From 4b84207d2f2cad601fff102c6aac8e690e8fcce3 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 26 Aug 2025 11:31:22 -0700 Subject: [PATCH] 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. --- .../shaders/effects/blur_raster.glsl | 19 ++++++++++++++++--- 1 file changed, 16 insertions(+), 3 deletions(-) diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl index 91a3b582b90..abbf73d506c 100644 --- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl +++ b/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 */