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Fixes and optimizations to mobile renderer
* Only apply final actions to attachments used in the last pass. * Fixes to draw list final action (was using continue instead of read/drop). * Profiling regions inside draw lists now properly throw errors. * Ability to enable gpu profile printing from project settings. (used to debug).
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@@ -3,7 +3,7 @@
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#define LIGHT_BAKE_STATIC 2
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struct LightData { //this structure needs to be as packed as possible
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vec3 position;
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highp vec3 position;
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float inv_radius;
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vec3 direction;
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@@ -17,8 +17,8 @@ struct LightData { //this structure needs to be as packed as possible
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float specular_amount;
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bool shadow_enabled;
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vec4 atlas_rect; // rect in the shadow atlas
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mat4 shadow_matrix;
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highp vec4 atlas_rect; // rect in the shadow atlas
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highp mat4 shadow_matrix;
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float shadow_bias;
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float shadow_normal_bias;
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float transmittance_bias;
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@@ -27,7 +27,7 @@ struct LightData { //this structure needs to be as packed as possible
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uint mask;
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float shadow_volumetric_fog_fade;
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uint bake_mode;
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vec4 projector_rect; //projector rect in srgb decal atlas
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highp vec4 projector_rect; //projector rect in srgb decal atlas
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};
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#define REFLECTION_AMBIENT_DISABLED 0
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@@ -69,13 +69,13 @@ struct DirectionalLightData {
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vec4 shadow_bias;
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vec4 shadow_normal_bias;
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vec4 shadow_transmittance_bias;
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vec4 shadow_z_range;
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vec4 shadow_range_begin;
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highp vec4 shadow_z_range;
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highp vec4 shadow_range_begin;
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vec4 shadow_split_offsets;
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mat4 shadow_matrix1;
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mat4 shadow_matrix2;
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mat4 shadow_matrix3;
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mat4 shadow_matrix4;
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highp mat4 shadow_matrix1;
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highp mat4 shadow_matrix2;
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highp mat4 shadow_matrix3;
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highp mat4 shadow_matrix4;
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vec4 shadow_color1;
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vec4 shadow_color2;
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vec4 shadow_color3;
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