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Ameliorate performance regression due to directional shadow fade_start
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@ -2799,7 +2799,10 @@ void RasterizerSceneGLES3::_setup_directional_light(int p_index, const Transform
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const float fade_start = li->light_ptr->param[RS::LIGHT_PARAM_SHADOW_FADE_START];
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const float fade_start = li->light_ptr->param[RS::LIGHT_PARAM_SHADOW_FADE_START];
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// Using 1.0 would break `smoothstep()` in the shader.
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// Using 1.0 would break `smoothstep()` in the shader.
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ubo_data.fade_from = -ubo_data.shadow_split_offsets[shadow_count - 1] * MIN(fade_start, 0.999);
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ubo_data.fade_from = -ubo_data.shadow_split_offsets[shadow_count - 1] * MIN(fade_start, 0.999);
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ubo_data.fade_to = -ubo_data.shadow_split_offsets[shadow_count - 1];
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// To prevent the need for a fade to, store the fade to in the final split offset.
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// It will either be the same as before, or the maximum split offset.
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ubo_data.shadow_split_offsets[3] = ubo_data.shadow_split_offsets[shadow_count - 1];
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}
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}
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glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
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glBindBuffer(GL_UNIFORM_BUFFER, state.directional_ubo);
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@ -594,8 +594,7 @@ public:
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float shadow_split_offsets[4];
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float shadow_split_offsets[4];
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float fade_from;
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float fade_from;
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float fade_to;
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float pad[3];
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float pad[2];
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};
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};
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struct LightInstance : public RID_Data {
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struct LightInstance : public RID_Data {
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@ -148,8 +148,7 @@ layout(std140) uniform DirectionalLightData { //ubo:3
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mediump vec4 shadow_split_offsets;
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mediump vec4 shadow_split_offsets;
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mediump float fade_from;
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mediump float fade_from;
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mediump float fade_to;
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mediump vec3 pad;
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mediump vec2 pad;
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};
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};
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#endif //ubershader-skip
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#endif //ubershader-skip
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@ -848,8 +847,7 @@ layout(std140) uniform DirectionalLightData {
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mediump vec4 shadow_split_offsets;
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mediump vec4 shadow_split_offsets;
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mediump float fade_from;
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mediump float fade_from;
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mediump float fade_to;
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mediump vec3 pad;
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mediump vec2 pad;
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};
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};
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uniform highp sampler2DShadow directional_shadow; // texunit:-5
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uniform highp sampler2DShadow directional_shadow; // texunit:-5
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@ -2292,7 +2290,7 @@ FRAGMENT_SHADER_CODE
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shadow = min(shadow, contact_shadow);
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shadow = min(shadow, contact_shadow);
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}
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}
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#endif //ubershader-runtime
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#endif //ubershader-runtime
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float pssm_fade = smoothstep(fade_from, fade_to, vertex.z);
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float pssm_fade = smoothstep(fade_from, -shadow_split_offsets.w, vertex.z);
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light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
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light_attenuation = mix(mix(shadow_color_contact.rgb, vec3(1.0), shadow), vec3(1.0), pssm_fade);
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}
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}
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