgb,vec3(1.0),shadow);
 	}
 
@@ -1097,7 +1244,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
 		vec3 norm = normalize(local_ref_vec);
 		norm.xy/=1.0+abs(norm.z);
 		norm.xy=norm.xy * vec2(0.5,0.25) + vec2(0.5,0.25);
-		if (norm.z>0) {
+		if (norm.z>0.0) {
 			norm.y=0.5-norm.y+0.5;
 		}
 
@@ -1460,9 +1607,18 @@ FRAGMENT_SHADER_CODE
 
 	//apply energy conservation
 
+#ifdef USE_VERTEX_LIGHTING
+
+	vec3 specular_light = specular_light_interp.rgb;
+	vec3 diffuse_light = diffuse_light_interp.rgb;
+#else
+
 	vec3 specular_light = vec3(0.0,0.0,0.0);
-	vec3 ambient_light;
 	vec3 diffuse_light = vec3(0.0,0.0,0.0);
+
+#endif
+
+	vec3 ambient_light;
 	vec3 env_reflection_light = vec3(0.0,0.0,0.0);
 
 	vec3 eye_vec = -normalize( vertex_interp );
@@ -1515,7 +1671,7 @@ FRAGMENT_SHADER_CODE
 	specular_blob_intensity*=specular * 2.0;
 #endif
 
-#ifdef USE_LIGHT_DIRECTIONAL
+#if defined(USE_LIGHT_DIRECTIONAL)
 
 	vec3 light_attenuation=vec3(1.0);
 
@@ -1640,13 +1796,14 @@ FRAGMENT_SHADER_CODE
 	}
 #endif
 
+#ifdef USE_CONTACT_SHADOWS
 	if (shadow>0.01 && shadow_color_contact.a>0.0) {
 
 		float contact_shadow = contact_shadow_compute(vertex,-light_direction_attenuation.xyz,shadow_color_contact.a);
 		shadow=min(shadow,contact_shadow);
 
 	}
-
+#endif
 	light_attenuation=mix(shadow_color_contact.rgb,vec3(1.0),shadow);
 
 
@@ -1654,7 +1811,13 @@ FRAGMENT_SHADER_CODE
 
 #endif //LIGHT_DIRECTIONAL_SHADOW
 
+#ifdef USE_VERTEX_LIGHTING
+	diffuse_light*=mix(vec3(1.0),light_attenuation,diffuse_light_interp.a);
+	specular_light*=mix(vec3(1.0),light_attenuation,specular_light_interp.a);
+
+#else
 	light_compute(normal,-light_direction_attenuation.xyz,eye_vec,binormal,tangent,light_color_energy.rgb*light_attenuation,albedo,light_params.z*specular_blob_intensity,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,diffuse_light,specular_light);
+#endif
 
 
 #endif //#USE_LIGHT_DIRECTIONAL
@@ -1664,12 +1827,11 @@ FRAGMENT_SHADER_CODE
 
 #endif
 
-
 #ifdef USE_FORWARD_LIGHTING
 
+
 	highp vec4 reflection_accum = vec4(0.0,0.0,0.0,0.0);
 	highp vec4 ambient_accum = vec4(0.0,0.0,0.0,0.0);
-
 	for(int i=0;i<reflection_count;i++) {
 		reflection_process(reflection_indices[i],vertex,normal,binormal,tangent,roughness,anisotropy,ambient_light,env_reflection_light,reflection_accum,ambient_accum);
 	}
@@ -1684,6 +1846,13 @@ FRAGMENT_SHADER_CODE
 		ambient_light+=ambient_accum.rgb/ambient_accum.a;
 	}
 
+
+
+#ifdef USE_VERTEX_LIGHTING
+
+	diffuse_light*=albedo;
+#else
+
 	for(int i=0;i<omni_light_count;i++) {
 		light_process_omni(omni_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
 	}
@@ -1692,15 +1861,13 @@ FRAGMENT_SHADER_CODE
 		light_process_spot(spot_light_indices[i],vertex,eye_vec,normal,binormal,tangent,albedo,roughness,rim,rim_tint,clearcoat,clearcoat_gloss,anisotropy,specular_blob_intensity,diffuse_light,specular_light);
 	}
 
