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Pass viewport size to shadow pass instead of using Vector2i(1,1) #83491

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jsjtxietian
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@jsjtxietian jsjtxietian commented Oct 17, 2023

Fixes #82782

Two things to improve:

  1. the argument order, I put p_viewport_size to the last but it may better be inserted somewhere front
  2. If 1 is ok and in general this commit is ok, I will port it to compatibility mode.

@jsjtxietian jsjtxietian requested a review from a team as a code owner October 17, 2023 10:57
@akien-mga akien-mga added this to the 4.2 milestone Oct 17, 2023
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Two things to improve:

  1. the argument order, I put p_viewport_size to the last but it may better be inserted somewhere front
  2. If 1 is ok and in general this commit is ok, I will port it to compatibility and mobile mode.

Putting it last is fine. This commit looks fine, please make the same change to the compatibility renderer and then it should be ready to merge!

@jsjtxietian jsjtxietian force-pushed the pass-screen-size-when-render-shadow branch 2 times, most recently from d85a2b0 to 42a7884 Compare October 17, 2023 12:42
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Looks good to me!

Let's not cherrypick this one as it will introduce a behaviour change if someone was erroneously relying on VIEWPORT_SIZE being (1,1) (for example to modify the shader when in a shadow pass)

@jsjtxietian jsjtxietian force-pushed the pass-screen-size-when-render-shadow branch from 42a7884 to 26d3255 Compare October 26, 2023 07:25
@akien-mga akien-mga changed the title Pass viewport size to shadow pass instead of using vector2i(1,1) Pass viewport size to shadow pass instead of using Vector2i(1,1) Oct 26, 2023
@akien-mga akien-mga merged commit 815b24d into godotengine:master Oct 26, 2023
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Thanks!

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spatial shader: using VIEWPORT_SIZE in VERTEX calculation breaks shadows
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