GLES3: Fix directional shadow on Metal ANGLE

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cosformula 2024-07-20 08:43:46 +08:00 committed by Rémi Verschelde
parent 4e5ed0bbfb
commit fa8b4d84fb
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@ -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