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Fix glow on devices with only 8 texture slots
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@ -2968,6 +2968,9 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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}
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}
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// If max_texture_image_units is 8, our max glow level is 5, which allows 6 layers of glow
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max_glow_level = MIN(max_glow_level, storage->config.max_texture_image_units - 3);
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for (int i = 0; i < (max_glow_level + 1); i++) {
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int vp_w = storage->frame.current_rt->mip_maps[1].sizes[i].width;
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@ -3070,7 +3073,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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}
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}
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}
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].color);
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} else {
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@ -3080,7 +3083,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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if (glow_mask & (1 << i)) {
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active_glow_level++;
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glActiveTexture(GL_TEXTURE0 + active_glow_level);
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glActiveTexture(GL_TEXTURE1 + active_glow_level);
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glBindTexture(GL_TEXTURE_2D, storage->frame.current_rt->mip_maps[0].sizes[i + 1].color);
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if (active_glow_level == 1) {
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state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_GLOW_LEVEL1, true);
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@ -3119,7 +3122,7 @@ void RasterizerSceneGLES2::_post_process(Environment *env, const CameraMatrix &p
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RasterizerStorageGLES2::Texture *tex = storage->texture_owner.getornull(env->color_correction);
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if (tex) {
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state.tonemap_shader.set_conditional(TonemapShaderGLES2::USE_COLOR_CORRECTION, true);
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glActiveTexture(GL_TEXTURE2);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(tex->target, tex->tex_id);
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}
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}
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@ -75,15 +75,17 @@ uniform highp sampler2D source; //texunit:0
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#define USING_GLOW // only use glow when at least one glow level is selected
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#ifdef USE_MULTI_TEXTURE_GLOW
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uniform highp sampler2D source_glow1; //texunit:1
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uniform highp sampler2D source_glow2; //texunit:2
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uniform highp sampler2D source_glow3; //texunit:3
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uniform highp sampler2D source_glow4; //texunit:4
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uniform highp sampler2D source_glow5; //texunit:5
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uniform highp sampler2D source_glow6; //texunit:6
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uniform highp sampler2D source_glow7; //texunit:7
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uniform highp sampler2D source_glow1; //texunit:2
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uniform highp sampler2D source_glow2; //texunit:3
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uniform highp sampler2D source_glow3; //texunit:4
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uniform highp sampler2D source_glow4; //texunit:5
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uniform highp sampler2D source_glow5; //texunit:6
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uniform highp sampler2D source_glow6; //texunit:7
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#ifdef USE_GLOW_LEVEL7
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uniform highp sampler2D source_glow7; //texunit:8
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#endif
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#else
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uniform highp sampler2D source_glow; //texunit:1
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uniform highp sampler2D source_glow; //texunit:2
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#endif
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uniform highp float glow_intensity;
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#endif
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@ -93,7 +95,7 @@ uniform vec3 bcs;
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#endif
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#ifdef USE_COLOR_CORRECTION
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uniform sampler2D color_correction; //texunit:2
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uniform sampler2D color_correction; //texunit:1
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#endif
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#ifdef GL_EXT_gpu_shader4
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