Merge pull request #91399 from QbieShay/qbe/fix-pmul-name
Revert premul alpha to spell without the T
This commit is contained in:
commit
f91db3dc58
8 changed files with 27 additions and 27 deletions
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@ -90,7 +90,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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actions.render_mode_values["blend_premult_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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@ -604,7 +604,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMULT_ALPHA_FACTOR"] = "premult_alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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actions.renames["METALLIC"] = "metallic";
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actions.renames["SPECULAR"] = "specular";
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actions.renames["ROUGHNESS"] = "roughness";
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@ -684,7 +684,7 @@ void SceneShaderForwardClustered::init(const String p_defines) {
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actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
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actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
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actions.usage_defines["LIGHT_VERTEX"] = "#define LIGHT_VERTEX_USED\n";
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actions.usage_defines["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED\n";
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actions.usage_defines["PREMUL_ALPHA_FACTOR"] = "#define PREMUL_ALPHA_USED\n";
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actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
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actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
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@ -91,7 +91,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
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actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
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actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
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actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
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actions.render_mode_values["blend_premult_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PREMULT_ALPHA);
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actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
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actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
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@ -508,7 +508,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
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actions.renames["ALBEDO"] = "albedo";
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actions.renames["ALPHA"] = "alpha";
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actions.renames["PREMULT_ALPHA_FACTOR"] = "premult_alpha";
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actions.renames["PREMUL_ALPHA_FACTOR"] = "premul_alpha";
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actions.renames["METALLIC"] = "metallic";
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actions.renames["SPECULAR"] = "specular";
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actions.renames["ROUGHNESS"] = "roughness";
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@ -593,7 +593,7 @@ void SceneShaderForwardMobile::init(const String p_defines) {
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actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
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actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
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actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
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actions.usage_defines["PREMULT_ALPHA_FACTOR"] = "#define PREMULT_ALPHA_USED";
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actions.usage_defines["PREMUL_ALPHA_FACTOR"] = "#define PREMUL_ALPHA_USED";
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actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
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actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
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@ -914,9 +914,9 @@ vec3 encode24(vec3 v) {
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void fragment_shader(in SceneData scene_data) {
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uint instance_index = instance_index_interp;
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#ifdef PREMULT_ALPHA_USED
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float premult_alpha = 1.0;
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#endif // PREMULT_ALPHA_USED
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#ifdef PREMUL_ALPHA_USED
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float premul_alpha = 1.0;
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#endif // PREMUL_ALPHA_USED
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//lay out everything, whatever is unused is optimized away anyway
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vec3 vertex = vertex_interp;
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#ifdef USE_MULTIVIEW
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@ -2462,9 +2462,9 @@ void fragment_shader(in SceneData scene_data) {
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motion_vector = prev_position_uv - position_uv;
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#endif
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#if defined(PREMULT_ALPHA_USED) && !defined(MODE_RENDER_DEPTH)
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frag_color.rgb *= premult_alpha;
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#endif //PREMULT_ALPHA_USED
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#if defined(PREMUL_ALPHA_USED) && !defined(MODE_RENDER_DEPTH)
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frag_color.rgb *= premul_alpha;
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#endif //PREMUL_ALPHA_USED
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}
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void main() {
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@ -749,8 +749,8 @@ void main() {
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float clearcoat_roughness = 0.0;
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float anisotropy = 0.0;
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vec2 anisotropy_flow = vec2(1.0, 0.0);
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#ifdef PREMULT_ALPHA_USED
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float premult_alpha = 1.0;
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#ifdef PREMUL_ALPHA_USED
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float premul_alpha = 1.0;
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#endif
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#ifndef FOG_DISABLED
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vec4 fog = vec4(0.0);
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@ -1849,8 +1849,8 @@ void main() {
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// On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
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// We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
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frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
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#ifdef PREMULT_ALPHA_USED
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frag_color.rgb *= premult_alpha;
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#ifdef PREMUL_ALPHA_USED
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frag_color.rgb *= premul_alpha;
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#endif
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#endif //MODE_MULTIPLE_RENDER_TARGETS
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@ -124,7 +124,7 @@ ShaderTypes::ShaderTypes() {
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = constt(ShaderLanguage::TYPE_VEC2);
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = constt(ShaderLanguage::TYPE_VEC4);
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PREMULT_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["PREMUL_ALPHA_FACTOR"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT;
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shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SPECULAR"] = ShaderLanguage::TYPE_FLOAT;
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@ -209,7 +209,7 @@ ShaderTypes::ShaderTypes() {
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// spatial render modes
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{
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premult_alpha" });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("blend"), "mix", "add", "sub", "mul", "premul_alpha" });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_draw"), "opaque", "always", "never" });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_prepass_alpha") });
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shader_modes[RS::SHADER_SPATIAL].modes.push_back({ PNAME("depth_test_disabled") });
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