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Merge pull request #107364 from DarioSamo/adreno-fix-interpolators
Upgrade normal interpolators to FP32 to fix Adreno.
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@@ -100,7 +100,7 @@ void axis_angle_to_tbn(vec3 axis, float angle, out vec3 tangent, out vec3 binorm
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layout(location = 0) out vec3 vertex_interp;
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layout(location = 0) out vec3 vertex_interp;
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#ifdef NORMAL_USED
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#ifdef NORMAL_USED
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layout(location = 1) out hvec3 normal_interp;
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layout(location = 1) out vec3 normal_interp;
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#endif
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#endif
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#if defined(COLOR_USED)
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#if defined(COLOR_USED)
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@@ -116,8 +116,8 @@ layout(location = 4) out vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) out hvec3 tangent_interp;
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layout(location = 5) out vec3 tangent_interp;
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layout(location = 6) out hvec3 binormal_interp;
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layout(location = 6) out vec3 binormal_interp;
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#endif
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#endif
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
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layout(location = 7) out hvec4 diffuse_light_interp;
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layout(location = 7) out hvec4 diffuse_light_interp;
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@@ -496,16 +496,18 @@ void vertex_shader(in vec3 vertex,
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// Normalize TBN vectors before interpolation, per MikkTSpace.
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// Normalize TBN vectors before interpolation, per MikkTSpace.
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// See: http://www.mikktspace.com/
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// See: http://www.mikktspace.com/
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#ifdef NORMAL_USED
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#ifdef NORMAL_USED
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normal_interp = hvec3(normalize(normal_highp));
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normal_interp = normalize(normal_highp);
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
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tangent_interp = hvec3(normalize(tangent_highp));
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tangent_interp = normalize(tangent_highp);
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binormal_interp = hvec3(normalize(binormal_highp));
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binormal_interp = normalize(binormal_highp);
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#endif
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#endif
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// VERTEX LIGHTING
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// VERTEX LIGHTING
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
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hvec3 normal = hvec3(normal_interp);
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#ifdef USE_MULTIVIEW
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#ifdef USE_MULTIVIEW
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hvec3 view = hvec3(-normalize(vertex_interp - eye_offset));
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hvec3 view = hvec3(-normalize(vertex_interp - eye_offset));
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#else
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#else
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@@ -523,7 +525,7 @@ void vertex_shader(in vec3 vertex,
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break;
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break;
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}
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}
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light_process_omni_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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light_process_omni_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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}
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}
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uint spot_light_count = sc_spot_lights(8);
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uint spot_light_count = sc_spot_lights(8);
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@@ -534,7 +536,7 @@ void vertex_shader(in vec3 vertex,
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break;
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break;
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}
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}
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light_process_spot_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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light_process_spot_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
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}
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}
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uint directional_lights_count = sc_directional_lights(scene_directional_light_count);
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uint directional_lights_count = sc_directional_lights(scene_directional_light_count);
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@@ -552,13 +554,13 @@ void vertex_shader(in vec3 vertex,
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continue; // Statically baked light and object uses lightmap, skip.
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continue; // Statically baked light and object uses lightmap, skip.
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}
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}
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if (i == 0) {
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if (i == 0) {
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light_compute_vertex(normal_interp, hvec3(directional_lights.data[0].direction), view,
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light_compute_vertex(normal, hvec3(directional_lights.data[0].direction), view,
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hvec3(directional_lights.data[0].color * directional_lights.data[0].energy),
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hvec3(directional_lights.data[0].color * directional_lights.data[0].energy),
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true, roughness,
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true, roughness,
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directional_diffuse,
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directional_diffuse,
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directional_specular);
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directional_specular);
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} else {
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} else {
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light_compute_vertex(normal_interp, hvec3(directional_lights.data[i].direction), view,
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light_compute_vertex(normal, hvec3(directional_lights.data[i].direction), view,
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hvec3(directional_lights.data[i].color * directional_lights.data[i].energy),
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hvec3(directional_lights.data[i].color * directional_lights.data[i].energy),
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true, roughness,
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true, roughness,
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diffuse_light_interp.rgb,
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diffuse_light_interp.rgb,
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@@ -788,7 +790,8 @@ void main() {
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layout(location = 0) in vec3 vertex_interp;
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layout(location = 0) in vec3 vertex_interp;
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#ifdef NORMAL_USED
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#ifdef NORMAL_USED
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layout(location = 1) in hvec3 normal_interp;
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// Intentionally kept at full precision to avoid visible corruption on Adreno (See #107364).
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layout(location = 1) in vec3 normal_interp;
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#endif
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#endif
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#if defined(COLOR_USED)
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#if defined(COLOR_USED)
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@@ -804,8 +807,9 @@ layout(location = 4) in vec2 uv2_interp;
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#endif
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#endif
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
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layout(location = 5) in hvec3 tangent_interp;
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// Intentionally kept at full precision to avoid visible corruption on Adreno (See #107364).
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layout(location = 6) in hvec3 binormal_interp;
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layout(location = 5) in vec3 tangent_interp;
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layout(location = 6) in vec3 binormal_interp;
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#endif
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#endif
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
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#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
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@@ -1093,15 +1097,15 @@ void main() {
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float alpha_highp = 1.0;
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float alpha_highp = 1.0;
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
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#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
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vec3 binormal_highp = vec3(binormal_interp);
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vec3 binormal_highp = binormal_interp;
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vec3 tangent_highp = vec3(tangent_interp);
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vec3 tangent_highp = tangent_interp;
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#else // TANGENT_USED || NORMAL_MAP_USED || LIGHT_ANISOTROPY_USED || BENT_NORMAL_MAP_USED
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#else // TANGENT_USED || NORMAL_MAP_USED || LIGHT_ANISOTROPY_USED || BENT_NORMAL_MAP_USED
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vec3 binormal_highp = vec3(0.0);
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vec3 binormal_highp = vec3(0.0);
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vec3 tangent_highp = vec3(0.0);
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vec3 tangent_highp = vec3(0.0);
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#endif
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#endif
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#ifdef NORMAL_USED
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#ifdef NORMAL_USED
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vec3 normal_highp = vec3(normal_interp);
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vec3 normal_highp = normal_interp;
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#if defined(DO_SIDE_CHECK)
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#if defined(DO_SIDE_CHECK)
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if (!gl_FrontFacing) {
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if (!gl_FrontFacing) {
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normal_highp = -normal_highp;
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normal_highp = -normal_highp;
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