Expose VIEWPORT_SIZE in shader language.

Fixes #11710.
This commit is contained in:
Ferenc Arn 2017-10-21 14:05:57 -04:00
parent 393daf0502
commit a0fc641f25
4 changed files with 9 additions and 4 deletions

View file

@ -1132,9 +1132,9 @@ bool RasterizerSceneGLES3::_setup_material(RasterizerStorageGLES3::Material *p_m
state.current_depth_draw = p_material->shader->spatial.depth_draw_mode;
}
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
//glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
/*
/*
if (p_material->flags[VS::MATERIAL_FLAG_WIREFRAME])
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
else
@ -4011,6 +4011,8 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const
state.ubo_data.shadow_dual_paraboloid_render_side = 0;
state.ubo_data.shadow_dual_paraboloid_render_zfar = 0;
p_cam_projection.get_viewport_size(state.ubo_data.viewport_size[0], state.ubo_data.viewport_size[1]);
if (storage->frame.current_rt) {
state.ubo_data.screen_pixel_size[0] = 1.0 / storage->frame.current_rt->width;
state.ubo_data.screen_pixel_size[1] = 1.0 / storage->frame.current_rt->height;

View file

@ -124,6 +124,7 @@ public:
float z_slope_scale;
float shadow_dual_paraboloid_render_zfar;
float shadow_dual_paraboloid_render_side;
float viewport_size[2];
float screen_pixel_size[2];
float shadow_atlas_pixel_size[2];
float shadow_directional_pixel_size[2];
@ -143,7 +144,7 @@ public:
float fog_height_min;
float fog_height_max;
float fog_height_curve;
uint8_t padding[8];
// make sure this struct is padded to be a multiple of 16 bytes for webgl
} ubo_data;

View file

@ -766,7 +766,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
//builtins
actions[VS::SHADER_SPATIAL].renames["TIME"] = "time";
//actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"]=ShaderLanguage::TYPE_VEC2;
actions[VS::SHADER_SPATIAL].renames["VIEWPORT_SIZE"] = "viewport_size";
actions[VS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord";
actions[VS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrotFacing";

View file

@ -80,6 +80,7 @@ layout(std140) uniform SceneData { //ubo:0
highp float shadow_dual_paraboloid_render_zfar;
highp float shadow_dual_paraboloid_render_side;
highp vec2 viewport_size;
highp vec2 screen_pixel_size;
highp vec2 shadow_atlas_pixel_size;
highp vec2 directional_shadow_pixel_size;
@ -566,6 +567,7 @@ in vec3 normal_interp;
uniform bool no_ambient_light;
#ifdef USE_RADIANCE_MAP