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Automatically ensure correct normals in Compatibility renderer #82804

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Dec 4, 2023
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2 changes: 2 additions & 0 deletions drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2921,6 +2921,8 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
}

material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::MODEL_FLAGS, inst->flags_cache, shader->version, instance_variant, spec_constants);

// Can be index count or vertex count
uint32_t count = 0;
if (surf->lod_index > 0) {
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13 changes: 12 additions & 1 deletion drivers/gles3/shaders/scene.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -139,6 +139,8 @@ layout(location = 14) in highp vec4 instance_xform2;
layout(location = 15) in highp uvec4 instance_color_custom_data; // Color packed into xy, Custom data into zw.
#endif

#define FLAGS_NON_UNIFORM_SCALE (1 << 4)

layout(std140) uniform GlobalShaderUniformData { //ubo:1
vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
};
Expand Down Expand Up @@ -242,6 +244,8 @@ uniform highp vec3 compressed_aabb_position;
uniform highp vec3 compressed_aabb_size;
uniform highp vec4 uv_scale;

uniform highp uint model_flags;

/* Varyings */

out highp vec3 vertex_interp;
Expand Down Expand Up @@ -310,7 +314,14 @@ void main() {
#ifdef NORMAL_USED
vec3 normal = oct_to_vec3(axis_tangent_attrib.xy * 2.0 - 1.0);
#endif
highp mat3 model_normal_matrix = mat3(model_matrix);

highp mat3 model_normal_matrix;

if (bool(model_flags & uint(FLAGS_NON_UNIFORM_SCALE))) {
model_normal_matrix = transpose(inverse(mat3(model_matrix)));
} else {
model_normal_matrix = mat3(model_matrix);
}

#if defined(NORMAL_USED) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)

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