-
+#endif //USE_VERTEX_LIGHTING
 
 #endif
 
 
 
 
-
-
 #ifdef RENDER_DEPTH
 //nothing happens, so a tree-ssa optimizer will result in no fragment shader :)
 #else
@@ -1713,13 +1880,11 @@ FRAGMENT_SHADER_CODE
 #endif
 
 
-
-
-
-
 	//energu conservation
 	diffuse_light=mix(diffuse_light,vec3(0.0),metallic);
 	ambient_light=mix(ambient_light,vec3(0.0),metallic);
+
+
 	{
 
 #if defined(DIFFUSE_TOON)
@@ -1744,7 +1909,7 @@ FRAGMENT_SHADER_CODE
 
 	if (fog_color_enabled.a > 0.5) {
 
-		float fog_amount=0;
+		float fog_amount=0.0;
 
 
 

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

@@ -18,6 +18,10 @@ void main() {
 
 [fragment]
 
+#if !defined(GLES_OVER_GL)
+precision mediump float;
+#endif
+
 
 in vec2 uv_interp;
 

+ 4 - 1
main/main.cpp

@@ -1260,6 +1260,7 @@ bool Main::start() {
 			String stretch_mode = GLOBAL_DEF("display/window/stretch/mode", "disabled");
 			String stretch_aspect = GLOBAL_DEF("display/window/stretch/aspect", "ignore");
 			Size2i stretch_size = Size2(GLOBAL_DEF("display/window/size/width", 0), GLOBAL_DEF("display/window/size/height", 0));
+			int stretch_shrink = GLOBAL_DEF("display/window/stretch/shrink", 1);
 
 			SceneTree::StretchMode sml_sm = SceneTree::STRETCH_MODE_DISABLED;
 			if (stretch_mode == "2d")
@@ -1275,7 +1276,7 @@ bool Main::start() {
 			else if (stretch_aspect == "keep_height")
 				sml_aspect = SceneTree::STRETCH_ASPECT_KEEP_HEIGHT;
 
-			sml->set_screen_stretch(sml_sm, sml_aspect, stretch_size);
+			sml->set_screen_stretch(sml_sm, sml_aspect, stretch_size, stretch_shrink);
 
 			sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
 			sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
@@ -1302,6 +1303,8 @@ bool Main::start() {
 			ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/mode", PropertyInfo(Variant::STRING, "display/window/stretch/mode", PROPERTY_HINT_ENUM, "disabled,2d,viewport"));
 			GLOBAL_DEF("display/window/stretch/aspect", "ignore");
 			ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/aspect", PropertyInfo(Variant::STRING, "display/window/stretch/aspect", PROPERTY_HINT_ENUM, "ignore,keep,keep_width,keep_height"));
+			GLOBAL_DEF("display/window/stretch/shrink", 1);
+			ProjectSettings::get_singleton()->set_custom_property_info("display/window/stretch/shrink", PropertyInfo(Variant::STRING, "display/window/stretch/shrink", PROPERTY_HINT_RANGE, "1,8,1"));
 			sml->set_auto_accept_quit(GLOBAL_DEF("application/config/auto_accept_quit", true));
 			sml->set_quit_on_go_back(GLOBAL_DEF("application/config/quit_on_go_back", true));
 		}

+ 5 - 1
platform/android/export/export.cpp

@@ -2830,7 +2830,11 @@ public:
 public:
 	virtual void get_preset_features(const Ref<EditorExportPreset> &p_preset, List<String> *r_features) {
 
-		r_features->push_back("etc");
+		int api = p_preset->get("graphics/api");
+		if (api == 0)
+			r_features->push_back("etc");
+		else
+			r_features->push_back("etc2");
 	}
 
 	virtual void get_export_options(List<ExportOption> *r_options) {

+ 8 - 6
scene/main/scene_tree.cpp

@@ -1153,7 +1153,7 @@ void SceneTree::_update_root_rect() {
 
 	if (stretch_mode == STRETCH_MODE_DISABLED) {
 
-		root->set_size(last_screen_size);
+		root->set_size((last_screen_size / stretch_shrink).floor());
 		root->set_attach_to_screen_rect(Rect2(Point2(), last_screen_size));
 		root->set_size_override_stretch(false);
 		root->set_size_override(false, Size2());
@@ -1231,15 +1231,15 @@ void SceneTree::_update_root_rect() {
 	switch (stretch_mode) {
 		case STRETCH_MODE_2D: {
 
