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Emit normal_roughness compatibility code in custom functions #94812

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merged 1 commit into from
Jul 28, 2024

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Fixes: #94777

When reading from the normal_roughness buffer we need to emit compatibility code to ensure that the user gets proper normals even though the texture is stored in a custom format.

In master the compatibility code is only added when the normal_roughness uniform is used directly. When the normal_roughness uniform is passed as an argument to a custom function the compatibility code is not used.

This PR does two things:

  1. It checks if the source of the argument is a a screen_texture and emits the compatibility code if it is
  2. It bans passing a screen texture to custom function if the custom function is already used with a non-screen texture (we already had this logic in place for when two uniforms were used with different filter or roughness settings)

As a bonus, we can now undo the restriction added in #72300 which forbid passing screen textures to custom functions when using XR shaders.

@clayjohn clayjohn added this to the 4.3 milestone Jul 26, 2024
@clayjohn clayjohn requested review from BastiaanOlij and Chaosus July 26, 2024 17:51
@clayjohn clayjohn requested a review from a team as a code owner July 26, 2024 17:51
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Nice improvement! Looks good to me :)

@akien-mga akien-mga changed the title Emit normal_roughness compatibility code in custom functions Emit normal_roughness compatibility code in custom functions Jul 27, 2024
@akien-mga akien-mga merged commit 8e47aaf into godotengine:master Jul 28, 2024
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@akien-mga
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Thanks!

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Artifacts in post-processing depth shader on 4.3-RC1
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