mirror of
https://github.com/godotengine/godot.git
synced 2024-11-10 22:23:07 +00:00
Merge pull request #46896 from lawnjelly/ewok_read_modulate_attribute
Batching - use FINAL_MODULATE_ALIAS in shaders
This commit is contained in:
commit
d3dd28ba57
@ -911,7 +911,7 @@ ShaderCompilerGLES2::ShaderCompilerGLES2() {
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
|
||||
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate_alias";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
|
||||
|
@ -31,6 +31,17 @@ attribute vec2 uv_attrib; // attrib:4
|
||||
attribute highp vec4 modulate_attrib; // attrib:5
|
||||
#endif
|
||||
|
||||
// Usually, final_modulate is passed as a uniform. However during batching
|
||||
// If larger fvfs are used, final_modulate is passed as an attribute.
|
||||
// we need to read from the attribute in custom vertex shader
|
||||
// rather than the uniform. We do this by specifying final_modulate_alias
|
||||
// in shaders rather than final_modulate directly.
|
||||
#ifdef USE_ATTRIB_MODULATE
|
||||
#define final_modulate_alias modulate_attrib
|
||||
#else
|
||||
#define final_modulate_alias final_modulate
|
||||
#endif
|
||||
|
||||
#ifdef USE_ATTRIB_LARGE_VERTEX
|
||||
// shared with skeleton attributes, not used in batched shader
|
||||
attribute highp vec2 translate_attrib; // attrib:6
|
||||
@ -469,6 +480,18 @@ void main() {
|
||||
normal_used = true;
|
||||
#endif
|
||||
|
||||
// If larger fvfs are used, final_modulate is passed as an attribute.
|
||||
// we need to read from this in custom fragment shaders or applying in the post step,
|
||||
// rather than using final_modulate directly.
|
||||
#if defined(final_modulate_alias)
|
||||
#undef final_modulate_alias
|
||||
#endif
|
||||
#ifdef USE_ATTRIB_MODULATE
|
||||
#define final_modulate_alias modulate_interp
|
||||
#else
|
||||
#define final_modulate_alias final_modulate
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
@ -481,11 +504,7 @@ FRAGMENT_SHADER_CODE
|
||||
}
|
||||
|
||||
#if !defined(MODULATE_USED)
|
||||
#ifdef USE_ATTRIB_MODULATE
|
||||
color *= modulate_interp;
|
||||
#else
|
||||
color *= final_modulate;
|
||||
#endif
|
||||
color *= final_modulate_alias;
|
||||
#endif
|
||||
|
||||
#ifdef USE_LIGHTING
|
||||
|
@ -891,7 +891,7 @@ ShaderCompilerGLES3::ShaderCompilerGLES3() {
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["INSTANCE_CUSTOM"] = "instance_custom";
|
||||
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["COLOR"] = "color";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["MODULATE"] = "final_modulate_alias";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["NORMAL"] = "normal";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP"] = "normal_map";
|
||||
actions[VS::SHADER_CANVAS_ITEM].renames["NORMALMAP_DEPTH"] = "normal_depth";
|
||||
|
@ -14,6 +14,17 @@ layout(location = 3) in vec4 color_attrib;
|
||||
layout(location = 5) in vec4 modulate_attrib; // attrib:5
|
||||
#endif
|
||||
|
||||
// Usually, final_modulate is passed as a uniform. However during batching
|
||||
// If larger fvfs are used, final_modulate is passed as an attribute.
|
||||
// we need to read from the attribute in custom vertex shader
|
||||
// rather than the uniform. We do this by specifying final_modulate_alias
|
||||
// in shaders rather than final_modulate directly.
|
||||
#ifdef USE_ATTRIB_MODULATE
|
||||
#define final_modulate_alias modulate_attrib
|
||||
#else
|
||||
#define final_modulate_alias final_modulate
|
||||
#endif
|
||||
|
||||
#ifdef USE_ATTRIB_LARGE_VERTEX
|
||||
// shared with skeleton attributes, not used in batched shader
|
||||
layout(location = 6) in vec2 translate_attrib; // attrib:6
|
||||
@ -567,6 +578,18 @@ void main() {
|
||||
normal_used = true;
|
||||
#endif
|
||||
|
||||
// If larger fvfs are used, final_modulate is passed as an attribute.
|
||||
// we need to read from this in custom fragment shaders or applying in the post step,
|
||||
// rather than using final_modulate directly.
|
||||
#if defined(final_modulate_alias)
|
||||
#undef final_modulate_alias
|
||||
#endif
|
||||
#ifdef USE_ATTRIB_MODULATE
|
||||
#define final_modulate_alias modulate_interp
|
||||
#else
|
||||
#define final_modulate_alias final_modulate
|
||||
#endif
|
||||
|
||||
/* clang-format off */
|
||||
|
||||
FRAGMENT_SHADER_CODE
|
||||
@ -582,12 +605,8 @@ FRAGMENT_SHADER_CODE
|
||||
color = vec4(vec3(enc32), 1.0);
|
||||
#endif
|
||||
|
||||
#ifdef USE_ATTRIB_MODULATE
|
||||
color *= modulate_interp;
|
||||
#else
|
||||
#if !defined(MODULATE_USED)
|
||||
color *= final_modulate;
|
||||
#endif
|
||||
color *= final_modulate_alias;
|
||||
#endif
|
||||
|
||||
#ifdef USE_LIGHTING
|
||||
|
Loading…
Reference in New Issue
Block a user