-			root->set_size(screen_size);
+			root->set_size((screen_size / stretch_shrink).floor());
 			root->set_attach_to_screen_rect(Rect2(margin, screen_size));
 			root->set_size_override_stretch(true);
-			root->set_size_override(true, viewport_size);
+			root->set_size_override(true, (viewport_size / stretch_shrink).floor());
 
 		} break;
 		case STRETCH_MODE_VIEWPORT: {
 
-			root->set_size(viewport_size);
+			root->set_size((viewport_size / stretch_shrink).floor());
 			root->set_attach_to_screen_rect(Rect2(margin, screen_size));
 			root->set_size_override_stretch(false);
 			root->set_size_override(false, Size2());
@@ -1248,11 +1248,12 @@ void SceneTree::_update_root_rect() {
 	}
 }
 
-void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize) {
+void SceneTree::set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize, int p_shrink) {
 
 	stretch_mode = p_mode;
 	stretch_aspect = p_aspect;
 	stretch_min = p_minsize;
+	stretch_shrink = p_shrink;
 	_update_root_rect();
 }
 
@@ -2207,7 +2208,7 @@ void SceneTree::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_frame"), &SceneTree::get_frame);
 	ClassDB::bind_method(D_METHOD("quit"), &SceneTree::quit);
 
-	ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize"), &SceneTree::set_screen_stretch);
+	ClassDB::bind_method(D_METHOD("set_screen_stretch", "mode", "aspect", "minsize", "shrink"), &SceneTree::set_screen_stretch, DEFVAL(1));
 
 	ClassDB::bind_method(D_METHOD("queue_delete", "obj"), &SceneTree::queue_delete);
 
@@ -2395,6 +2396,7 @@ SceneTree::SceneTree() {
 
 	stretch_mode = STRETCH_MODE_DISABLED;
 	stretch_aspect = STRETCH_ASPECT_IGNORE;
+	stretch_shrink = 1;
 
 	last_screen_size = Size2(OS::get_singleton()->get_video_mode().width, OS::get_singleton()->get_video_mode().height);
 	_update_root_rect();

+ 2 - 1
scene/main/scene_tree.h

@@ -149,6 +149,7 @@ private:
 	StretchMode stretch_mode;
 	StretchAspect stretch_aspect;
 	Size2i stretch_min;
+	int stretch_shrink;
 
 	void _update_root_rect();
 
@@ -420,7 +421,7 @@ public:
 	void get_nodes_in_group(const StringName &p_group, List<Node *> *p_list);
 	bool has_group(const StringName &p_identifier) const;
 
-	void set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize);
+	void set_screen_stretch(StretchMode p_mode, StretchAspect p_aspect, const Size2 p_minsize, int p_shrink = 1);
 
 //void change_scene(const String& p_path);
 //Node *get_loaded_scene();

+ 2 - 2
scene/resources/dynamic_font.cpp

@@ -338,7 +338,7 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT
 			cpos.y += ch->v_align;
 			ERR_FAIL_COND_V(ch->texture_idx < -1 || ch->texture_idx >= fb->textures.size(), 0);
 			if (ch->texture_idx != -1)
-				VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size), fb->textures[ch->texture_idx].texture->get_rid(), ch->rect, p_modulate);
+				VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size), fb->textures[ch->texture_idx].texture->get_rid(), ch->rect, p_modulate, false, RID(), false);
 			advance = ch->advance;
 			used_fallback = true;
 			break;
@@ -360,7 +360,7 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT
 		cpos.y += c->v_align;
 		ERR_FAIL_COND_V(c->texture_idx < -1 || c->texture_idx >= textures.size(), 0);
 		if (c->texture_idx != -1)
-			VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, c->rect.size), textures[c->texture_idx].texture->get_rid(), c->rect, p_modulate);
+			VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, c->rect.size), textures[c->texture_idx].texture->get_rid(), c->rect, p_modulate, false, RID(), false);
 		advance = c->advance;
 		//textures[c->texture_idx].texture->draw(p_canvas_item,Vector2());
 	}

