diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index be7a6aba578..07f81e8108d 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -869,13 +869,15 @@ uniform lowp uint directional_shadow_index; #if !defined(ADDITIVE_OMNI) float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4 pos) { - float avg = textureProj(shadow, pos); + // Use textureProjLod with LOD set to 0.0 over textureProj, as textureProj not working correctly on ANGLE with Metal backend. + // https://github.com/godotengine/godot/issues/93537 + float avg = textureProjLod(shadow, pos, 0.0); #ifdef SHADOW_MODE_PCF_13 pos /= pos.w; - avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size * 2.0, 0.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size * 2.0, 0.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size * 2.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size * 2.0), pos.zw)); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size * 2.0, 0.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size * 2.0, 0.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size * 2.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size * 2.0), pos.zw), 0.0); // Early bail if distant samples are fully shaded (or none are shaded) to improve performance. if (avg <= 0.000001) { @@ -886,23 +888,23 @@ float sample_shadow(highp sampler2DShadow shadow, float shadow_pixel_size, vec4 return 1.0; } - avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, shadow_pixel_size), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, shadow_pixel_size), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, -shadow_pixel_size), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, -shadow_pixel_size), pos.zw)); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, shadow_pixel_size), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, shadow_pixel_size), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, -shadow_pixel_size), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, -shadow_pixel_size), pos.zw), 0.0); return avg * (1.0 / 13.0); #endif #ifdef SHADOW_MODE_PCF_5 pos /= pos.w; - avg += textureProj(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw)); - avg += textureProj(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw)); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(shadow_pixel_size, 0.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(-shadow_pixel_size, 0.0), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, shadow_pixel_size), pos.zw), 0.0); + avg += textureProjLod(shadow, vec4(pos.xy + vec2(0.0, -shadow_pixel_size), pos.zw), 0.0); return avg * (1.0 / 5.0); #endif