diff options
Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
| -rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index f87b4336f..8dfa91473 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -1834,12 +1834,14 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform GIProbeInstance *gipi = gi_probe_instance_owner.getptr(ridp[0]); + float bias_scale = e->instance->baked_light ? 1 : 0; glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 9); glBindTexture(GL_TEXTURE_3D, gipi->tex_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_XFORM1, gipi->transform_to_data * p_view_transform); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS1, gipi->bounds); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER1, gipi->probe ? gipi->probe->dynamic_range * gipi->probe->energy : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS1, gipi->probe ? gipi->probe->bias * bias_scale : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS1, gipi->probe ? gipi->probe->normal_bias * bias_scale : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT1, gipi->probe ? !gipi->probe->interior : false); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE1, gipi->cell_size_cache); if (gi_probe_count > 1) { @@ -1852,7 +1854,8 @@ void RasterizerSceneGLES3::_setup_light(RenderList::Element *e, const Transform state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BOUNDS2, gipi2->bounds); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_CELL_SIZE2, gipi2->cell_size_cache); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_MULTIPLIER2, gipi2->probe ? gipi2->probe->dynamic_range * gipi2->probe->energy : 0.0); - state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BIAS2, gipi2->probe ? gipi2->probe->bias * bias_scale : 0.0); + state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_NORMAL_BIAS2, gipi2->probe ? gipi2->probe->normal_bias * bias_scale : 0.0); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE_BLEND_AMBIENT2, gipi2->probe ? !gipi2->probe->interior : false); state.scene_shader.set_uniform(SceneShaderGLES3::GI_PROBE2_ENABLED, true); } else { |