+ 10 - 0
scene/resources/material.cpp

@@ -334,6 +334,9 @@ void SpatialMaterial::_update_shader() {
 	if (flags[FLAG_ONTOP]) {
 		code += ",ontop";
 	}
+	if (flags[FLAG_USE_VERTEX_LIGHTING]) {
+		code += ",vertex_lighting";
+	}
 
 	if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
 		code += ",world_vertex_coords";
@@ -444,6 +447,11 @@ void SpatialMaterial::_update_shader() {
 		code += "\tPOINT_SIZE=point_size;\n";
 	}
 
+	if (flags[FLAG_USE_VERTEX_LIGHTING]) {
+
+		code += "\tROUGHNESS=roughness;\n";
+	}
+
 	if (!flags[FLAG_UV1_USE_TRIPLANAR]) {
 		code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n";
 	}
@@ -1450,6 +1458,7 @@ void SpatialMaterial::_bind_methods() {
 	ADD_GROUP("Flags", "flags_");
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_transparent"), "set_feature", "get_feature", FEATURE_TRANSPARENT);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_unshaded"), "set_flag", "get_flag", FLAG_UNSHADED);
+	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_vertex_lighting"), "set_flag", "get_flag", FLAG_USE_VERTEX_LIGHTING);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_on_top"), "set_flag", "get_flag", FLAG_ONTOP);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_use_point_size"), "set_flag", "get_flag", FLAG_USE_POINT_SIZE);
 	ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE);
@@ -1605,6 +1614,7 @@ void SpatialMaterial::_bind_methods() {
 	BIND_CONSTANT(CULL_DISABLED);
 
 	BIND_CONSTANT(FLAG_UNSHADED);
+	BIND_CONSTANT(FLAG_USE_VERTEX_LIGHTING);
 	BIND_CONSTANT(FLAG_ONTOP);
 	BIND_CONSTANT(FLAG_ALBEDO_FROM_VERTEX_COLOR);
 	BIND_CONSTANT(FLAG_SRGB_VERTEX_COLOR)

+ 1 - 0
scene/resources/material.h

@@ -155,6 +155,7 @@ public:
 
 	enum Flags {
 		FLAG_UNSHADED,
+		FLAG_USE_VERTEX_LIGHTING,
 		FLAG_ONTOP,
 		FLAG_ALBEDO_FROM_VERTEX_COLOR,
 		FLAG_SRGB_VERTEX_COLOR,

+ 15 - 5
scene/resources/sky_box.cpp

@@ -47,8 +47,11 @@ void Sky::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("set_radiance_size", "size"), &Sky::set_radiance_size);
 	ClassDB::bind_method(D_METHOD("get_radiance_size"), &Sky::get_radiance_size);
 
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "256,512,1024,2048"), "set_radiance_size", "get_radiance_size");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "radiance_size", PROPERTY_HINT_ENUM, "32,64,128,256,512,1024,2048"), "set_radiance_size", "get_radiance_size");
 
+	BIND_CONSTANT(RADIANCE_SIZE_32);
+	BIND_CONSTANT(RADIANCE_SIZE_64);
+	BIND_CONSTANT(RADIANCE_SIZE_128);
 	BIND_CONSTANT(RADIANCE_SIZE_256);
 	BIND_CONSTANT(RADIANCE_SIZE_512);
 	BIND_CONSTANT(RADIANCE_SIZE_1024);
@@ -66,7 +69,7 @@ void PanoramaSky::_radiance_changed() {
 
 	if (panorama.is_valid()) {
 		static const int size[RADIANCE_SIZE_MAX] = {
-			256, 512, 1024, 2048
+			32, 64, 128, 256, 512, 1024, 2048
 		};
 		VS::get_singleton()->sky_set_texture(sky, panorama->get_rid(), size[get_radiance_size()]);
 	}
@@ -120,7 +123,7 @@ void ProceduralSky::_radiance_changed() {
 		return; //do nothing yet
 
 	static const int size[RADIANCE_SIZE_MAX] = {
-		256, 512, 1024, 2048
+		32, 64, 128, 256, 512, 1024, 2048
 	};
 	VS::get_singleton()->sky_set_texture(sky, texture, size[get_radiance_size()]);
 }
@@ -132,7 +135,7 @@ void ProceduralSky::_update_sky() {
 	PoolVector<uint8_t> imgdata;
 
 	static const int size[TEXTURE_SIZE_MAX] = {
-		1024, 2048, 4096
+		256, 512, 1024, 2048, 4096
 	};
 
 	int w = size[texture_size];
@@ -465,7 +468,14 @@ void ProceduralSky::_bind_methods() {
 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "sun_energy", PROPERTY_HINT_RANGE, "0,64,0.01"), "set_sun_energy", "get_sun_energy");
 
 	ADD_GROUP("Texture", "texture_");
-	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_size", PROPERTY_HINT_ENUM, "1024,2048,4096"), "set_texture_size", "get_texture_size");
+	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_size", PROPERTY_HINT_ENUM, "256,512,1024,2048,4096"), "set_texture_size", "get_texture_size");
+
+	BIND_CONSTANT(TEXTURE_SIZE_256);
+	BIND_CONSTANT(TEXTURE_SIZE_512);
+	BIND_CONSTANT(TEXTURE_SIZE_1024);
+	BIND_CONSTANT(TEXTURE_SIZE_2048);
+	BIND_CONSTANT(TEXTURE_SIZE_4096);
+	BIND_CONSTANT(TEXTURE_SIZE_MAX);
 }
 
 ProceduralSky::ProceduralSky() {

+ 5 - 0
scene/resources/sky_box.h

@@ -37,6 +37,9 @@ class Sky : public Resource {
 
 public:
 	enum RadianceSize {
+		RADIANCE_SIZE_32,
+		RADIANCE_SIZE_64,
+		RADIANCE_SIZE_128,
 		RADIANCE_SIZE_256,
 		RADIANCE_SIZE_512,
 		RADIANCE_SIZE_1024,
@@ -85,6 +88,8 @@ class ProceduralSky : public Sky {
 
 public:
 	enum TextureSize {
+		TEXTURE_SIZE_256,
+		TEXTURE_SIZE_512,
 		TEXTURE_SIZE_1024,
 		TEXTURE_SIZE_2048,
 		TEXTURE_SIZE_4096,

+ 3 - 0
servers/visual/shader_types.cpp

@@ -66,6 +66,7 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT;
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_ID"] = ShaderLanguage::TYPE_INT;
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4;
+	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT;
 
 	//builtins
 	shader_modes[VS::SHADER_SPATIAL].functions["vertex"]["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4;
@@ -147,6 +148,8 @@ ShaderTypes::ShaderTypes() {
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("skip_vertex_transform");
 	shader_modes[VS::SHADER_SPATIAL].modes.insert("world_vertex_coords");
 
+	shader_modes[VS::SHADER_SPATIAL].modes.insert("vertex_lighting");
+
 	/************ CANVAS ITEM **************************/
 
 	shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"]["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2;

+ 8 - 0
servers/visual_server.cpp

@@ -1592,6 +1592,14 @@ VisualServer::VisualServer() {
 
 	GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections", true);
 	GLOBAL_DEF("rendering/quality/reflections/texture_array_reflections.mobile", false);
+	GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx", true);
+	GLOBAL_DEF("rendering/quality/reflections/high_quality_ggx.mobile", false);
+
+	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading", false);
+	GLOBAL_DEF("rendering/quality/shading/force_vertex_shading.mobile", true);
+
+	GLOBAL_DEF("rendering/quality/depth_prepass/enable", true);
+	GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno");
 }
 
 VisualServer::~VisualServer() {